summaryrefslogblamecommitdiff
path: root/src/map/skill.c
blob: 8c21b7eba629e7ffff9c3806ffe3b7490db64654 (plain) (tree)
1
2
3
4
5
6
7
8
9
17097
17098
17099
17100
17101
17102
17103
17104
17105
17106
17107
17108
17109
17110
17111
17112
17113
17114
17115
17116
17117
17118
17119
17120
17121
17122
17123
17124
17125
17126
17127
17128
17129
17130
17131
17132
17133
17134
17135
17136
17137
17138
17139
17140
17141
17142
17143
17144
17145
17146
17147
17148
17149
17150
17151
17152
17153
17154
17155
17156
17157
17158
17159
17160
17161
17162
17163
17164
17165
17166
17167
17168
17169
17170
17171
17172
17173
17174
17175
17176
17177
17178
17179
17180
17181
17182
17183
17184
17185
17186
17187
17188
17189
17190
17191
17192
17193
17194
17195
17196
17197
17198
17199
17200
17201
17202
17203
17204
17205
17206
17207
17208
17209
17210
17211
17212
17213
17214
17215
17216
17217
17218
17219
17220
17221
17222
17223
17224
17225
17226
17227
17228
17229
17230
17231
17232
17233
17234
17235
17236
17237
17238
17239
17240
17241
17242
17243
17244
17245
17246
17247
17248
17249
17250
17251
17252
17253
17254
17255
17256
17257
17258
17259
17260
17261
17262
17263
17264
17265
17266
17267
17268
17269
17270
17271
17272
17273
17274
17275
17276
17277
17278
17279
17280
17281
17282
17283
17284
17285
17286
17287
17288
17289
17290
17291
17292
17293
17294
17295
17296
17297
17298
17299
17300
17301
17302
17303
17304
17305
17306
17307
17308
17309
17310
17311
17312
17313
17314
17315
17316
17317
17318
17319
17320
17321
17322
17323
17324
17325
17326
17327
17328
17329
17330
17331
17332
17333
17334
17335
17336
17337
17338
17339
17340
17341
17342
17343
17344
17345
17346
17347
17348
17349
17350
17351
17352
17353
17354
17355
17356
17357
17358
17359
17360
17361
17362
17363
17364
17365
17366
17367
17368


                                                          
                                 


                             
                             
                              
                             
                            

                          
                
                 


                   
                  
                
                       
                      
                      
                
                
                   
                         









                   



                   
                 

 
                                   

                                                           
                            


                                                          

                                                              

                                                          
 
                          
                                                   
      


                                                                                     
                                                           
 
                              


                               


                                                             
    
                                                       
                 



                                                                       

  


                                                                                    
                                                             
                    
                                  

  



                                                                 
                             
                        
                           

                                                                       
                                      
                                  



                          

                                                                               
 

                             
                   
                        
                  




                                                                                   
 
                                                                    

                      

                         


                                                                                                           
                                                                   
                                                       
                                                      
 
               
                                                                   
                                                                      
                                
      
 
 
                                                   
                                   
 

                          
 
                                                 

 

                                                          
                                      
 
                                                                         



                                                                            


                                         







                                                                      

                          
                                                   

                         
                        

 
                                             
 
                                                        

 
                                             
 
                                                        

 
                                        
                                                       
 
                                                                    
                                                       


                                                                                 

           





                                                                                                                                           
                                                                                                                                                                                                 



































                                                                                                                                                          
                   
                                                                                                                                              
      
                                                    
 


                                        

                                                                                                                  

                                                  
                                               

 
                                                             



                                                                                        
                                                                            

                                                                 

                                                                                                                           
                                                                                       
                                                               



                                            
                                        
 
                                          




                                     
                                                                


                                                          
                                                

                                     
 

                                                                                  
                                                                              
 



                                                                            
                                                    








                                                                                           
                          




































































                                                                                                        

 
                                                                                                                     



                                                              
 
                            














                                                                              
                        


                                                                  




                                                                                                     








                                                                                                                                                                               
 


















                                                                                                                                                    
         
 

























                                                                                         
 






                                                                  
                  


                                                 
                                                                                  
 
                                        
                                                                         


                            
                                                                                                                        







                                                                                       


                                                                       


                                                                                              
                                                                                                              

                                                                          
                                                                              


                         


                                            
                                                             
 
                    

                            
                                        
 
                     




                                                               
                                                                                         





                                                                                                          
                                                                                    
                                                                                                                                      


                                                                           
 

                                                                              





                                                                                                                                                     
                                       

                                            




                                                                                                           






                                                                                                                                
                           






























                                                                                    
                                                                                   




                                               
                                                                                   








                                                                                                                    
                                                                                   















                                                                                              
                                                                                   













                                                                                                                     
 

                                     

 
                                                          
 
                                               

                          
                     

                                             
                                    
                         
                         














                                                                   
 
                                
                                                

 
                                                                    
 
                                               
                          
 
                      
                                             
                                     
                         
 
                                                

 
                                                                                                                          
 

                                                                
 
                                                       
                                                                                                                                  

                                                                                           
 

                                                         
 
                                                                                                      
 
                                    
                                                                    
                                        
                                                                   
                                                       
                                                                       
 
                                                                                                              
                                                           


                                            
  
                                              
                                                                                                                                                             
 











                                              
                                                                                      


















                                                                                                            
                                                                                                                                                                               

















                                                                                                                                                  
 





                                                                                                          
 

                                                                                 
 

                                                                                          
 



                                                                                           
 
                              




                                                                                               
                                                                                              










                                                                                                          
 


                                                    
                        


































































                                                                                                                                                                                            
                                                                             
                                                                         

                                                                                           



                       
                                                                                              



                                                                          
                                                                

                         

                                                                                                               
                 
                                                                           


                          
                                                                                                 


                           
                                                                                     


                           
               
                          
      
                                                                                                 
                      
 
              
                          
                                                                                                 
                      
      
 




                                                    
                                                                                                   


                                                                                           
                                                                                               









                                                                                                                                     
                                                                                            


                          
                                                                                             



                             
                                                                                                   


                        
                                                                                                   



                         
                                                                                                 


                          
                                                                        



                        
                                                                                                   


                             
                                                                                     


                           

                                                                                    



                           
                                                                                             





                                                                                                                
                                                                                              



                                         

                                                                                                       



                                               
                                                                           


                             
                                                                                                 


                         
                                                                        


                      

                                                                                                  
 
              



                                                
                                                                                               
      


                           
                                                                                                   


                       
                                                                                                 


                        
                                                                                     


                          
                                    





                                                                          
                                                                                                         


                               


                                                                       







                               
                                                                                                                  


                            
                                                                                                      

                          
                                                                                                   






                                                                                     
                               




                                                     
                                                                           

                            
                                                                          

                           
                                                                         

                             
                                                                           


                          
                                                                                           



                             
                                                                                          


                            
                                                                                                     



                                                       
                                                                                              



                                                                                                                
                                                                                                   


                          
                                                   
                                   
                                                                                                                                 



                                         
                                                                                                                                              

                                 
                                                                                                          

                                      
                                                                                                         

                                      
                                                                                                             



                             
                                                                                             


                                                           
                                                                                            


                                  
                                                                                     


                         
                                                                                     















                                                                                                                                  
                                                                                            


                                                                              
                                                                                    

                             
                                                                                                  

                             
                                                                                                    

                      
                                                                                                     

                       
                                  

                                                                                        

                                                                                                     

                          
                                                                                             

                               
                                                                                      

                               
                                                                                              



                                                                                                                   
                                         



                                                                                   
                                                                                             

                             
                                                                                                                


                                                                                            
                                                                                                     

                            
                                                                                        

                      
                                                                                                       




                                                                                                    
                                                                                                                                                                                                                                       

                                                                                                            

                                                                                                              


                          
                                                                                      

                        
                                                                                                                                                                                      

                              

                                                                                                                                      


                             
                                                                                                                                                      

                           
                                                 








                                                                                                                   
                                                                                                                               

                           

                                                                                                            

                           

                                                                                                


                                                                                                                       
                                                                                   

                            
                                                                                                      

                               

                                                                                                                                   
                               
                                                                                                         





                                                                                      
                                                                                                                                                   



                                      
                                         
                                                                                                                                                                                              
                                                                                                   
                                                
                                                                                            


                                                                                                        
                                                                                               


                                                                  
                                                                                               

                            
                                                                                                  

                             
                                                                                         


                           
                                                                                                                       
                                                
                                                                                       

                                                                                                       
                                                                                                                                                

                            
                                                                                                   

                              
                                                                                                      

                                     
                                                                                                          






























                                                                                       
                                                                                                                                          

                            
                                        

                                                                              
                                                                                                 

                              
                                                                                                       




                                                                                                                                      

                                                                                                                          

                                              
                                                                                                                                                                  

                                              

                                                                                                                                                                                                





                                              

                                                                                                             

                                                      
                                                                                           

                             

                                                                                         


                                 
                                                                                                            

                           
                                                                                               

                                                
                                                                                           

                          
                                                                                         

                           
                                                                                                                                                            

                           
                                                                                                             

                                   
                                                                                                            

                      
 




                                                                                                    
 






















                                                                                               
                                                                                                                        



















                                                                                                               
 
                                                                    




                                                                     
                                                                   








                                                                            
 
                                 
                                                                            








                                                                                                          




                                                             
                                             
 
                                                                                         
 



                                                                                              
 
                                                                                                       
 


                                                      
 

                                         
 

                                                                             
 
                                                                                                          
 

                                               
 
                                                                   
 



                                                                                      
                                                                                                




                                                                                  
                                                                                                 



                                                                           
                                                                                            











                                                                                                              
                                                                                                                                       







                                                                                                                          
                                                                       


                                                            
                                                                                                          

                                                   
                                                                                                      

                                                 
                                                                                                    





                                                     
                                                                            







                                                                                                          
 
















                                                                                              
 




















                                                                                             
 

                 
 

                                                                                                                
                               
 
                                     
                         
 
                                                                                      
                                                        
                                 
 

                                                                      
 
                                                                                                  
 


                                              
 

                                 
 

                                                                           
 



                                                             
 
                                                                
 



                                                                              
                                                                                            




                                                                          
                                                                                             



                                                                   
                                                                                    











                                                                                                      
                                                                                                                                       



                                              
                                                               

                              


                                                                                                                         



                                               
 







                                                                       
                                                                    



                                                               
 

                 
 







                                                                                
                                                                                                                                                         







                                            
                                                                                      






















                                                                                                      
 

                                                                                  
 



                                                                                  
 
                         
                              
                                                                                               

                           
                                                                                              














                                                                                                      
 



                                                                                              

                                                                               





                                                                                                                          
 










                                                                               
                                                                          












                                                                                                                           
 

                                                                             
                                                                   


                                       
                                                             
 
                                                                                                 
 



                                                                                              
 


                                                                                                                      
 


                                                         
 
                                                  
                                                            
                                                  
 

                                         
 

                                               
 
                                                                       
 
                                                                                    

                                                                               

                                                                                                  



                                                                          

                                                                                                   



                                                                           
                                                                                               


                                                                                                                 
                                                                                                






                                                                   
 
                                                                                                                                                                                


                                                  
                                                                             

                                                 
                                                                                                            

                                                   
                                                                                                        

                                                 
                                                                                                      





                                                     
                                                                              







                                                                                                         
 
                                 
                                                                                                                            














                                                                                              
 
                 






                                                                            
                                                                                       
 




















































































                                                                                                                 
 
                                                     



                                                                                              























                                                                                                                         









                                                                                                 
                                                                                                 
 
































                                                                                                                             
 

                                                                                                     
 
                                
                                                               

                                
         
 
                                                                                    




                                                                            
                                                                                       
 

                                                         
 

                                                                    
 


                                                                                                      
 

                          
 


                                   
 

                                                                                    
 






                                                                                    
 
                 












                                                                                     
                                                                                

                                                                             
                                                                                                                                                                         
 




                                              
                                         
 
                                               






                                                                                                                                       
                                                                                                       
                                 
                                                                             
                                                                                                                                                                                     
                                                                 

                                 
 








                                                                                                       
                                                                            




                                                                                                        
                                                                                  




                                                    
                                                                                    
                 
                                                                        

                                                                  
                                                                                               
                                                                                                                          
                            
                                                     



                                                    
 
                                                                                                                                      



                                                                                                     
                                     

















                                                                                                              
                                                                             


                                                                             
 




                                                                                                                  
                                                                                                      


                                                                
                                                                 


                                                                                                                        

                                                                                                              


                                                  
 
                                          
 


                                                                                                      
                           
 
                                                                                                                                                                                                     
                                                                
                                                                                         
 







                                                                                                                                                                         
 
                        
                                                     
 

                                                                           
                                             
                                  
 
                                                                      



                                                         
                                         


                                                    
 



                                                                                                       
                                           




                                                                                                        

                                                                                  











                                                                                                                       
                                  









                                                                                                                  
                                                                                                             

























                                                                                                                                               

                                                                                                           
















                                                                                                                   
                                                                         


                                                    
 
                         
                          



















                                                                                                                                        
                                                                                                                                                              
                                                                       
                                                                                                                                                                 


                            
                                                                                                            




                              
                                                                                                                         





















                                                                                                                     

                              
                                                                                                                   




                                                                                                                       
                                                                                                                               

                                       
                                                                                                                                    











                                                                                                                           
                                                                                                                                                


                                                                    
                                                                                                                              
                      
                             
                                                                                                                                                 
                              








                                                                                                                              
                                                                                                                                                   
                 
                                                                                                                                                     

                      
 






                                                                                            
                                          


                                                                                       
                                    






































                                                                                                                                          
 








                                                                                            
                                              





                                                                                                                                
 

                                                                                   
 


                                                                                
 



                                                                                          


                         
 
                                                                                           





                                                                                  
 

                          
                                                                                     

                                                                                                                                                   
                                                                                                   
                                                                   
                                                                                                

                                                                     

                                                                                                                 
                                                            
                                                                            




                                                                                                  

                                             






                                             
                                                                  


                                                                                                                             
                                               

                                            
                                                                                             



                                         
                                    
                                          
                                                                                
                                                           

                                                                
                                                                                                               
                                                                                                                                                                         
                                      
                                                                                                                                                                 

                                             
                                                                                             
                                                           

                                                                
                                                                                                               
                                                                                                                                                               



                                                        
                                                                             


                                                
                                                                             







                                                                                             
 

                                                                                                       
                                                                                                                       
 
                                                                    








                                                                                                                          








                                                                                                                     
                         






                                                                             
 
                                                    

                                                     

                                                                               


                                                                                                                                  
         
 
                                                                      
                                      
 
                                                                    
                                                                                                                                                                 





                                                                                                            
 



















                                                                                                                                                                                       
                                    




                                                                                                                     
                                                                                                                   

                                                                                                                                                                                
                                                                                                










                                                                                                         
                                                                   



                        
                                                                                                          




                                                            

                                                                                                                          









                                              
                                                                




                                                                                                

                                 




























                                                                                                                     
                                   








                                                    

                                           
 
                           



                                   
                                                                                                                                              




























                                                                                                                           
                                                                                                                                                            


                                                                           
                                                   






                                         
                                                                                                         

                                                                       

                                                                               
                                                               
                                                                                                                    



                             
                                                                                                                     



                                                                          
                        



                            
                                  
 
                                                      

                         
                                                          

                         
                                                                                                            



                                                                                           
                                                                                                          


                        
                                                       




                          
                                                                                        
                                                                               
                                                                                                                                     

                                         
                                                                                      












                                                                    
                                


                                                                                     
 













                                                                                  









                                                                                              

                                           

                                                    












                                                                                                  
                                                 




                                                  








                                                    















































































                                                                                                                   




                                              
                                                                                                                                           
 
                 






                                                                              































































































































































                                                                                                                                                                                                                                        


                                                                                              

































                                                                                                                                                                            
 





                                                   




                                              
                                                                                                                                                  
 






















                                                                                      




                                              
                                                  
 













                                                                                      
 










                                                                                                                                    

 
                                                                
 








                                                                                                          





                                              
                                                                                                                                          
 


                                           
 
                                                
 

                            
 

                            
 

                             
 
                                 
 

                              
 
                                                                                           
                                                                                
                                                        

                                                                  
                                                                                                                                                     

                         
 







                                             
                        















































































































                                                                           
                                                                               











                                          
                                                                                            













                                                                                         
                                                                               





                                                                                                   

                                                                                        

                                                         
                                                                                       


                                                    
                                                                

                                                          

                                                                                        





                                                                                                      
                                                             







                                                                                                                      
                                                                                              


















                                                                                                                                

                                                                                                                       








                                                                                     

                                                                                                                       


                            
                                                                               




                                                                    
                                                                                             

                                                                                                                     
                                                                                                      



                                                                                           
                                                                                   



                                
                                                                               


                                                                
                                                                                                                            




                                                                    
                                                                               







                                                                    
                 


                                                                                 

                                                                                       




                                                                
                                                         

                                                                                           
              
                                                                                                               
      







                                                                  
                        







                                                                                                                                                      
                                                                               

                                                                                                                          
                                                   































































                                                                                                           
                                                                                                        

                                                                                                                       

                                                                                                                     



                                                                                 
                                             


                                                   
                                                                                        

                                                    
                                                                                                                                     

                                                                                                       
                                                                                                                                     


                                              
 


                                                    
                                                          


                                                           
                                                                                                      



                                                                                                              

                                                                                                                                                                                                                                       

                                                                                        
                                                                                                                                                                                                                                                                                                  






                                                                                     
                                                                                                                          
                    
                                                                                                             







                                                      

                                                                                               

                                
                                                                   



                                                                                                    
                                                                                                                                                                                                                




                                                                                
                                                                                                                                                                                                           

                                                                        

                                                                                    






                                                       
                                                                                                   




                                                                            
                                                                                    
                                                                                                           
                                                                                        


                                                                                   
                                                                                                             









                                                                                                                             
                                                                                   
                                                             

                                                                             



                                                                                      
                                                                                                                                    
                                                                                                                 
                                                                                                                                   





                                                                          
                                                                              
























                                 
                                                                              


                               

                                                                                                       












                                                            
                                                                                          



                          

                                                                               



                                                
                                              
                         
                                                                           



                                                          
 













                                                                                                                                                                                                         
 
                                                                                              
                                                                                                            
                 
                                                                              




                                                                                                      
                                                                                             






                                                                                   

                                                                                     

                              
                                                                              












                                       
                                                                             






                                                                                   
                                                                                 
                              
                                                                                             









                                                                       
                                                                                     



                         



                                                                                              

                                                                      


                                                                                               






                                                                       

                                                                                                     







                                                                                 
                                                                               


                           

                                                                                               









                                                                             
                                                                               


                                                                 
                                                                


                                                                             
                                                                                       




                            

                                                                                                        
                            
                                                                                   
                                       
                                                                                       





                                                                  

                                                      
                                   

                                                              





                                                                                               


                                                                                                          
                         
 




                                                                                               
                                                                                       
                             
                                                                                       



                                                               
                                                                               

                    
                                                                                       








                                                                                                                            
                                                                                               


                               

                                                                                                              


                          

                                                                                                                    
 
                                                           

























                                                                                                   
 

                                                   
                                                                                   

                                      
 


















                                                                                                        

                                                                                                                    











                                                                                  
                                                                        





















                                                                                                                            
                                                                                    














                                                                                                                   
 



















                                                                                                                             
                                                                                                 

                                              
 








                                                                                        
                                                                                    






                                                                                                                                                                  
                                                                         




                                                        
                                                                                                                                                    

                                                                                       
                                                                                                   

                            

                                                                                       




                                                        
                                                                     




                                                                                 
                                                                                                      




                                                                                            


                                                                                                       






                                                                            
                                                                                               






                                                                                        
 


















                                                                                                                           
                                                                                                                   





                                                                                                    

                                                                                                                                                                                                             




                                                   
                                                                                                      


                            
                                                                                       






                                                                       


                                                                                                                                                                                                   




                                                                                                                      
                                                                               



                                                                 
                                                                                                 


                          
                                                                                               


                                   
                                                                                                                                          

                            
                                                                               






                                                                                                                                
 
                                    
                                                                                                               
                            
                                                                                                                                   















                                                                                       
                                                                                                           



                                                                                                                                                    
                                                                                              


                                                                                

                                                                                                                                                                                                             



                                  

                                                                                                              




                                                                      
                                                                                                                     


                                                                                
                                                                                      




                                
                                                                                                             
                      

                                                                                                                                                








                            
                                                                                                          
                      


                                                                                                                       
                                            
                                                                                                                                                    
                            
                                                                                                              



                             

                                                                                                                
                                    
                                                                                      
                    
                                                                                                  



                            
                                                                                                      
                      


                                                                                                                        
                                            
                                                                                                                                                    
                            
                                                                                                              






                             


                                                                                                               






                                                                           
                                                                        

                                       

                                                                                                                        
                                                                                   
                                                                             

                                            
                                                                                                              
                              

                                                                                                                       
                         
                                                                         








                               
                                                                                                         
                      
                                                                                                                                                                                                               

                      
 

                                   
                                                                                      
                      




                                                            
                                                                                     

                 


                                                                                                                   
                      




                                                                 
                                                                                                                       



                                                                        
                                                                                            






                                                                                                  
                                                                                         
                                                                                           

                                                                     


                                       
 

                                                                                                         
 
                               
 


                                                            
 

                                                                   
                                                                    
                 
 
                                                        
                                                                  
         
 

                 
 


                                              
                                                                                                                                            











                                              
                                                         























                                                          
                                    








                                               
 

                                              
 
                                                                                             
                           

                                                 
                                                                                            













                                                                                                 
                                                                                           

                                                 
                                                                                                         


                                                                                                                    
                                                                                                 


                                                                          



                                                                                                                            
                               
                                                                                                         




                                                          

                                                                                                    
         
 
                                         



                                                        

                                                                        



                                                                                                                   
                        







                               
                                                                                                                                                             

                                                                                 

                                                                         




                                                                                                                     
 

                                                                                                                                                                        
 















                                                                                                                                

                                                                                             














                                                                                                 
                                                                                   



                                                            

                                                                             

                                                           
                                                                                   













                                                                                                                                                           
                                                                    





                                                                               
                                                                           











                                                                                 
                                         








                                                                              
                                                                                                                                            




















                                                                                                                                                             

                                                                                                                                                       



                           
                                                                                                                                            
                      


                                                                                                              







                                                                  

                                                                                         



                            
                                                             

                                                              


                                                                                                    

                                                                   

                                                                                    



                                                        


                                                                                  



                                                                       
                                                                       





                                                                                              
                                                                                                    








                                                                                                           
                                                                                               

                                                                          
                                                                                                                   
                                              
                                                                                                               





                                 

                                                                                           

                             
                                                                


















                                                                                
                                                                


                                                                                                           
                                                                


                                                                                                            
                                                                



                                      
                                                                







                                                               
                                                                                   

                                      

                                                                                       













                                                                                                                                                                                                           
                                                                           

                              
                                                                


                                

                                                                                           

                        
                                                                


                                                                                
                                                                









                                                                                        
                                                                                   



                                                       

                                                                                          







                                                                                                                                       
                                                                                   


                                                       
 



                                                                                            


                                                                                                                  










                                                                                                                 
                                                                                                   
 







                                                               

                                                                                                       

















                                                                                                         

                                                                                           



                                                                        
                                                                                                                                                    
                               
                                                                                   






                                                                                                     
                                                                        

                              

                                                                                          


                              


                                                                                                      


                          
                                                          







                                                                       

                                                                                          
 
                                                                                         




                       

                                                                                          




                                                             


                                                                                                               
                                                                    
                                                                                                
                        
                                                                                              
                                             
                                                                                                          







                                                                                                                                    
                                                                                               



                                                            
                                                                     






                                                                  
                                                                                     




































































                                       

                                                                                          



                         
                                                       
                                                                                                                                                                                     
                                                                         
                                                                                                       
                                                                                                                                              





                                                                 


                                                                                                     


                                 
                                                                           
                    

                                                                                                  







                             

                                                                                                    


                          


                                                                                                           

                             

                                                                                          




                                                             
                                                                                         


                                                              

                                                                              
                                                           
                                                                        



                       

                                                                                          
                       
                                                                                               











                                                                                                                                       

                                                                                           


                                              

                                                                                          


                             


                                                                                              


                           
                                                                






                                                                                                                                 
                                                                                   



                                                                             
                                                                                   





                                                                
                                                                        




                              

                                                                                                  
                                                                         
                                                                              












                                                                                                                

                                                                                                                                                                                            


                                
                                                                                   
















                                                                               
                                                                                        









                                                        
                                                                                              

                                      
 



                                                                                                                                                        
                                                                                                                             



                                                                                                                       
                                                                                           


                                                       
 
                              
                                                                                             







                                                                                     
                                                                                                      



                                                                       
 




                                                                                   

                                                                                                                                                      





                                                 
                                             

                                                                             

                                                                                     







                                                                             
                                                                        
                                                   
                                                                                             




                                                                               
                                                                                    





                                                                                          

                                                                                                                                                        














                                                                                                                                               
                                                                    




                                                   
                                                                        




                         

                                                                        





                                                         
                                                                        



                           

                                                                                                               


                                       
                                                                
                                                      

                                                                                 













                                                                 




                                                                                                                      


                              
                                                                




                                                                            
                                                                






                               
                                                                                  



                              
                                                                             




                                                                
                                                                
                                                      

                                                                              





                                                 
                                                                

                                                          

                                                                                       







                                                                                               
                                                               

                                                                                              

                                                                                 












                                                                          
                                                                                                                                          
                             
                                                                                                                                                                                   



                                 
                                                                                                                                          
                                                                                           
                                                                                                                                                                                                    
                                                           
                                                                                                                                                                 







                                                                           

                                                                                                                    

                                                            

                                                                             



















                                                           
                                                                                                                 


                                               
                                                                                                                               












                                                                                                            

                                                                                            


                                      

                                                                                           





                                                                       

                                                                 





                          
                                                                                                                                          



                                                                 
                                                                                    


                                               
                                                                                                                         



                         
                                                                                                                 


                                               
                                                                                                                    










                                                                                                                                                   
                                                                                                                          
                                     
                                                                                   



                                               
                                                                                     
                       
                                                                                                                  
                             
                                                                           



                                                 
                                                                        





                                                                         

                                                                                                 




                                                                                                                                       
                                                                                                    




                                                   
                                                                                                                                



                           
                                                                                                                                         





                                                                                                                     
                                                                                                                                                        

                            

                                                                                          





                         

                                                                                
                            
                                                                             







                                                                    

                                                                                                
 

                            
                                                                                   




                           
                                      
                                                    
                                                                                           



                                                       
 


                                                                               

                                                                               
                                                                                           

                                      



                                                                                        
                                     
                                                                                   
                                                                                            
                                                 


                                                               
                                 




                         
                                                         




                                         
                                                                        




                                                                   
                                                                


                         
                                                                





                                                                 
                                                                        














                                                                                           
                                                                                                                  
                 
                                                                







                                                               
                                                                


                                                                  
                                                                


                                                                   
                                                                



                                                                 
                                                                



                                                               
                                                                



                                                                
                                                                


















                                                                                    
                                                                           




                                                              
                                                                    
                                              
                                                




                                  
                                                                 
















                                                                                                
                                                                                   

                                                      
                                                                   






                         
                                                                          


                                                                 
                                                                                                                                



                                                                                                             
 
                                                                                                                                                                
                         
                                                   




                                                                                                                                             
 


                                                                                                     
                            
                                                                                                                             




                                                            
                                                                




                                                    

                                                                                
                            
                                                                                   







                                              
                                                                        














                                                                                                 

                                                                                                           













                                            



                                                                                
                        
                                                                             




                                                   

                                                              
                                             
                                                                                   
                            
                                                                                       
                     
                                                                                                  


                                                        
                                   





















                                                                            
                                                                                                                                                                   





                                                            

                                                                                                                                        


                                   
                                                                           

                      
 







                                                                        



                                                                                           


                                                               

                                                                                                                                    


                                                               
                                                                     
                                                                                                                            
                                                                                                   































                                                                                                                                                                   
 



                                                                                          
 
                                                                              



                                                           
                                                                                 



                                                                                                    
                                                                                   
















                                                                                                               

                                                                                 





                                                                               
      









                                                                                                 

                                                                                                                                  


                                                                                          
 

                                                                                                  



                          
                                                                        
                                                    

                                                                                   



                          
                                                                        
                                                         

                                                                                   












                                                                                           
                                                                                   

                                      



                                                                           


                        
                                                                             
                 
                                                                        

                                                                                                                                                  
                                                              


                                                                                                                                            
                                                                                           


















































                                                                                                                                                    
              
                                                       
      


























                                                                                                                                                                                     
                                                              



                                                                                                              

                                                                                             












                                                                                          

                                                                  
                         
 
                                                                           








                                                                                                                        
                                                                

                                            



                                                                                                                                                

                                      
                                                               







                                                           
                                                                     





                                                                                                   
                                                                       

                                                                           

                                                           



                                                                                           
                                                                                                           



                                                                                                                           
 
                                                                                
                                                           
                                                                           
                                                       
 
                                                        


                                                                                              
 
                                                                     
                                                                      
 





                                                                    

                                                                                 

                          
                                                                
                      
                                                    


                                                                                                      
                                            



                                                                                                         
                                                             
                         
                                               
                                                      
                                                     
                         
                                               
                                                        
                                                     
                         
                                               

                                                        
                                                     
                         
                                               



                                                        

                                                                                        




                       
                                                                        
                                                          
                                                                                 



















                                                          


                                                                                            




                                                                                                  


                                                                                            


                             
                                                                





                                                   
                                                                           
                                                              

                                                                                  










                                                                                               
                                                  


                              

                                                                                                                 



                                       

                                                                                                    


                         
                                                                




                                                                                   

                                                                                               















                                                                            
                                                              

                                                   

                                                                                       

















                                                                                                       
                                                                                                                                              

                                                                         
                                                                                                                            





                                                                                                        



                                                                                                         











                                                                                              
                                                   
                 

                                                                              

                                                                           





                                                                                                      



                         


                                                                                      


                       


                                                                                         



                                                                                                 

                                                                                                 



                                        
                                                                



                      
                                                                                          
                                                                                                                                                        
                                                                                              



                       
                                                                                          
                                                                                                                                                      
                                                                                              









                                                                          
                                                                                   


                                                       


                                                                                                                  






                                                
                                                      
                                                       
                                                                                           

                                      
                                                                            














                                                                                                                                                                        
                                                                                    



































                                                                                                                                                                               
                                                                                      



                           
                                                                



























                                                                                                               
                                                                
                      
                                                                                            










                                                             
                                                                                   


                                               

                                                                                                                 
               
                                                                                                    
      








                                                                                                        
 





                                                                                                   
 


                                                                                                            
                         
                                                                                           


                                                       
 
                                                   
 





                                                                                       
 
                                 
                                                                                              







                                                                    
                                                                                                  




                                                                  
                                                                                











                                                                         
                                                                        













                                                                                                                                                 
                                                                                                                                         
                                       
                                                                                                                                          

























                                                                                                              
                                                                                    



                                                                                                         
                                                                                                


                                       
                                                                                   


                                                                                          
                                                                        



                                           
                                                                






                                                                                                                                             

                                                                                                          


                         
 


                                            
                                                                                                                                                                

                                        
                                                                                           
 


                                                       
                                                                                                                                     








                                                                                      
                                                                                                               













                                                                                                                          
                                                                                                              














                                                                                                     
                                                                                                                         


                                                                


                                                                                                               

                                                    
                                                                                                                  



                                                                                       


                                                                                                               





                                                                                
                                                                               

                                                                                




                                                                                                               




                                                
                                                                        



















                                                                                                          
                                                                           

                              
                                                                                              





                                                                   


                                                                                                             


                                                                                                                               
                                                                           

                              


                                                                                                        



                           
                              

                                                                                      
                                                                      




                                                                                   

                                                                                     

                              


                                                                                                                               





                                                                                
                                                                                                  
                                                      
                                                                        
                                                               

                                                                             

                                                           
                                                                                         




                                                                                
                                                                                                  
                                                      
                                                                        
                                                               

                                                                             

                                                           
                                                                                         






                                                                                                    
                                                                        
                                                               

                                                                             

                                                           
                                                                                         











                                                                                             
                                                                        










                                                                                                                                       
                                                                                         





                                                                                       

                                                                   
                            
                                                                  




                         


                                                                                   




                           


                                                                                          










                                                                                   

                                                                                            




                                                    
                                                                           




                                                    
                                                                                    
                            
                                                                                   



                                       
                                                        




                                   
                                                                                                         

                                                                
                                                                                           


                                                             
                                                                                                 

                                                            
 






                                                                                           
                                                                                      
                            
                                                                              




                                                                                             
                                           







                                                                      
                                                                                       

                                                                
                                                                 









                                                  

                                                                                          
                       
                                                                                                 






                                                                                                     
                                                                                                  


















                                                           
                                                                                          

                                                                 
                                                                        
                                                              

                                                                                         




                                                           
                                                                                    

                                                                 
                                                                        
                                                              

                                                                                         







                                                           
                                                                                   

                                      
                                                                                                                                                                                   

                    
                                                                                                                                       


                        
                                                                



                                                             
                                                                                                                       


                             

                                                                                                                                                    


                              
                                                                                                       


                                               
                                                                        
                                                               

                                                                                        




                                                           


                                                                                                                     



                                                                                                                                                            
                                                                                                     





                                                                 
                                                                                                                                                     
                            
                                                                                   





                                                                    

                                                                                                  
                                                 
                                                        






                                                                                      
                                                                                                         
                                                          
                                                                 





                                   
                            


                                                     
                                                               
                                       
                                                           
                                       
                                                             
                                       
                                                                    
                                                                                                                                               





                                       
                                                                                                                                                        
                            
                                                                                                             

                                                                          
                                                                                                                                                                          
                                                                  
                                                                                                                                                                                  
                              
                                                                                             
                 
                                                         







                                               
                                                                                                                                                                                                     






                                                                                                          

                                                                                                  






                                                                                

                                                                                                      




                                

                                                                            




                                

                                                                        



                         
                                                                













                                                                               



                                                                                                             





                                                                                                 
                                                                                                      



                                                       
                                                                                                      

                                      
                                                                                                                                       






                          

                                                                                    





                          

                                                                                                   
                                                                              

                                                                                                                                                              
                                     
                                                                                                                                                                                           




                                                                      
                                                                                                                                                         
                             
                                                                                                                                                                                   







                                                                                                        
 

                                                                                                                                                      
 
                                                                            





                                                                         
                                                                                                                                                                                   



                            
                                                                                                            

                    


                                                                                                              







                                                                                                               
                                                                       






                                                                                                                                                    

                                                                                                               
                               

                                                                                                            





                                                                                                                                      
                                                                        




                                                                                                                                                     

                                                                                                               
                               

                                                                                                            


                          
                                                                              
                                                                                                                      

                                                                                                                              

                                       
                                                                                           






























































                                                                                                                                                                                     
                                                                                                                                   



                                                                                                                                                  


                                                                                                        





                            
                                                                                         

                    

                                                                                                                                                                                                                         







                                                                                                                           
                                                                                    

                                                                                                                       
 

                                                                      

                                                        



                                                                                                                                                                                         
                         
                     
                        
                                                                              


                           

                                                                                                                                                                             


                          

                                                                                                                                                                                    



                                                                                                                 


                                                                                                                  












                                                                             
                                                                                                                              
                        
                                                                                             


                                                                                                     
                                                                                                                                             



                                                                                     
 

                                                                    
                                                                                                                                                                                                



                                                                                      
                                                                                   


















                                                                         
 


                                                                   
                                                                                            

                                      
 
                                                                                       
                                          





                                                                        
 

                                                                                                           













                                                                                                       
 
                                                                                                                      
                                                
                                                                            





                           

                                                                                                                                        







                                                                           
                                                                        











                                                                                
                                                                        




                            
                                                                                                                 



                                                
                                                                                                                            




                                        


                                                                                                                                                                              






                            

                                                                                                             

                                                                  
                                                                        






                                                       

                                                                                          




                                                 


                                                                                                               



                                           
                                                                                                     
                 

                                                                                                                                                                                                     

                                                  
                                                                 







                                                           
                                                                                   

                                                         
                                                                                

                                                          
 

                                                                                                                        








                                                                                                           
                                                                            




                                                                                                                    
                                                                                                                                                                         
                                                              
                                                                         

                            
                                                                                                  




                                                                         
                                                                                                                                                                   


                                                               
                                                                              












                                                                                                          

                                                                                                                   

                         


                                                                                                             









                                                                                                                                                                                                                         
                                                                                                                                                
                                                                                                                                                                        

                                                                                                                                 
                               
                                                          



                                                 
                                                                                                                                                
                                                                                                                                                                        


                                                                                                                                       



                                                                  
                                                                       
                               
                                                         


                        

                                                                                                             





                                                                 

                                                                                         




                                                                                  
                                                                      
                                 
                                           

                                             
                                            



                                                                                                                                
                                                                                                              












                                                                                                           
                                                                                                                                                             
                                                                                  
                                                                                                                                                                                                                               
























                                                                                                                                       
                                                                                                                                                     
                                                                          
                                                                                                                                                                                                                       



                                                                                                                
                                                                                                                                                     
                                                                          
                                                                                                                                                                                                                         


                                                                                                                                     
                                                                                                                  








                                                                                                                               
                                                                                                   











                                                                                    
                                                                                                                                         














                                                                                                                                                          
                                                                        




                            
                                                                                         

                                               

                                                                                                                                                                                                   









                                                                                                                             

                                                                                                       



                                                
                                                                                                              








                                                                                 


                                                                                                                                                                                    
                                                                

                                                                                                                                




                              

                                                                                                             
                                                                                                 

                                                                                                                                               











                                                                                                                                                    
                                                                                  
                        

                                                                                                                                                                                                                        











                                                                                                                             
                                                                    
                      
 


                                 
 

                                                 
                                                                                

                                      
 
                                                                                             
                                                    
 
                                                                                                                                                        










                                                                                       
 
                                                                        



                                       

                                                                                                   



                                                                          
                                                                                         
                                                                

                                                                                                                                                                                   






                                                                          
                                                                                                                                                                    
                                                                

                                                                                                                                                                                   




                               

                                                                                                                                                 






                                                
                                                             



                                                       

                                                                                           








                                                              
                                                   

                                          
                                                                                                                                                                           
                        

                                                                                                                                                                                                                                    



                          
                                                                



                                                                                                                  
                                                                                                            

                                      
                                                                                 




                                                                                           
                                                                                                     



                                                                                                       
                                                                                             
                                                                           
                                                                                         

                                      

                                                                                                                    


                                          


                                                                                                                                                                                              










                                                                                                       
                                                                                                                       

                                 




                                                                                                                                                                                  







                                        
                                                                                                             
                                                                                  



                                                                                                                                                                                       



                                 
                                                                 

                                                                   



                                                                                                    


                                                        


                                                                                      

                                                                       
                                                                         





                                                                                              
                                                                                                        








                                                                                                           
                                                                                                 

                                                                          
                                                                                                                       
                                              
                                                                                                                   



                                 
 
 





                                                        
 
                                                             










                                                                           
 

                                                
                                                                                   













                                                                    
                                                                             




                            
                                                                                                                
                      


                                                                                                                                       







                              
                                                                                          

                                                           


                                                           
                                                 

                                                                                                       

                                      
                                                                        





                                                                         


                                              
                                                                             
                                                            

                                      
                                                                                      



                                                                         
                                                                                   

                                      
                                                                        




                          
                                                    
                                              
                                                    
                                                           
                                                                        

                                                            
                                                            


                                                                
                                                            


                                                                
                                                                            







                                                                                                           

                                              
                                                                 
                                                                                   




                                                                   
                                                                             





                               

                                                                        






                                                                      
                                                                                               



                                                                                                                                                                   

                                                                                                               

                                                   
                                                                                      






                                      


                                                                                                                                                                
                      

                                                                                                                                       














                                                                                                                        
                                                                                                                                                                                                  
                                            
                                                                                                                                 











                                                                                                

                                                                                                                                               






                                    


                                                                       
                                         

                                                                                                                      


























                                                                                           
                                                                                     
                                        





                                                                                                                                                                                                                        








                                 


                                                                                                               







                                                                                   
                                                                                 
                                                                                           
                                                                                     

                                                                     


                                                                                                                                        









                                 


                                                                                           













                                                                                                                                
                                                                                                                                             

                                                                                   

                                                                                                             





                                                                                       

                                                                                                  
                              
                                                                           



                                                       



                                                                                                                                                           
                                                                     
                                                                                            
                              
                                                                           





                                                                                                                 

                                                                                                                                                         

                                      
 
                                                                
                                                                                 
                                                             
                                                                                                         

                                                             
                                                                                                                              


                                                                                              
                                                                                                                






                                 
                                                                                                                       
                                                                              
                                                                           





                              


                                                                                                             






                                                                                        

                                                                                                               








                                                                                                

                                                                                                                              


                                               
                                                                                                                                                                                                               














                                                                                                                        
                                                                                                                            





                                                                                
                                                                                                                     


                                                                                     
                                                                                                                          

                   
                                                                                             











                                                                                                                
                                                                                                         
                 

                                                                                             

                  


                                                                 


                                                                                                                                          
             

                  








                                                                                                               
                                                                                 
                  
                                                                                             





                                                                
                      
 

                                                                                                                                               



                                                                            
                                                                                                                                    

                                                                                          

                     
                       
                                                                                                     

                  
                

                                                                                           


                                       
 
                                        



                                                                                                                
 

                                                                                                                     
                                                                               
         
 





                                                                   
                                                                    
                 
                                                           
                                                        
                                                                  
         
 

                               




                                              
                                                                       
 












                                                                                      
 





                                                                                     
 

                                  
 



                                               
 
                                                                                                                         




                                                                                                     
 
                                                                                                                                   



                                                           
 

                                               
 










                                                                         
                                       







                                                                                  
                                                                                    














                                                                                                

                                                                                                      




                                                                                           
                                                   





                                                                                     
                                                   



                                                                                                          
                                                                                   



                                                                                                               
                                                                                                 




                                           

                                                            

















                                                                                                        
 
                                                                                                        




                                                                                    
                                                                                               

                                      
 


                                                                                                                   
                                                                                                          




                                                                    
                                                                                                 



                                                                  

                                                                                           


                                                                    
                                                                                                                                       

                                 
                                                                                       
                                                                                                           
                                                                                                  





                              
                                                                                            

                                      
                                                                                          




                                                                                                         
                                                                                                                                          
                              
 
                                                                     





                                                          
                                                                                                           

                                                 

                                                                                                                                                                              
                                                
                                                                                         
                                                                                                                                                                          
                                                                             



                                                                             
                                    
                                                                        

                                                               
                                                                                                                             

                        
                                              

                                          
                                                                                                      





                                                                                                                   
                                                                                                                                                                            

                                                      
                                                                                                                      


                                      

                                                                                                                                           


                                                                                                   
                                                                                            



                                                                                           

                                                                                                                       

                                                                            

                                                                                                  
                    
                                                                                                




                                                                         

                                                                            

                                                                                           
                                                                                                        


                                                                           
                                                                                                                                                        


                                                            


                                                                                                                         





                                       
                                                                                    

                                                                             
                                                                           






                                                                                   
                                                                                                                        


                                                  
                                                          
                                                                        

                                                               
                                                                                                                                 
                         
                                                                               

                 
 

                                                                                                






                                                                          
                                   
                 


                                            
  
                                              
                                                                        
 









                                               
 



                                               
 





                                                                                             
 
                                                                                                                             










                                                                   

                                                                                                   

                   
                                                                                       


                                                              

                                                                                                    

                   
                                                                                       


                                                               
                                                                                       


                                                                                           
                                                                              



                                                   
                                                                                               





                                                                               
                                                                               

                                                           
                                                                                                                                                                   
                                                                                                        
                                                                                                  





                                      
                                                                                            

                                      
                                                                                          

                 
                                                                                                                                          



                                                                  

                                                                                           



                                                                                               
                                                                                                        



                                                   

                                                                                                        
                                        
                                                                                         
                                                                                                                                                                          
                                                                             



                                                                             
                                    
                                                                        

                                                               
                                                                                                                             

                        
                                              





                                                                
                                                                                                                                   

                                                                                                                                       
                                                                                               




                                                                                                                              


                                                                                                                             





                                       
                                                                                                
                                       
                                        


                                                    
                                    
                 
 
 
 
                                            
  
                                              
                                                                                                                           







                                        
                                     
                                                         








                                 
                                         

                                                     
                                           






                                                                               

                                                                                 
                            
                                                                                     


                                                                                   
                                               
 
                        


                                             
                                                         

                                                          
                                                                      


                                                            
                                                                        



                                                 
                                                         

                                                            
                                                                        



                                                   
                                                         








                                                            
                                                         
                                                                                      
                                                                                                  










                                                                                                                                                                   
                                                                               




                                                                 
                                                               


































































                                                             
              
                      
      






































                                                                                                      
                                                               


                                                                        
                                                               







                                                                                              

                                                                                                               




                                           
                                                                          
                                                     
                                                                                                    


                                     
                                                         





                                                                                         
                                                               


                         
                                                                        

                                                                 
                                                                  




                                                                                                                        
                                                                                                   

                                           
                                                                                                                         



                                          
 
                                                                                                





                      



                                                                                               








                                                       
                                                                                       
















                                                                                                                
                                                                                      





                                                                                                                        
                                                                                                          

                                                                                        
                                                                                                                                            







                                                                               


                                                                                                                                                                          
                         
                                                                                   










                                                                                
                                                                   




                                                            
                                                                         

                                                                       
                                                                                              


                                                                   
                                                
                                               
                                                         











                                                             
                                                                         

                                                                       
                                                                                              







                                                                           

                                                                             

                                                                                                                                
                                                                                   




                                 

                                                                                                                   







                                                                      
                                                                                   

                                         
                                                                             
                                             
                                                                                   
                                
                                                                                                                                                                 

                                               
                                                                                 













                                                                                                               

                                                                                                            










                                                                         
                                                                                      


                                                                                                                         

                                                                                                                   


                             

                                                                                           




                                       
                                                                              
                         
                                                                                   



                                      
 
                           
                                                                                                                


                             
                                  
                                                        
                                                                                           
                                                                                                                                      






                                                             
                                                                                                

                                 

                                                                                                       





                                                                                                                                                                   
                                                                                  











                                                                                                                                                                                     

                                                                                                                                                                



                            
                                                                                









                                                                                                                              
                                                                                                                    






                          
                                                         
                                                                                              
                                                                                                                






                                                                                               

                                                                                                                                                                                     















                                                                                                                        
                                                                                                                                             





                                                
                                                               


                          

                                                                                               








                                                                                          
                                                                                                                                                                                                            

                                                            
                                                                                                                                                                                               





                                                                        


                                                                                                                  
                 
                                                                 


                             

                                                                                    
                                                                                                   
                                                                                                     
                               
                                                                     


                                 
                                                         





                                                                   
                                                                                                                                                                                        

                            
                                                                                

                                             
                                                                 

                                                                     
                                                                                                           











                                                                                                                
                                                    











                                                                                                                                                              
                                                                                                                                                                                                                                


                                                                                      

                                                                                               










                                                                  

                                                                                                                                           



                                                                                    
                                                                

                  
                          
                                                     

                                                 
                                                                       

                      
 
                
                                                                                    

                         
 

                                                                                                         
 


                                                            
 

                                                           
                                                                    
                 
 
                                                        
                                                                  
         
 
                 




                                              
                                                                                     
 
                       
 

                                                                      
                                        
                         
 



                                                    
 








                                                                                           
                                                                                                           



                                                                         

                                                                                                  






                                                                            
 

                              
 
                                                                    
                                                                                          
 



                                     
 
                        


















                                                                                                                             
                                                                                   







                                                         
                                                                                              
                                                                                                      
                                                                                     


                                                           
                                                                                           



                                                         
 
                                                                                                














                                                                          
 
                                                                                    
                                                                     


                                                 
 

                                                                                                                          
 
                                                                                          


                                                 
 






                                                                 
 


                                                 

 

                                                                          
 


                                                                
 





                                                                                                   
 



                                                                                               
 
                                                                   
 

                 
 














                                                                                
 

                                                                                                                
 
























                                                                                                         
                                                                                    









                                                        
                                              
                                       



                                                                        









                                                        
 







                                                                                        
 



                                                                             
 

                                                                                          
 



                                                                     
 





                                                                                                                  
                                                                                                                                 












                                                       





                                                                  




                                                                                   
                            
                          
                                                       







                                                                                                
                                  




                                                  
                                


                      
                                

















                                                                                                        
                                    




                                   
                                








                                                                                             
                                    























                                
                                                                                                 


























                                                                                                                                                      
                                                                                  




                                                 
 




                                                                                                   

                                                                                 





                                                                   
                                                                 






                                                                   
                                                                           
                                                                              
                                                                                                





                                                                     

                                                                                     





                                                                   
                                                                             



                                                                   

                                                                                                                      





                                                                                                       
                                                                           



                                                                     
                                                                         





                                                                         

                                                              
             

                                                       


                               
                                                       

                           
                                                              

                          

                                                                   














                                                                             
                                          




































                                                                                 
                                               















































                                                                                    
 
                                                                                                                                                     



                                  

                                                                                                                                           
                                                                                                                                        
                                                                                              




                                                                                             
                                                            





                                                                                                              
 

                                      

                                                      

                    
                                                                                            
                                                                                      
                                                                                                                   
                 
                                                                              
         
 





                                            
                                    




                                                                                                       
                                                                                                                                                           

                                                                                
                                  





                                         
                                                                          









































                                                                                                     
                                            

                                    
                                                                                   





                                                                                                         
                                                                                                    


                                                               
                                                                                                          






                                                                                
                                                         








                                                                                                                                   
 




                                                                                    
 
                                
                            






                                                                                        
 

                     
 










                                                                                                                                 
                        



















                                                                                                                                                     
                                                                                                               


















































                                                                                                                                           
 

                                              
 








                                                                                        
 

                                                               
 

                                                                                                                 
 
                                                               
 


                                                                           
                                                               




































                                                                                                                             
                                        










                                                                                          
                                                                                                                     
                                 
 




























































                                                                                                                          
                        
 
 











                                                                                               
                        

















                                                                                                  
                                












                                                                                                                                 
 





                                                                                                                  
 
                                                                                                         

                                                                                                 
 




































































                                                                                                                                                                     
 




                                                                                                            
 






















































                                                                                                                                                              
 



                                                                                              
 



































                                                                                                                                                          
 




                                                                                                                                                       
 

                                                                                      
 
                                 
 







































































































                                                                                                                                                                     
                                                                                


















































































                                                                                                                      
 







                                                                                         
 
































































































































                                                                                                                                                                     
 






























































                                                                                                                                              
 



                                                                                             
 


                                                                                                                                   
 


                                                                                                                           
 

                                                                                                                    
 


                                                                                                                                                      
 

























































                                                                                                                                                                               
 
                                           
                                                                                     
 
                        
 




















































                                                                                                                                                    




                                                                        
                                                                                        
 







































































                                                                                                                                             






                                                                                                                             
























                                                                                                                                                 
 
                        






                                                                          
                                              
                                                                
 



                                                                
                        










                                                                                        
                            

                                                                                                                









                                                                                               
 
                                                     
 
                 

 
                                            
  
                                              
                                                                                                       
 

























                                    

 

                                            
                                              
                                                                             
 
                         











                                                                
                                  
 
                                                                                                                 










                                                                                                        
                                                          




                                                                                                                            
                                  
                                             
                                                                                      






















                                                                                                                                                           
                                                        



                                                                                                            
                                                                                                        





                                                                                                                    
                                                                





                                                         
 

                 


                                            
                                                           
                                              
                                                                                                                    
 



































                                                                                                                                                                              

                                                                        















                                                                                                                                               



                                            
                                              
                                                                                   
 

                                      
 




                                 
 

                                                                                                                            
 

                                 
 
                 


                                            

                                                             
                                              
                                                             
 







                                                                                                                      

 
                                                                                                    



                                       
 
                       
 
                                 
 
                                                                                             
                                                                                                                             
                                                                                                       


                                                                                   
 

                                    
                                            












                                                     
                                                          







                                         
                                       
















                                                                                                         
                                                                                                                                                       





                                                                                                                                 
 

                                   
                                                                        

                         
 

                                                                           
 
                                               



                                                                                                                                                          
                                                                       

                                         
 

                                                                    
                                    








                                                                                                                
 

                                 
                                                                                                    








                                                                        
                                                                                   




                                                                             
                                                        
                         
 
                                                              
 



                                                                  
                            
                                  
                                                                                                                                       
                                                                                   



                                                                
                                                                                   











                                                                                                               


                                                                                   



















































                                                                                                                              
                                                                                   






                                                                           
                                                                                   










                                                                               
                                                                                   














                                                                                                               
                                                                         



                                                                                    
                                                                                                                                                                                    








                                                                 
                                                                                           





                                                                                             
                                                                                    
                                 
                                                                                           





                                                 
                                                                                      
                         
                                                                                   









                                                     
                                                                                               



                                         
                                                                                                                 
                         
                                                                                   




                                                                                                         
                                                                                         




                                                                                     
                                                                                                   









                                                                                                                         
                                                                                                             





                                                 
                                                                                            
                         
                                                                                   







                                                       
                                                 

                                                          
                                                                           






                                                       
                                                    


                                                                                                 
                                                                           








                                                                                                                  
                                                                                                     







                                                                           
                                                                                   









                                                                            
                                                                                   


                                         
 
                              


                                                            
                                             
      
                                                                                   



                                                        
                                                                                   


                                         
 


                                                            
                                                                                   








                                                                                          
                                                                                   





                                                                                                                            
                                                                                   












                                                                                              
                                                                                                        










                                                                                                                 
                                                                                   








                                         
                                                                                                                                                                                                   
                         

                                                                                                                           











                                                                                   
                                                                                            








                                                                                                                  
                                                                                   





                                                                                                            
                                                                                                  







                                                                                               
                                                                                   




                                                                    
                                                                                   




                                                                                           
                                                                                   




                                                 
                                                                                   







                                                              
                                                                                   




                                                                                        
                                                                                   




                                                   
                                                                                           







                                                                                 
                                                                             
                                         
                                                                                                                           



                                                                     
                                                                                   









                                                                                                       
                                                                                          




                                                     
                                                                                                                        









                                                                                                            
                                                                 









                                                                        
                                                                 




                                          
                                                                                                                                
                                                 
                                                                                                 








                                                                                                                                                    
                                                                   




                                                             
                                                                                   




                                                                                       
                                                                                   





                                                                         
                                                                                   







                                         
                                                                              

                                                                                         
                                                                                              







                                                               
                                                                                   







                                                     
                                                                           




                                        
                                                                           




                                      
                                                                           




                                      
                                                                           




                                      
                                                                           




                                                     
                                                                           



                                      
                                                                           




                                            
                                                                           




                                                 
                                                                           




                                                            
                                                                           




                                                                                                                                                            
                                                                           



                                 
                                                                                     


                                                                                                                                         
                                                                           







                                                                          
                                                                   





                                              
                                                                           







                                     
                                                                           







                                          
                                                                           







                                          
                                                                           







                                 
                                                                               


                                 

                                                        
                                                                                   




                                                      
                                                                          


                         

                                                                                                         
                                                                   



                                                                                                          
                                                                   

                         




                                                                                         
                                                                             



                                                                         
                                                                         



                                                                      
                                                                             



                                                                  
                                                                   



                                                                            
                                                                                      



                         
 
 
                                                                                                
 



                                          
 
                       
 
                        
                         
 
                                                                                               
                                                                                                                             
                                                                                                       





                                                                                   
                                            












                                                     
                                                          



                                         
                                                                                       


                                     
                                                                        



                                                      
                            
                                   
                                                                              





                                                                            

                                                                                                                      
                                                                                                                    
                                                                                                                                                 
                                                   
                                                                                                             
                                                                                                                
                                                                                           







                                                 
                                                                                     
                                                     
                                                               


                                                                                                                                  
                                                                         
                                                                                    
                                                                                                                                                             
                                              
                                                                                                                                                             
                                                             
                                                                                                       






                                                         

                                                                                                                                            
                                 
                                                                                               







                                                 
                                                              

                                                                       
                                                                             



                                                                         
                                                                         









                                                                                  
                                                                         







                                                                                                                             
                                                                                   









                                                                                                 
                                                                                                                 
                                                                            
                                                                                                                   
                            
                                                                                   




                                 

 

                                                     
                                                                                                         
 



                                   
                                                          


                    
                                                                    








                                                                                                    
                                                     













                                                                                
 



                                                             
 
                                                                                                                                                                  
                                                                                                      
 
                                           




















                                                                                                    



                                                                                    
 

                 
 
                                                                                                           



                                   

                                                         





                                   
                                       





                                                                                            
                          




                                                                                                                                                  
                                                               

                                   
 
                                        
                                          
                           
                                                        



                                    

                                                    




                                                            

                                                                             
                            
                                                    






                                                            
                                                                                              

                                                                 
                                                                                      












                                                                                          
 
                                                  
 

                                                              
 
                                                              
 
                                        
 
                                                
 
                                          
 
                                                          
                         
                                              
 
                                                                    





                                                                                      
                                                                                                                                        

                                 
                                    








                                                                                                    
                                                                                        


                                                 
                                                                                                                                       


                                                 
                                                                                                                                       


















                                                 

                                                        
 
                                                                                   







                                                                                        
                                                                




                                                                                                    
                                                                                                                   

                                                                                                                                                                 







                                                                  
                            









                                       

                                                                                  



                                                        
                          







































































                                                                                                                                        



                                                             
         
 
                   

 
                                            
                                                                          
                                              
                                                                             
                                                      
 
                       
                    




























                                                                                                
 
         
      







                                                            



                                              
                                              
                                                      
 
                                                     
 

                         
 


                                                                         

                                                 

















                                                                                  
 
                   
                                                                                          
 






























































                                                                                                                                                  
                                             


                                                                                               

                                                                                                             











                                                                                                                                  
                                                                                    
 
                         
 
      

                                            
                                                                     
                                              
                                                                            
 























































































                                                                                                                                                   


                                           
  
                                             
               

                    

  
                                                                                      
 

































































































                                


 
                                                                           
 
















                                                                          

 
                                                                                                                                      
 
                  
                                                  





                                               
                         


                                                                    
                                                                             


                                                         
                         






                                                    
                         


                                                                    
                                                                             
                                                         
                                                         








                                                                    
                                                                     

                                                 

 

                                            
                                              




                                                                
 
                        
 

                                                                         
 



                                                                  
 


                                                       
 



                                                                                                                                              
 







                                                                                                                                                   
 
                                                                         
 
                                                    
 
                                  
 
                                                                               
 
                                         
 

                                                        



                                            
                                              
                                                          
 
                   
 
                        
 






                                                                                                     



                                            
                                              
                                                              
 



















                                                                                           
 












































                                                                                                                                                   


                                            
  
                                              
                                                                  
 
                        



                       

                                      
 
                                                                                                     
 

                                                                                              

                                                                                      


                                             
         



                                             
         


                                             
         
                                                 




                           

                                                                     
                 


                                            
                            
                                              
                                                              
 


                                        
 

                         
 

                                                       
 

                                                                                          
 
                 

 
                                                           
 

                                    
 
                                        
 

                         
 

                                                       
 





                                                                                           
 
                 

 
                                                            
 










                                                                      

 
                                                     
 

































                                                                                        
 
 
                                            
  
                                              
                                                              
 
                               
                                 




                                                      

                                
                               










                                                                                                            
                                                                                       
                                                                            
                                                                                       

                 


                                            
  
                                              
                                                                                                                   
 
                                                            
                
 


                                                                         


                                            
  
                                              
                                                         
 
                                     
                                                 







                                           

                                





                                                                                                                     
                                                                                      

                                                    
                                                              


                         
                           





                                                                                  
                                                                                      

                                                       
                                                                                                   
         


                                            
                                              
                                                       
 





































                                                                                                                                     
 
 

                                                  
                                              



















                                                                          


                                 
                                                             
 
                                     
 

                       
 

                                                                        
 

                                                                   
 
                 

 
                                                   
 


                                          
 

                                                          
 

                                                                                                                                 
 
                 
 


                                                      





































                                                                                                                                                                                 
 

                                            
  
                                              
                                                                
 
                        


                                
                                  





                                                                 
                           














































































                                                                                                                                                          
 
                                                                                                                                                                         


                             
 
                 


                                            
  
                                              

                                                                    













                                                                 


                                            
  
                                              
                                                                
 




































































                                                                                                                                                                                      


                                            
  
                                              
                                                                 
 




                                                                                                                                                                                               
 
                                 
 


                                                                     
 
                 

 
                                                                                 
 


































                                                                                                       
 
                    
 

                                                                                   

























                                                                                                       
 
                    
 
 
                                            
  
                                              














































                                                                                                             
 
                                 
 
                    


                                            
  
                                              
                                           
 
                                       
 



                          
 
                                      
 

                                                                     
 


                                                                                                                           
 




































                                                                                                                                           
 
                                 
 





                                                  
 
                 

                                            
  
                                              
                                                                         

                                                             


                                                                     


 
                                                 
 



                                                             














                                                                                                      

 
                                                                                                                                                        




                                                 
                                             
































                                                                                          

                                     








                                      
                                                                                                



                                                  


                                            
  
                                              
                                                                                                     
 


































































































































                                                                                                                                       


                                            
  
                                              
                                                  
 
                                               
 
                       
 

                                                     
 
                 


                                            
  
                                              



































                                                                                                                                


                                            
  
                                              
                                                                    
 


                                                                 
 

                                              
 
                          
 

                                                                                                                                                 
 

                                                                       
 
                                               
 
                 

 



                                                                    
 
















                                                                                                                                    
              
                                              
      























                                                                                 
               
                                              
      







                                              
 










































                                                                                                                                           
 


















                                                                                                                                                                                                                           
 




























































































                                                                                                                                                                
 


                                                     

                                            
                                                                         
                                              
                                                                       
 
                             
 
                                                                        
 
                               
 
                 

 
                                                                                                                      
                                            
  
                                              
                                                           
 

                                                          
 


                                                                  
 
                        
                        












































                                                                                                                                                             
 

































                                                                                                                    
 



                                                                                                     
 




                                                                








                                                                                           
                                              
                                                                        
 
                       
 

                              
 



                                                                    
 
                                                                                       
 






                                                                                
 
                 


                                            
  
                                              
                                                                                            
 




















































































                                                                                                                                  

 
                                            
  
                                              
                                                                                         
 
















                                                                                                                         
 

                                       
 



                                                                    
 











                                                                                           
 
















                                                                          


                                            
  
                                              
                                                                                                                          
 
                    
                                                                      






                                                 

                                            


































                                                                                                    
 


























                                                                                                                              
 



















                                                                                              
 





































































































































                                                                                                                                                                            
                                                                                                      









































































                                                                                                                                                                                                                                                                                                                       
                                                                                                 



                                                                 
                                                                       

































                                                                                                                                                                                                                                     
 






































































































                                                                                                                                          
 
































































































































                                                                                                                                                                                                                                 
 





































                                                                                                       
 
                 
 





















                                                                                                                  
 


                                                                                                                                                          
 
                 
 
 
                                                                           
 


                                                                      
                                                                                        











                                                                              





                                                                           

                 


 

































                                                                                                                                                        
 
 
                                        














                                                                                       
 


                                                                                                                           
                                                                             



























                                                                                                                                   
 
                                                                    


















                                                                                                                          
 
                                                                                                             





























































                                                                                                                           
 
         
 
                 

 







































                                                                                                                                                                                        
 

                                                           
 
                 
 


                               


























                                                                                                                                                       
 

                                            
                                              
                                                                        
 
































                                                                               
 
 


                                                                 
                                                        



                                                                               
                                                                                           
 
                                 
                                   
                                               


                             
                     


                          
                                        



                                                 
                                                   










                                                                            

                                                   


                             
                                                                                                   
                 

 
                                                                                       
 



                                                         
 
                 

 
                                                                                       
 
                                               

                             
 
                     


                          
                                        

                          

                                                                                 

 
                                                                                       
 



                                                            
 
                 

 
                                                                               
 
                                               

                             
                     


                          
                                        

                          

                                                                                
 


                                                                       
                                                                                      
                                        
 


                                                             
 

                                                          
 
                                 
                                 
 
               
 

                                                       
 


                                                                   
 
                                                                                   
 
                                                     
 
               
 
  
  
   
                                                    
 








                                         
 
                 

  
  
   
                                          
 







































                                                                                                                                     


  
  
   
                                  
 















































































































































































































































































                                                                                                                                                  

 
 
                                                                              


                                                     
                                     



                                      

                                                                                                                                     
                                                         
                                          


































                                                                                                                                                        
                                         






                                                                                                                                    
 
                 
 
 
                                                                   
                     
 





                                                           
 
                             
 
                    

 



                                                       
                                                      
 
















                                                                                         
 
 
                                            
                              
               
                                              
 

                                                                                                                                     






                                                                                                                                                    


                             

                                        

                             







                                                          

                                          
                                             
            



                                                             
                                              
                                                     
                                                  
                                                    
                                                 
                                                   
            




                                                                                     

                    
 
 
                                                                              
                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                    


                


                                               

                             





                                                         
 
                                                              





                                           
                                                 


                              
                                                     












                                              
                                                        


                                                           
                                                   




                                  














                                                                                                          


                     








                                                                                                    



                              
                                           
 
                                                             
                                                       

                                                               


                    
 
 
                                                                           



                                                                                 

                             





                                                              
                   
                                                            
      
                    
 
 

                                                                                


                                               
                             
 
                                                           
                                         
                                                                    
 
                    

 
                                                                             



                                               
                             
 
                                               
 
                    

 

                                                                           


                                               

                             




                                                                  
 









                                                                                               
 
                                                           
 

                                                                                

                                             






                                                      

                    
 
 
                                                                              
                                                                                        
                
 


                               
 



                                                                
 




                                                                                                             
 
                    

 


                                                                                  
 


                               
 
                                           
 




                                                                                                           
 
                    
 
                                                                                
                           
 


                                         
 



                                                                                                                            
                        
                                                                                                                               

            
                                                                






                                                            
 
                                                                                

                                         

                                 

                                                                                 

                             

                                                                                                                               


                             
                                                                                                                              




                                                                                                                                                  
                                                        


                                                                      
 
                                                                                   

                                         
 
                                                                    
         
                                                                               

                             
                                       
         
                                                                                                                             

                             
 
                                                            
 
                    

 
                                                                                 


                                               
                             
 
                                       
 
                    

 
 
                                                                           


                                                                    
         
                                                                      

                             
                                       
         
                                                                                                                    


                             
                                                   



                                                       

 
                                                                                     

                                                                                 



                                              
                                                            




                                                                                
                                                                                                            






                                                                                                                                                   
                                                           








                                                                                          

 











                                  
                              
 
















                                                                                                                  
                   
                                                                                                            
     
                                                                                                                
      















                                                                                                                                           
 

 








                                                                                                                   
 


                                            
  
                                              
                        
 

                                                                             
 





                                                                                                            
 




                                                                    
 
                                                                                                           
 
                 

 

                        







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

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

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

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


#define SKILLUNITTIMER_INTERVAL	100

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

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

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

DBMap* skilldb_name2id = NULL;

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

/**
 * Skill Unit Persistency during endack routes (mostly for songs see bugreport:4574)
 **/
DBMap* skillusave_db = NULL; // char_id -> struct skill_usave
struct skill_usave {
	uint16 skill_id, skill_lv;
};

struct s_skill_db skill_db[MAX_SKILL_DB];
struct s_skill_produce_db skill_produce_db[MAX_SKILL_PRODUCE_DB];
struct s_skill_arrow_db skill_arrow_db[MAX_SKILL_ARROW_DB];
struct s_skill_abra_db skill_abra_db[MAX_SKILL_ABRA_DB];
struct s_skill_improvise_db {
	uint16 skill_id;
	short per;//1-10000
};
struct s_skill_improvise_db skill_improvise_db[MAX_SKILL_IMPROVISE_DB];
bool skill_reproduce_db[MAX_SKILL_DB];
struct s_skill_changematerial_db {
	int itemid;
	short rate;
	int qty[5];
	short qty_rate[5];
};
struct s_skill_changematerial_db skill_changematerial_db[MAX_SKILL_PRODUCE_DB];

//Warlock
struct s_skill_spellbook_db {
	int nameid;
	uint16 skill_id;
	int point;
};

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

struct s_skill_unit_layout skill_unit_layout[MAX_SKILL_UNIT_LAYOUT];
int firewall_unit_pos;
int icewall_unit_pos;
int earthstrain_unit_pos;
//early declaration
int skill_block_check(struct block_list *bl, enum sc_type type, uint16 skill_id);
static int skill_check_unit_range (struct block_list *bl, int x, int y, uint16 skill_id, uint16 skill_lv);
static int skill_check_unit_range2 (struct block_list *bl, int x, int y, uint16 skill_id, uint16 skill_lv);
static int skill_destroy_trap( struct block_list *bl, va_list ap );
//Since only mob-casted splash skills can hit ice-walls
static inline int splash_target(struct block_list* bl)
{
#ifndef RENEWAL
	return ( bl->type == BL_MOB ) ? BL_SKILL|BL_CHAR : BL_CHAR;
#else // Some skills can now hit ground skills(traps, ice wall & etc.)
	return BL_SKILL|BL_CHAR;
#endif
}

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

	return strdb_iget(skilldb_name2id, name);
}

/// Maps skill ids to skill db offsets.
/// Returns the skill's array index, or 0 (Unknown Skill).
int skill_get_index( uint16 skill_id )
{
	// avoid ranges reserved for mapping guild/homun/mercenary skills
	if( (skill_id >= GD_SKILLRANGEMIN && skill_id <= GD_SKILLRANGEMAX)
	||  (skill_id >= HM_SKILLRANGEMIN && skill_id <= HM_SKILLRANGEMAX)
	||  (skill_id >= MC_SKILLRANGEMIN && skill_id <= MC_SKILLRANGEMAX)
	||  (skill_id >= EL_SKILLRANGEMIN && skill_id <= EL_SKILLRANGEMAX) )
		return 0;

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

	// validate result
	if( !skill_id || skill_id >= MAX_SKILL_DB )
		return 0;

	return skill_id;
}

const char* skill_get_name( uint16 skill_id )
{
	return skill_db[skill_get_index(skill_id)].name;
}

const char* skill_get_desc( uint16 skill_id )
{
	return skill_db[skill_get_index(skill_id)].desc;
}

// out of bounds error checking [celest]
static void skill_chk(int16* skill_id, uint16 skill_lv)
{
	*skill_id = skill_get_index(*skill_id); // checks/adjusts id
	if( skill_lv > MAX_SKILL_LEVEL ) *skill_id = 0;
}

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

// Skill DB
int	skill_get_hit( uint16 skill_id )               { skill_get (skill_db[skill_id].hit, skill_id, 1); }
int	skill_get_inf( uint16 skill_id )               { skill_get (skill_db[skill_id].inf, skill_id, 1); }
int	skill_get_ele( uint16 skill_id , uint16 skill_lv )      { skill_get (skill_db[skill_id].element[skill_lv-1], skill_id, skill_lv); }
int	skill_get_nk( uint16 skill_id )                { skill_get (skill_db[skill_id].nk, skill_id, 1); }
int	skill_get_max( uint16 skill_id )               { skill_get (skill_db[skill_id].max, skill_id, 1); }
int	skill_get_range( uint16 skill_id , uint16 skill_lv )    { skill_get (skill_db[skill_id].range[skill_lv-1], skill_id, skill_lv); }
int	skill_get_splash( uint16 skill_id , uint16 skill_lv )   { skill_get ( (skill_db[skill_id].splash[skill_lv-1]>=0?skill_db[skill_id].splash[skill_lv-1]:AREA_SIZE), skill_id, skill_lv);  }
int	skill_get_hp( uint16 skill_id ,uint16 skill_lv )        { skill_get (skill_db[skill_id].hp[skill_lv-1], skill_id, skill_lv); }
int	skill_get_sp( uint16 skill_id ,uint16 skill_lv )        { skill_get (skill_db[skill_id].sp[skill_lv-1], skill_id, skill_lv); }
int	skill_get_hp_rate(uint16 skill_id, uint16 skill_lv )    { skill_get (skill_db[skill_id].hp_rate[skill_lv-1], skill_id, skill_lv); }
int	skill_get_sp_rate(uint16 skill_id, uint16 skill_lv )    { skill_get (skill_db[skill_id].sp_rate[skill_lv-1], skill_id, skill_lv); }
int	skill_get_state(uint16 skill_id)               { skill_get (skill_db[skill_id].state, skill_id, 1); }
int	skill_get_spiritball(uint16 skill_id, uint16 skill_lv)  { skill_get (skill_db[skill_id].spiritball[skill_lv-1], skill_id, skill_lv); }
int	skill_get_itemid(uint16 skill_id, int idx)     { skill_get (skill_db[skill_id].itemid[idx], skill_id, 1); }
int	skill_get_itemqty(uint16 skill_id, int idx)    { skill_get (skill_db[skill_id].amount[idx], skill_id, 1); }
int	skill_get_zeny( uint16 skill_id ,uint16 skill_lv )      { skill_get (skill_db[skill_id].zeny[skill_lv-1], skill_id, skill_lv); }
int	skill_get_num( uint16 skill_id ,uint16 skill_lv )       { skill_get (skill_db[skill_id].num[skill_lv-1], skill_id, skill_lv); }
int	skill_get_cast( uint16 skill_id ,uint16 skill_lv )      { skill_get (skill_db[skill_id].cast[skill_lv-1], skill_id, skill_lv); }
int	skill_get_delay( uint16 skill_id ,uint16 skill_lv )     { skill_get (skill_db[skill_id].delay[skill_lv-1], skill_id, skill_lv); }
int	skill_get_walkdelay( uint16 skill_id ,uint16 skill_lv ) { skill_get (skill_db[skill_id].walkdelay[skill_lv-1], skill_id, skill_lv); }
int	skill_get_time( uint16 skill_id ,uint16 skill_lv )      { skill_get (skill_db[skill_id].upkeep_time[skill_lv-1], skill_id, skill_lv); }
int	skill_get_time2( uint16 skill_id ,uint16 skill_lv )     { skill_get (skill_db[skill_id].upkeep_time2[skill_lv-1], skill_id, skill_lv); }
int	skill_get_castdef( uint16 skill_id )           { skill_get (skill_db[skill_id].cast_def_rate, skill_id, 1); }
int	skill_get_weapontype( uint16 skill_id )        { skill_get (skill_db[skill_id].weapon, skill_id, 1); }
int	skill_get_ammotype( uint16 skill_id )          { skill_get (skill_db[skill_id].ammo, skill_id, 1); }
int	skill_get_ammo_qty( uint16 skill_id, uint16 skill_lv )  { skill_get (skill_db[skill_id].ammo_qty[skill_lv-1], skill_id, skill_lv); }
int	skill_get_inf2( uint16 skill_id )              { skill_get (skill_db[skill_id].inf2, skill_id, 1); }
int	skill_get_castcancel( uint16 skill_id )        { skill_get (skill_db[skill_id].castcancel, skill_id, 1); }
int	skill_get_maxcount( uint16 skill_id ,uint16 skill_lv )  { skill_get (skill_db[skill_id].maxcount[skill_lv-1], skill_id, skill_lv); }
int	skill_get_blewcount( uint16 skill_id ,uint16 skill_lv ) { skill_get (skill_db[skill_id].blewcount[skill_lv-1], skill_id, skill_lv); }
int	skill_get_mhp( uint16 skill_id ,uint16 skill_lv )       { skill_get (skill_db[skill_id].mhp[skill_lv-1], skill_id, skill_lv); }
int	skill_get_castnodex( uint16 skill_id ,uint16 skill_lv ) { skill_get (skill_db[skill_id].castnodex[skill_lv-1], skill_id, skill_lv); }
int	skill_get_delaynodex( uint16 skill_id ,uint16 skill_lv ){ skill_get (skill_db[skill_id].delaynodex[skill_lv-1], skill_id, skill_lv); }
int	skill_get_nocast ( uint16 skill_id )           { skill_get (skill_db[skill_id].nocast, skill_id, 1); }
int	skill_get_type( uint16 skill_id )              { skill_get (skill_db[skill_id].skill_type, skill_id, 1); }
int	skill_get_unit_id ( uint16 skill_id, int flag ){ skill_get (skill_db[skill_id].unit_id[flag], skill_id, 1); }
int	skill_get_unit_interval( uint16 skill_id )     { skill_get (skill_db[skill_id].unit_interval, skill_id, 1); }
int	skill_get_unit_range( uint16 skill_id, uint16 skill_lv ){ skill_get (skill_db[skill_id].unit_range[skill_lv-1], skill_id, skill_lv); }
int	skill_get_unit_target( uint16 skill_id )       { skill_get (skill_db[skill_id].unit_target&BCT_ALL, skill_id, 1); }
int	skill_get_unit_bl_target( uint16 skill_id )    { skill_get (skill_db[skill_id].unit_target&BL_ALL, skill_id, 1); }
int	skill_get_unit_flag( uint16 skill_id )         { skill_get (skill_db[skill_id].unit_flag, skill_id, 1); }
int	skill_get_unit_layout_type( uint16 skill_id ,uint16 skill_lv ){ skill_get (skill_db[skill_id].unit_layout_type[skill_lv-1], skill_id, skill_lv); }
int	skill_get_cooldown( uint16 skill_id, uint16 skill_lv )     { skill_get (skill_db[skill_id].cooldown[skill_lv-1], skill_id, skill_lv); }
#ifdef RENEWAL_CAST
int	skill_get_fixed_cast( uint16 skill_id ,uint16 skill_lv ){ skill_get (skill_db[skill_id].fixed_cast[skill_lv-1], skill_id, skill_lv); }
#endif
int skill_tree_get_max(uint16 skill_id, int b_class)
{
	int i;
	b_class = pc_class2idx(b_class);

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

int skill_frostjoke_scream(struct block_list *bl,va_list ap);
int skill_attack_area(struct block_list *bl,va_list ap);
struct skill_unit_group *skill_locate_element_field(struct block_list *bl); // [Skotlex]
int skill_graffitiremover(struct block_list *bl, va_list ap); // [Valaris]
int skill_greed(struct block_list *bl, va_list ap);
static void skill_toggle_magicpower(struct block_list *bl, uint16 skill_id);
static int skill_cell_overlap(struct block_list *bl, va_list ap);
static int skill_trap_splash(struct block_list *bl, va_list ap);
struct skill_unit_group_tickset *skill_unitgrouptickset_search(struct block_list *bl,struct skill_unit_group *sg,int tick);
static int skill_unit_onplace(struct skill_unit *src,struct block_list *bl,unsigned int tick);
static int skill_unit_onleft(uint16 skill_id, struct block_list *bl,unsigned int tick);
static int skill_unit_effect(struct block_list *bl,va_list ap);

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

int skill_get_casttype (uint16 skill_id)
{
	int inf = skill_get_inf(skill_id);
	if (inf&(INF_GROUND_SKILL))
		return CAST_GROUND;
	if (inf&INF_SUPPORT_SKILL)
		return CAST_NODAMAGE;
	if (inf&INF_SELF_SKILL) {
		if(skill_get_inf2(skill_id)&INF2_NO_TARGET_SELF)
			return CAST_DAMAGE; //Combo skill.
		return CAST_NODAMAGE;
	}
	if (skill_get_nk(skill_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, uint16 skill_id, uint16 skill_lv)
{
	int range;
	if( bl->type == BL_MOB && battle_config.mob_ai&0x400 )
		return 9; //Mobs have a range of 9 regardless of skill used.

	range = skill_get_range(skill_id, skill_lv);

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

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

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

int skill_calc_heal(struct block_list *src, struct block_list *target, uint16 skill_id, uint16 skill_lv, bool heal) {
	int skill, hp;
	struct map_session_data *sd = BL_CAST(BL_PC, src);
	struct map_session_data *tsd = BL_CAST(BL_PC, target);
	struct status_change* sc;

	switch( skill_id ) {
	case BA_APPLEIDUN:
	#ifdef RENEWAL
		hp = 100+5*skill_lv+5*(status_get_vit(src)/10); // HP recovery
	#else
		hp = 30+5*skill_lv+5*(status_get_vit(src)/10); // HP recovery
	#endif
		if( sd )
				hp += 5*pc_checkskill(sd,BA_MUSICALLESSON);
			break;
		case PR_SANCTUARY:
			hp = (skill_lv>6)?777:skill_lv*100;
			break;
		case NPC_EVILLAND:
			hp = (skill_lv>6)?666:skill_lv*100;
			break;
		default:
			if (skill_lv >= battle_config.max_heal_lv)
				return battle_config.max_heal;
		#ifdef RENEWAL
            /**
             * Renewal Heal Formula
             * Formula: ( [(Base Level + INT) / 5] × 30 ) × (Heal Level / 10) × (Modifiers) + MATK
             **/
            hp = (status_get_lv(src) + status_get_int(src)) / 5 * 30  * skill_lv / 10;
		#else
			hp = ( status_get_lv(src) + status_get_int(src) ) / 8 * (4 + ( skill_id == AB_HIGHNESSHEAL ? ( sd ? pc_checkskill(sd,AL_HEAL) : 10 ) : skill_lv ) * 8);
		#endif
			if( sd && ((skill = pc_checkskill(sd, HP_MEDITATIO)) > 0) )
				hp += hp * skill * 2 / 100;
			else if( src->type == BL_HOM && (skill = merc_hom_checkskill(((TBL_HOM*)src), HLIF_BRAIN)) > 0 )
				hp += hp * skill * 2 / 100;
			break;
	}

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

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

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

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

#ifdef RENEWAL
    // MATK part of the RE heal formula [malufett]
    // Note: in this part matk bonuses from items or skills are not applied
	switch( skill_id ) {
		case BA_APPLEIDUN:	case PR_SANCTUARY:
		case NPC_EVILLAND:	break;
		default:
			{
				struct status_data *status = status_get_status_data(src);
				int min, max, wMatk, variance;

				min = max = status_base_matk(status, status_get_lv(src));
				if( status->rhw.matk > 0 ){
					wMatk = status->rhw.matk;
					variance = wMatk * status->rhw.wlv / 10;
					min += wMatk - variance;
					max += wMatk + variance;
				}

				if( sc && sc->data[SC_RECOGNIZEDSPELL] )
					min = max;

				if( sd && sd->right_weapon.overrefine > 0 ){
					min++;
					max += sd->right_weapon.overrefine - 1;
				}

				if(max > min)
					hp += min+rnd()%(max-min);
				else
					hp += min;
			}
	}
#endif
	return hp;
}

// Making plagiarize check its own function [Aru]
int can_copy (struct map_session_data *sd, uint16 skill_id, struct block_list* bl)
{
	// Never copy NPC/Wedding Skills
	if (skill_get_inf2(skill_id)&(INF2_NPC_SKILL|INF2_WEDDING_SKILL))
		return 0;

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

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

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

	return 1;
}

// [MouseJstr] - skill ok to cast? and when?
int skillnotok (uint16 skill_id, struct map_session_data *sd)
{
	int16 idx,m;
	nullpo_retr (1, sd);
	m = sd->bl.m;
	idx = skill_get_index(skill_id);

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

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

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

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

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

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

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

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

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

int skillnotok_hom(uint16 skill_id, struct homun_data *hd)
{
	uint16 idx = skill_get_index(skill_id);
	nullpo_retr(1,hd);

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

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

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

int skillnotok_mercenary(uint16 skill_id, struct mercenary_data *md)
{
	uint16 idx = skill_get_index(skill_id);
	nullpo_retr(1,md);

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

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

struct s_skill_unit_layout* skill_get_unit_layout (uint16 skill_id, uint16 skill_lv, struct block_list* src, int x, int y)
{
	int pos = skill_get_unit_layout_type(skill_id,skill_lv);
	uint8 dir;

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

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

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

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

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

/*==========================================
 *
 *------------------------------------------*/
int skill_additional_effect (struct block_list* src, struct block_list *bl, uint16 skill_id, uint16 skill_lv, int attack_type, int dmg_lv, unsigned int tick)
{
	struct map_session_data *sd, *dstsd;
	struct mob_data *md, *dstmd;
	struct status_data *sstatus, *tstatus;
	struct status_change *sc, *tsc;

	enum sc_type status;
	int skill;
	int rate;

	nullpo_ret(src);
	nullpo_ret(bl);

	if(skill_id > 0 && !skill_lv) return 0;	// don't forget auto attacks! - celest

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

	case MER_CRASH:
		sc_start(bl,SC_STUN,(6*skill_lv),skill_lv,skill_get_time2(skill_id,skill_lv));
		break;

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

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

	case WZ_FIREPILLAR:
		unit_set_walkdelay(bl, tick, skill_get_time2(skill_id, skill_lv), 1);
		break;

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

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

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

	case WZ_METEOR:
		sc_start(bl,SC_STUN,3*skill_lv,skill_lv,skill_get_time2(skill_id,skill_lv));
		break;

	case WZ_VERMILION:
		sc_start(bl,SC_BLIND,4*skill_lv,skill_lv,skill_get_time2(skill_id,skill_lv));
		break;

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

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

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

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

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

	case TF_SPRINKLESAND:
		sc_start(bl,SC_BLIND,20,skill_lv,skill_get_time2(skill_id,skill_lv));
		break;

	case TF_THROWSTONE:
		sc_start(bl,SC_STUN,3,skill_lv,skill_get_time(skill_id,skill_lv));
		sc_start(bl,SC_BLIND,3,skill_lv,skill_get_time2(skill_id,skill_lv));
		break;

	case NPC_DARKCROSS:
	case CR_HOLYCROSS:
		sc_start(bl,SC_BLIND,3*skill_lv,skill_lv,skill_get_time2(skill_id,skill_lv));
		break;

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

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

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

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

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

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

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

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

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

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

	case BD_LULLABY:
		sc_start(bl,SC_SLEEP,15,skill_lv,skill_get_time2(skill_id,skill_lv));
		break;

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

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

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

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

	case ST_REJECTSWORD:
		sc_start(bl,SC_AUTOCOUNTER,(skill_lv*15),skill_lv,skill_get_time(skill_id,skill_lv));
		break;

	case PF_FOGWALL:
		if (src != bl && !tsc->data[SC_DELUGE])
			sc_start(bl,SC_BLIND,100,skill_lv,skill_get_time2(skill_id,skill_lv));
		break;

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

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

	case HW_NAPALMVULCAN:
		sc_start(bl,SC_CURSE,5*skill_lv,skill_lv,skill_get_time2(skill_id,skill_lv));
		break;

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

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

	case TK_DOWNKICK:
		sc_start(bl,SC_STUN,100,skill_lv,skill_get_time2(skill_id,skill_lv));
		break;

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

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

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

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

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

	if( sd && sd->ed && sc && !status_isdead(bl) && !skill_id ){
		struct unit_data *ud = unit_bl2ud(src);

		if( sc->data[SC_WILD_STORM_OPTION] )
			skill = sc->data[SC_WILD_STORM_OPTION]->val2;
		else if( sc->data[SC_UPHEAVAL_OPTION] )
			skill = sc->data[SC_UPHEAVAL_OPTION]->val2;
		else if( sc->data[SC_TROPIC_OPTION] )
			skill = sc->data[SC_TROPIC_OPTION]->val3;
		else if( sc->data[SC_CHILLY_AIR_OPTION] )
			skill = sc->data[SC_CHILLY_AIR_OPTION]->val3;
		else
			skill = 0;

		if ( rnd()%100 < 25 && skill ){
			skill_castend_damage_id(src, bl, skill, 5, tick, 0);

			if (ud) {
				rate = skill_delayfix(src, skill, skill_lv);
				if (DIFF_TICK(ud->canact_tick, tick + rate) < 0){
					ud->canact_tick = tick+rate;
					if ( battle_config.display_status_timers )
						clif_status_change(src, SI_ACTIONDELAY, 1, rate, 0, 0, 0);
				}
			}
		}
	}

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

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

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

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

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

			if ( notok )
				continue;

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

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

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

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

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

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

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

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

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

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

	return 0;
}

int skill_onskillusage(struct map_session_data *sd, struct block_list *bl, uint16 skill_id, unsigned int tick) {
	int skill, skill_lv, i, type, notok;
	struct block_list *tbl;

	if( sd == NULL || !skill_id )
		return 0;

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

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

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

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

		if ( notok )
			continue;

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

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

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

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

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

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

	return 1;
}

/* Splitted off from skill_additional_effect, which is never called when the
 * attack skill kills the enemy. Place in this function counter status effects
 * when using skills (eg: Asura's sp regen penalty, or counter-status effects
 * from cards) that will take effect on the source, not the target. [Skotlex]
 * Note: Currently this function only applies to Extremity Fist and BF_WEAPON
 * type of skills, so not every instance of skill_additional_effect needs a call
 * to this one.
 */
int skill_counter_additional_effect (struct block_list* src, struct block_list *bl, uint16 skill_id, uint16 skill_lv, int attack_type, unsigned int tick)
{
	int rate;
	struct map_session_data *sd=NULL;
	struct map_session_data *dstsd=NULL;

	nullpo_ret(src);
	nullpo_ret(bl);

	if(skill_id > 0 && !skill_lv) return 0;	// don't forget auto attacks! - celest

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

			if ( notok )
				continue;

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

	for (i = 0; i < ARRAYLENGTH(pos); i++) {
		if (where&pos[i] && !sc_start(bl, sc_atk[i], 100, lv, time))
			where&=~pos[i];
	}
	return where?1:0;
}
//Early declaration
static int skill_area_temp[8];
/*=========================================================================
 Used to knock back players, monsters, traps, etc
 - 'count' is the number of squares to knock back
 - 'direction' indicates the way OPPOSITE to the knockback direction (or -1 for default behavior)
 - if 'flag&0x1', position update packets must not be sent.
 - if 'flag&0x2', skill blown ignores players' special_state.no_knockback
 -------------------------------------------------------------------------*/
int skill_blown(struct block_list* src, struct block_list* target, int count, int8 dir, int flag)
{
	int dx = 0, dy = 0;
	struct skill_unit* su = NULL;

	nullpo_ret(src);

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

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

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

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

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


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

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

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

	if( is_boss(src) )
		return 0;

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

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

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

	return 0;
}

/*
 * =========================================================================
 * Does a skill attack with the given properties.
 * src is the master behind the attack (player/mob/pet)
 * dsrc is the actual originator of the damage, can be the same as src, or a BL_SKILL
 * bl is the target to be attacked.
 * flag can hold a bunch of information:
 * flag&0xFFF is passed to the underlying battle_calc_attack for processing
 *      (usually holds number of targets, or just 1 for simple splash attacks)
 * flag&0x1000 is used to tag that this is a splash-attack (so the damage
 *      packet shouldn't display a skill animation)
 * flag&0x2000 is used to signal that the skill_lv should be passed as -1 to the
 *      client (causes player characters to not scream skill name)
 *-------------------------------------------------------------------------*/
int skill_attack (int attack_type, struct block_list* src, struct block_list *dsrc, struct block_list *bl, uint16 skill_id, uint16 skill_lv, unsigned int tick, int flag)
{
	struct Damage dmg;
	struct status_data *sstatus, *tstatus;
	struct status_change *sc;
	struct map_session_data *sd, *tsd;
	int type,damage,rdamage=0;
	int8 rmdamage=0;//magic reflected

	if(skill_id > 0 && !skill_lv) return 0;

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

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

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

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

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

	dmg = battle_calc_attack(attack_type,src,bl,skill_id,skill_lv,flag&0xFFF);

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

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

			//Spirit of Wizard blocks Kaite's reflection
			if( type == 2 && sc && sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_WIZARD )
			{	//Consume one Fragment per hit of the casted skill? [Skotlex]
			  	type = tsd?pc_search_inventory (tsd, 7321):0;
				if (type >= 0) {
					if ( tsd ) pc_delitem(tsd, type, 1, 0, 1, LOG_TYPE_CONSUME);
					dmg.damage = dmg.damage2 = 0;
					dmg.dmg_lv = ATK_MISS;
					sc->data[SC_SPIRIT]->val3 = skill_id;
					sc->data[SC_SPIRIT]->val4 = dsrc->id;
				}
			}

		/**
		 * Official Magic Reflection Behavior : damage reflected depends on gears caster wears, not target
		 **/
		#if MAGIC_REFLECTION_TYPE
			if( dmg.dmg_lv != ATK_MISS )//Wiz SL cancelled and consumed fragment
				dmg = battle_calc_attack(BF_MAGIC,bl,bl,skill_id,skill_lv,flag&0xFFF);
		#endif
		}
		if(sc && sc->data[SC_MAGICROD] && src == dsrc) {
			int sp = skill_get_sp(skill_id,skill_lv);
			dmg.damage = dmg.damage2 = 0;
			dmg.dmg_lv = ATK_MISS; //This will prevent skill additional effect from taking effect. [Skotlex]
			sp = sp * sc->data[SC_MAGICROD]->val2 / 100;
			if(skill_id == WZ_WATERBALL && skill_lv > 1)
				sp = sp/((skill_lv|1)*(skill_lv|1)); //Estimate SP cost of a single water-ball
			status_heal(bl, 0, sp, 2);
		}
	}

	damage = dmg.damage + dmg.damage2;

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

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

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

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

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

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

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

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

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

	map_freeblock_lock();

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

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

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

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

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

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

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

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

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

	//Only knockback if it's still alive, otherwise a "ghost" is left behind. [Skotlex]
	//Reflected spells do not bounce back (bl == dsrc since it only happens for direct skills)
	if (dmg.blewcount > 0 && bl!=dsrc && !status_isdead(bl)) {
		int8 dir = -1; // default
		switch(skill_id) {//direction
			case MG_FIREWALL:
			case PR_SANCTUARY:
			case SC_TRIANGLESHOT:
			case LG_OVERBRAND:
			case SR_KNUCKLEARROW:
			case GN_WALLOFTHORN:
			case EL_FIRE_MANTLE:
				dir = unit_getdir(bl);// backwards
				break;
			// This ensures the storm randomly pushes instead of exactly a cell backwards per official mechanics.
			case WZ_STORMGUST:
				dir = rand()%8;
				break;
			case WL_CRIMSONROCK:
				dir = map_calc_dir(bl,skill_area_temp[4],skill_area_temp[5]);
				break;

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

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

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

		if( d_bl && (
			(d_bl->type == BL_MER && ((TBL_MER*)d_bl)->master && ((TBL_MER*)d_bl)->master->bl.id == bl->id) ||
			(d_bl->type == BL_PC && ((TBL_PC*)d_bl)->devotion[sce->val2] == bl->id)
			) && check_distance_bl(bl, d_bl, sce->val3) )
		{
			if(!rmdamage){
				clif_damage(d_bl,d_bl, gettick(), 0, 0, damage, 0, 0, 0);
				status_fix_damage(NULL,d_bl, damage, 0);
			}
			else{//Reflected magics are done directly on the target not on paladin
				//This check is only for magical skill.
				//For BF_WEAPON skills types track var rdamage and function battle_calc_return_damage
				clif_damage(bl,bl, gettick(), 0, 0, damage, 0, 0, 0);
				status_fix_damage(bl,bl, damage, 0);
			}
		}
		else {
			status_change_end(bl, SC_DEVOTION, INVALID_TIMER);
			if( !dmg.amotion )
				status_fix_damage(src,bl,damage,dmg.dmotion);
		}
	}

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

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

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

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

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

	map_freeblock_unlock();

	return damage;
}

/*==========================================
 * sub fonction for recursive skill call.
 * Checking bl battle flag and display dammage
 * then call func with source,target,skill_id,skill_lv,tick,flag
 *------------------------------------------*/
typedef int (*SkillFunc)(struct block_list *, struct block_list *, int, int, unsigned int, int);
int skill_area_sub (struct block_list *bl, va_list ap)
{
	struct block_list *src;
	uint16 skill_id,skill_lv;
	int flag;
	unsigned int tick;
	SkillFunc func;

	nullpo_ret(bl);

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

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

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

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

static int skill_check_unit_range_sub (struct block_list *bl, va_list ap)
{
	struct skill_unit *unit;
	uint16 skill_id,g_skill_id;

	unit = (struct skill_unit *)bl;

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

	if(!unit->alive)
		return 0;

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

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

	return 1;
}

static int skill_check_unit_range (struct block_list *bl, int x, int y, uint16 skill_id, uint16 skill_lv)
{
	//Non players do not check for the skill's splash-trigger area.
	int range = bl->type==BL_PC?skill_get_unit_range(skill_id, skill_lv):0;
	int layout_type = skill_get_unit_layout_type(skill_id,skill_lv);
	if (layout_type==-1 || layout_type>MAX_SQUARE_LAYOUT) {
		ShowError("skill_check_unit_range: unsupported layout type %d for skill %d\n",layout_type,skill_id);
		return 0;
	}

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

static int skill_check_unit_range2_sub (struct block_list *bl, va_list ap)
{
	uint16 skill_id;

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

	skill_id = va_arg(ap,int);

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

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

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

static int skill_check_unit_range2 (struct block_list *bl, int x, int y, uint16 skill_id, uint16 skill_lv)
{
	int range, type;

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

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

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

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

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

/*==========================================
 * Checks that you have the requirements for casting a skill for homunculus/mercenary.
 * Flag:
 * &1: finished casting the skill (invoke hp/sp/item consumption)
 * &2: picked menu entry (Warp Portal, Teleport and other menu based skills)
 *------------------------------------------*/
static int skill_check_condition_mercenary(struct block_list *bl, int skill, int lv, int type)
{
	struct status_data *status;
	struct map_session_data *sd = NULL;
	int i, hp, sp, hp_rate, sp_rate, state, mhp;
	uint16 idx;
	int itemid[MAX_SKILL_ITEM_REQUIRE],amount[ARRAYLENGTH(itemid)],index[ARRAYLENGTH(itemid)];

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

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

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

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

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

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

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

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

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

	if( type&2 )
		return 1;

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

	return 1;
}

/*==========================================
 *
 *------------------------------------------*/
int skill_area_sub_count (struct block_list *src, struct block_list *target, uint16 skill_id, uint16 skill_lv, unsigned int tick, int flag)
{
	return 1;
}

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

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

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

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

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

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

/*==========================================
 *
 *------------------------------------------*/
int skill_addtimerskill (struct block_list *src, unsigned int tick, int target, int x,int y, uint16 skill_id, uint16 skill_lv, int type, int flag)
{
	int i;
	struct unit_data *ud;
	nullpo_retr(1, src);
	if (src->prev == NULL)
		return 0;
	ud = unit_bl2ud(src);
	nullpo_retr(1, ud);

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

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

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

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

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

/*==========================================
 *
 *
 *------------------------------------------*/
int skill_castend_damage_id (struct block_list* src, struct block_list *bl, uint16 skill_id, uint16 skill_lv, unsigned int tick, int flag)
{
	struct map_session_data *sd = NULL;
	struct status_data *tstatus;
	struct status_change *sc;

	if (skill_id > 0 && !skill_lv) return 0;

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

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

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

	sd = BL_CAST(BL_PC, src);

	if (status_isdead(bl))
		return 1;

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

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

	tstatus = status_get_status_data(bl);

	map_freeblock_lock();

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

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

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

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

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

	case KN_CHARGEATK:
		{
		bool path = path_search_long(NULL, src->m, src->x, src->y, bl->x, bl->y,CELL_CHKWALL);
		unsigned int dist = distance_bl(src, bl);
		uint8 dir = map_calc_dir(bl, src->x, src->y);

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

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

		}
		break;

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

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

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

	case RG_BACKSTAP:
		{
			uint8 dir = map_calc_dir(src, bl->x, bl->y), t_dir = unit_getdir(bl);
			if ((!check_distance_bl(src, bl, 0) && !map_check_dir(dir, t_dir)) || bl->type == BL_SKILL) {
				status_change_end(src, SC_HIDING, INVALID_TIMER);
				skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag);
				dir = dir < 4 ? dir+4 : dir-4; // change direction [Celest]
				unit_setdir(bl,dir);
			}
			else if (sd)
				clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
		}
		break;

	case MO_FINGEROFFENSIVE:
		skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,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, skill_id, skill_lv, BF_WEAPON, flag);
		}
		status_change_end(src, SC_BLADESTOP, INVALID_TIMER);
		break;

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

	case NJ_ISSEN:
		status_change_end(src, SC_NEN, INVALID_TIMER);
		status_change_end(src, SC_HIDING, INVALID_TIMER);
		// fall through
	case MO_EXTREMITYFIST:
		{
			short x, y, i = 2; // Move 2 cells for Issen(from target)
			struct block_list *mbl = bl;
			short dir = 0;
			
			skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);

			if( skill_id == MO_EXTREMITYFIST )
			{
				mbl = src;
				i = 3; // for Asura(from caster)
				status_set_sp(src, 0, 0);
				status_change_end(src, SC_EXPLOSIONSPIRITS, INVALID_TIMER);
				status_change_end(src, SC_BLADESTOP, INVALID_TIMER);
#ifdef RENEWAL
				sc_start(src,SC_EXTREMITYFIST2,100,skill_lv,skill_get_time(skill_id,skill_lv));
#endif
			}else
				status_set_hp(src, 
#ifdef RENEWAL
				max(status_get_max_hp(src)/100, 1)
#else
				1
#endif
				, 0);
			
			dir = map_calc_dir(src,bl->x,bl->y);
			if( dir > 0 && dir < 4) x = -i;
			else if( dir > 4 ) x = i;
			else x = 0;
			if( dir > 2 && dir < 6 ) y = -i;
			else if( dir == 7 || dir < 2 ) y = i;
			else y = 0;
			if( (mbl == src || !map_flag_gvg(src->m) && !map[src->m].flag.battleground) && // only NJ_ISSEN don't have slide effect in GVG
				unit_movepos(src, mbl->x+x, mbl->y+y, 1, 1) ) {
				clif_slide(src, src->x, src->y);
				//uncomment this if you want to remove MO_EXTREMITYFIST glitchy walking effect. [malufett]
				//clif_fixpos(src);
			}
		}
		break;

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

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

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

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

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

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

	case KN_SPEARSTAB:
		if(flag&1) {
			if (bl->id==skill_area_temp[1])
				break;
			if (skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,SD_ANIMATION))
				skill_blown(src,bl,skill_area_temp[2],-1,0);
		} else {
			int x=bl->x,y=bl->y,i,dir;
			dir = map_calc_dir(bl,src->x,src->y);
			skill_area_temp[1] = bl->id;
			skill_area_temp[2] = skill_get_blewcount(skill_id,skill_lv);
			// all the enemies between the caster and the target are hit, as well as the target
			if (skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,0))
				skill_blown(src,bl,skill_area_temp[2],-1,0);
			for (i=0;i<4;i++) {
				map_foreachincell(skill_area_sub,bl->m,x,y,BL_CHAR,
					src,skill_id,skill_lv,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,skill_id,skill_lv,tick,flag))
			map_foreachinrange(skill_area_sub,bl,
				skill_get_splash(skill_id, skill_lv),BL_CHAR,
				src,skill_id,skill_lv,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,skill_id,skill_lv,0); //Can't make this one display the correct attack animation delay :/
		clif_damage(src,bl,tick,status_get_amotion(src),0,-1,1,4,0); //Display an absorbed damage attack.
		skill_addtimerskill(src, tick + (1000+status_get_amotion(src)), bl->id, 0, 0, skill_id, skill_lv, BF_WEAPON, flag);
		break;

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

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

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

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

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

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

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

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

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

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

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

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

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

	case GS_BULLSEYE:
		skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
		break;

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

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

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

			if( dir > 0 && dir < 4) x = 2;
			else if( dir > 4 ) x = -2;
			else x = 0;
			if( dir > 2 && dir < 6 ) y = 2;
			else if( dir == 7 || dir < 2 ) y = -2;
			else y = 0;

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

		}
		break;

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

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

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

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

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

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

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

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

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

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

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

	case WL_RELEASE:
		if( sd )
		{
			int i;
			// Priority is to release SpellBook
			if( sc && sc->data[SC_READING_SB] )
			{ // SpellBook
				uint16 skill_id, skill_lv, point, s = 0;
				int spell[SC_MAXSPELLBOOK-SC_SPELLBOOK1 + 1];

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

				if ( s == 0 )
					break;

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

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

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

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

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

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

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

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

				if( skill_lv == 1 ) j = 1; // Limit only to one ball
				for( i = 0; i < j; i++ )
				{
					skele = WL_RELEASE - 5 + sc->data[spheres[i]]->val1 - WLS_FIRE; // Convert Ball Element into Skill ATK for balls
					// WL_SUMMON_ATK_FIRE, WL_SUMMON_ATK_WIND, WL_SUMMON_ATK_WATER, WL_SUMMON_ATK_GROUND
					skill_addtimerskill(src,tick+status_get_adelay(src)*i,bl->id,0,0,skele,sc->data[spheres[i]]->val3,BF_MAGIC,flag|SD_LEVEL);
					status_change_end(src, spheres[i], INVALID_TIMER); // Eliminate ball
				}
				clif_skill_nodamage(src,bl,skill_id,0,1);
			}
		}
		break;
	case WL_FROSTMISTY:
		// Causes Freezing status through walls.
		sc_start(bl,status_skill2sc(skill_id),20+12*skill_lv+(sd ? sd->status.job_level : 50)/5,skill_lv,skill_get_time(skill_id,skill_lv));
		// Doesn't deal damage through non-shootable walls.
		if( path_search(NULL,src->m,src->x,src->y,bl->x,bl->y,1,CELL_CHKWALL) )
			skill_attack(BF_MAGIC,src,src,bl,skill_id,skill_lv,tick,flag|SD_ANIMATION);
		break;
	case WL_HELLINFERNO:
		skill_attack(BF_MAGIC,src,src,bl,skill_id,skill_lv,tick,flag);
		skill_attack(BF_MAGIC,src,src,bl,skill_id,skill_lv,tick,flag|ELE_DARK);
		break;
	case RA_WUGSTRIKE:
		if( sd && pc_isridingwug(sd) ){
			short x[8]={0,-1,-1,-1,0,1,1,1};
			short y[8]={1,1,0,-1,-1,-1,0,1};
			uint8 dir = map_calc_dir(bl, src->x, src->y);

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

		break;

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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


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

	case MH_STAHL_HORN:
	case MH_NEEDLE_OF_PARALYZE:
		skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag);
		break;
        case MH_TINDER_BREAKER:
                if (unit_movepos(src, bl->x, bl->y, 1, 1)) {
#if PACKETVER >= 20111005
			clif_snap(src, bl->x, bl->y);
#else
			clif_skill_poseffect(src,skill_id,skill_lv,bl->x,bl->y,tick);
#endif
		}
                clif_skill_nodamage(src,bl,skill_id,skill_lv,
			sc_start4(bl,SC_CLOSECONFINE2,100,skill_lv,src->id,0,0,skill_get_time(skill_id,skill_lv)));
                skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag);
		break;

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

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

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

	map_freeblock_unlock();

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

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

		// perform skill requirement consumption
		skill_consume_requirement(sd,skill_id,skill_lv,2);
	}

	return 0;
}

/*==========================================
 *
 *------------------------------------------*/
int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, uint16 skill_id, uint16 skill_lv, unsigned int tick, int flag)
{
	struct map_session_data *sd, *dstsd;
	struct mob_data *md, *dstmd;
	struct homun_data *hd;
	struct mercenary_data *mer;
	struct status_data *sstatus, *tstatus;
	struct status_change *tsc;
	struct status_change_entry *tsce;

	int i = 0;
	enum sc_type type;

	if(skill_id > 0 && !skill_lv) return 0;	// celest

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

		sc_start(bl,SC_SEVENWIND,100,skill_lv,skill_get_time(skill_id,skill_lv));

		break;

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

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

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

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

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

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

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

	case MC_CHANGECART:
		clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
		break;

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

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

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

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

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

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

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

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

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

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

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

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

	case MO_KITRANSLATION:
		if(dstsd && (dstsd->class_&MAPID_BASEMASK)!=MAPID_GUNSLINGER) {
			pc_addspiritball(dstsd,skill_get_time(skill_id,skill_lv),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(skill_id,skill_lv),-1,0);
			skill_additional_effect(src,bl,skill_id,skill_lv,BF_MISC,ATK_DEF,tick); //Use Misc rather than weapon to signal passive pushback
		}
		break;

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

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

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

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

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

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

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

	case KN_BRANDISHSPEAR:
	case ML_BRANDISH:
		skill_brandishspear(src, bl, skill_id, skill_lv, tick, flag);
		break;

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

			if (sd && sd->sc.data[SC_PETROLOGY_OPTION])
				brate = sd->sc.data[SC_PETROLOGY_OPTION]->val3;

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

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

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

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

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

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

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

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

		clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
		clif_skill_estimation(sd, bl);
		if( skill_id == MER_ESTIMATION )
			sd = NULL;
		break;

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

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

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

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

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

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

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

	case NPC_EXPULSION:
		clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
		unit_warp(bl,-1,-1,-1,CLR_TELEPORT);
		break;

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

				clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
				unit_skillcastcancel(bl,0);
				sp = skill_get_sp(bl_skill_id,bl_skill_lv);
				status_zap(bl, hp, sp);

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

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

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

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

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

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

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

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

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

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

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

	case NPC_SUMMONSLAVE:
	case NPC_SUMMONMONSTER:
		if(md && md->skill_idx >= 0)
			mob_summonslave(md,md->db->skill[md->skill_idx].val,skill_lv,skill_id);
		break;

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

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

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

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

	case NPC_RUN:
		{
			const int mask[8][2] = {{0,-1},{1,-1},{1,0},{1,1},{0,1},{-1,1},{-1,0},{-1,-1}};
			uint8 dir = (bl == src)?unit_getdir(src):map_calc_dir(src,bl->x,bl->y); //If cast on self, run forward, else run away.
			unit_stop_attack(src);
			//Run skillv tiles overriding the can-move check.
			if (unit_walktoxy(src, src->x + skill_lv * mask[dir][0], src->y + skill_lv * mask[dir][1], 2) && md)
				md->state.skillstate = MSS_WALK; //Otherwise it isn't updated in the ai.
		}
		break;

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

			unit_skillcastcancel(bl,0);

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

			if(dstmd)
				mob_target(dstmd,src,skill_get_range2(src,skill_id,skill_lv));
		}
		break;

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

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

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

	case RG_CLEANER:	//AppleGirl
		clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
		break;

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

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

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

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

	case SL_SWOO:
		if (tsce) {
			if(sd)
				clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
			status_change_start(src,SC_STUN,10000,skill_lv,0,0,0,10000,8);
			status_change_end(bl, SC_SWOO, INVALID_TIMER);
			break;
		}
	case SL_SKA: // [marquis007]
	case SL_SKE:
		if (sd && !battle_config.allow_es_magic_pc && bl->type != BL_MOB) {
			clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
			status_change_start(src,SC_STUN,10000,skill_lv,0,0,0,500,10);
			break;
		}
		clif_skill_nodamage(src,bl,skill_id,skill_lv,sc_start(bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
		if (skill_id == SL_SKE)
			sc_start(src,SC_SMA,100,skill_lv,skill_get_time(SL_SMA,skill_lv));
		break;

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

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

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

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

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

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

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

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

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

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

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

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

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

	case RK_GIANTGROWTH:
	case RK_VITALITYACTIVATION:
	case RK_ABUNDANCE:
	case RK_CRUSHSTRIKE:
		if( sd )
		{
			int lv = 1; // RK_GIANTGROWTH
			if( skill_id == RK_VITALITYACTIVATION )
				lv = 2;
			else if( skill_id == RK_ABUNDANCE )
				lv = 6;
			else if( skill_id == RK_CRUSHSTRIKE )
				lv = 7;
			if( pc_checkskill(sd,RK_RUNEMASTERY) >= lv )
				clif_skill_nodamage(src,bl,skill_id,skill_lv,sc_start(bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
		}
		break;

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

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

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

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

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

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

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

	case AB_CLEMENTIA:
	case AB_CANTO:
		{
			int bless_lv = pc_checkskill(sd,AL_BLESSING) + (sd->status.job_level / 10);
			int agi_lv = pc_checkskill(sd,AL_INCAGI) + (sd->status.job_level / 10);
			if( sd == NULL || sd->status.party_id == 0 || flag&1 )
				clif_skill_nodamage(bl, bl, skill_id, skill_lv, sc_start(bl,type,100,
					(skill_id == AB_CLEMENTIA)? bless_lv : (skill_id == AB_CANTO)? agi_lv : skill_lv, skill_get_time(skill_id,skill_lv)));
			else if( sd )
				party_foreachsamemap(skill_area_sub, sd, skill_get_splash(skill_id, skill_lv), src, skill_id, skill_lv, tick, flag|BCT_PARTY|1, skill_castend_nodamage_id);
		}
		break;

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

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

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

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

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

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

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

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

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

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

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

			if( sd )
				skill_blockpc_start(sd,skill_id,4000);

			if( !(tsc && tsc->data[type]) ){
				i = sc_start2(bl,type,rate,skill_lv,src->id,(src == bl)?5000:(bl->type == BL_PC)?skill_get_time(skill_id,skill_lv):skill_get_time2(skill_id, skill_lv)); 
				clif_skill_nodamage(src,bl,skill_id,skill_lv,i); 
				if( !i )
					clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
			}
		}else
		if( sd )
			clif_skill_fail(sd,skill_id,USESKILL_FAIL_TOTARGET,0);
		break;

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

	case RA_SENSITIVEKEEN:
		clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
		clif_skill_damage(src,src,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
		map_foreachinrange(skill_area_sub,src,skill_get_splash(skill_id,skill_lv),BL_CHAR|BL_SKILL,src,skill_id,skill_lv,tick,flag|BCT_ENEMY,skill_castend_damage_id);
		break;
	/**
	 * Mechanic
	 **/
	case NC_F_SIDESLIDE:
	case NC_B_SIDESLIDE:
		{
			uint8 dir = (skill_id == NC_F_SIDESLIDE) ? (unit_getdir(src)+4)%8 : unit_getdir(src);
			skill_blown(src,bl,skill_get_blewcount(skill_id,skill_lv),dir,0x1);
			clif_slide(src,src->x,src->y);
			clif_fixpos(src); //Aegis sent this packet
			clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
		}
		break;

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

	case SR_GENTLETOUCH_CURE:
		{
			int heal;

			if( status_isimmune(bl) )
			{
				clif_skill_nodamage(src,bl,skill_id,skill_lv,0);
				break;
			}

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

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

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

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

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

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

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

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

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

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

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

		}
		break;

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

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

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


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

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

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

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

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

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

			// Remove previous elemental fisrt.
			if( sd->ed )
				elemental_delete(sd->ed,0);

			// Summoning the new one.
			if( !elemental_create(sd,elemental_class,skill_get_time(skill_id,skill_lv)) ) {
				clif_skill_fail(sd,skill_id,0,0);
				break;
			}
			clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
		}
		break;

	case SO_EL_CONTROL:
		if( sd ) {
			int mode = EL_MODE_PASSIVE;	// Standard mode.

			if( !sd->ed )	break;

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

	case SO_EL_ACTION:
		if( sd ) {
				int duration = 3000;
			if( !sd->ed )	break;
			sd->skill_id_old = skill_id;
			elemental_action(sd->ed, bl, tick);
			clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
				switch(sd->ed->db->class_){
					case 2115:case 2124:
					case 2118:case 2121:
						duration = 6000;
						break;
					case 2116:case 2119:
					case 2122:case 2125:
						duration = 9000;
						break;
				}
				skill_blockpc_start(sd, skill_id, duration);
		}
		break;

	case SO_EL_CURE:
		if( sd ) {
			struct elemental_data *ed = sd->ed;
			int s_hp = sd->battle_status.hp * 10 / 100, s_sp = sd->battle_status.sp * 10 / 100;
			int e_hp, e_sp;

			if( !ed )	break;
			if( !status_charge(&sd->bl,s_hp,s_sp) ) {
				clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
				break;
			}
			e_hp = ed->battle_status.max_hp * 10 / 100;
			e_sp = ed->battle_status.max_sp * 10 / 100;
			status_heal(&ed->bl,e_hp,e_sp,3);
			clif_skill_nodamage(src,&ed->bl,skill_id,skill_lv,1);
		}
		break;

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

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

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

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

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

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

				if( (sc && sc->data[type2]) || (tsc && tsc->data[type]) ) {
					elemental_clean_single_effect(ele, skill_id);
				} else {
					clif_skill_nodamage(src,src,skill_id,skill_lv,1);
					clif_skill_damage(src, ( skill_id == EL_GUST || skill_id == EL_BLAST || skill_id == EL_WILD_STORM )?src:bl, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
					if( skill_id == EL_WIND_STEP )	// There aren't teleport, just push the master away.
						skill_blown(src,bl,(rnd()%skill_get_blewcount(skill_id,skill_lv))+1,rand()%8,0);
					sc_start(src,type2,100,skill_lv,skill_get_time(skill_id,skill_lv));
					sc_start(bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
				}
			}
		}
		break;

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

	map_freeblock_unlock();
	return 0;
}

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

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

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

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

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

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

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

		ud->skilltimer = INVALID_TIMER;
	}

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

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

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

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

		if(ud->skill_id == RG_BACKSTAP) {
			uint8 dir = map_calc_dir(src,target->x,target->y),t_dir = unit_getdir(target);
			if(check_distance_bl(src, target, 0) || map_check_dir(dir,t_dir)) {
				break;
			}
		}

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

		map_freeblock_lock();

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

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

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

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

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

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

	//Skill failed.
	if (ud->skill_id == MO_EXTREMITYFIST && sd && !(sc && sc->data[SC_FOGWALL]))
  	{	//When Asura fails... (except when it fails from Fog of Wall)
		//Consume SP/spheres
		skill_consume_requirement(sd,ud->skill_id, ud->skill_lv,1);
		status_set_sp(src, 0, 0);
		sc = &sd->sc;
		if (sc->count)
		{	//End states
			status_change_end(src, SC_EXPLOSIONSPIRITS, INVALID_TIMER);
			status_change_end(src, SC_BLADESTOP, INVALID_TIMER);
#ifdef RENEWAL
			sc_start(src, SC_EXTREMITYFIST2, 100, ud->skill_lv, skill_get_time(ud->skill_id, ud->skill_lv));
#endif
		}
		if (target && target->m == src->m)
		{	//Move character to target anyway.
			if (unit_movepos(src, src->x+3, src->y+3, 1, 1))
			{	//Display movement + animation.
				clif_slide(src,src->x,src->y);
				clif_skill_damage(src,target,tick,sd->battle_status.amotion,0,0,1,ud->skill_id, ud->skill_lv, 5);
			}
			clif_skill_fail(sd,ud->skill_id,USESKILL_FAIL_LEVEL,0);
		}
	}

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

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

	nullpo_ret(ud);

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

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

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

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

	do {
		if( status_isdead(src) )
			break;

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

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

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

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

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

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

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

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

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

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

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

	if( !sd || sd->skillitem != ud->skill_id || skill_get_delay(ud->skill_id,ud->skill_lv) )
		ud->canact_tick = tick;
	ud->skill_id = ud->skill_lv = 0;
	if(sd)
		sd->skillitem = sd->skillitemlv = 0;
	else if(md)
		md->skill_idx  = -1;
	return 0;

}

/*==========================================
 *
 *------------------------------------------*/
int skill_castend_pos2(struct block_list* src, int x, int y, uint16 skill_id, uint16 skill_lv, unsigned int tick, int flag)
{
	struct map_session_data* sd;
	struct status_change* sc;
	struct status_change_entry *sce;
	struct skill_unit_group* sg;
	enum sc_type type;
	int i;

	//if(skill_lv <= 0) return 0;
	if(skill_id > 0 && !skill_lv) return 0;	// celest

	nullpo_ret(src);

	if(status_isdead(src))
		return 0;

	sd = BL_CAST(BL_PC, src);

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

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

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

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

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

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

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

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

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

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

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

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

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

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

				x1 = tmpx;
				y1 = tmpy;
			}

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

		if( !ud ) break;

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

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

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

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

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

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

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

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

		// perform skill requirement consumption
		skill_consume_requirement(sd,skill_id,skill_lv,2);
	}

	return 0;
}

/*==========================================
 *
 *------------------------------------------*/
int skill_castend_map (struct map_session_data *sd, uint16 skill_id, const char *map)
{
	nullpo_ret(sd);

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

			group->val1 = (group->val1<<16)|(short)0;
			// record the destination coordinates
			group->val2 = (x<<16)|y;
			group->val3 = mapindex;
		}
		break;
	}

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

/// transforms 'target' skill unit into dissonance (if conditions are met)
static int skill_dance_overlap_sub(struct block_list* bl, va_list ap)
{
	struct skill_unit* target = (struct skill_unit*)bl;
	struct skill_unit* src = va_arg(ap, struct skill_unit*);
	int flag = va_arg(ap, int);

	if (src == target)
		return 0;
	if (!target->group || !(target->group->state.song_dance&0x1))
		return 0;
	if (!(target->val2 & src->val2 & ~UF_ENSEMBLE)) //They don't match (song + dance) is valid.
		return 0;

	if (flag) //Set dissonance
		target->val2 |= UF_ENSEMBLE; //Add ensemble to signal this unit is overlapping.
	else //Remove dissonance
		target->val2 &= ~UF_ENSEMBLE;

	clif_skill_setunit(target); //Update look of affected cell.

	return 1;
}

//Does the song/dance overlapping -> dissonance check. [Skotlex]
//When flag is 0, this unit is about to be removed, cancel the dissonance effect
//When 1, this unit has been positioned, so start the cancel effect.
int skill_dance_overlap(struct skill_unit* unit, int flag)
{
	if (!unit || !unit->group || !(unit->group->state.song_dance&0x1))
		return 0;
	if (!flag && !(unit->val2&UF_ENSEMBLE))
		return 0; //Nothing to remove, this unit is not overlapped.

	if (unit->val1 != unit->group->skill_id)
	{	//Reset state
		unit->val1 = unit->group->skill_id;
		unit->val2 &= ~UF_ENSEMBLE;
	}

	return map_foreachincell(skill_dance_overlap_sub, unit->bl.m,unit->bl.x,unit->bl.y,BL_SKILL, unit,flag);
}

/*==========================================
 * Converts this group information so that it is handled as a Dissonance or Ugly Dance cell.
 * Flag: 0 - Convert, 1 - Revert.
 *------------------------------------------*/
static bool skill_dance_switch(struct skill_unit* unit, int flag)
{
	static int prevflag = 1;  // by default the backup is empty
	static struct skill_unit_group backup;
	struct skill_unit_group* group = unit->group;

	// val2&UF_ENSEMBLE is a hack to indicate dissonance
	if ( !(group->state.song_dance&0x1 && unit->val2&UF_ENSEMBLE) )
		return false;

	if( flag == prevflag )
	{// protection against attempts to read an empty backup / write to a full backup
		ShowError("skill_dance_switch: Attempted to %s (skill_id=%d, skill_lv=%d, src_id=%d).\n",
			flag ? "read an empty backup" : "write to a full backup",
			group->skill_id, group->skill_lv, group->src_id);
		return false;
	}
	prevflag = flag;

	if( !flag )
	{	//Transform
		uint16 skill_id = unit->val2&UF_SONG ? BA_DISSONANCE : DC_UGLYDANCE;

		// backup
		backup.skill_id    = group->skill_id;
		backup.skill_lv    = group->skill_lv;
		backup.unit_id     = group->unit_id;
		backup.target_flag = group->target_flag;
		backup.bl_flag     = group->bl_flag;
		backup.interval    = group->interval;

		// replace
		group->skill_id    = skill_id;
		group->skill_lv    = 1;
		group->unit_id     = skill_get_unit_id(skill_id,0);
		group->target_flag = skill_get_unit_target(skill_id);
		group->bl_flag     = skill_get_unit_bl_target(skill_id);
		group->interval    = skill_get_unit_interval(skill_id);
	}
	else
	{	//Restore
		group->skill_id    = backup.skill_id;
		group->skill_lv    = backup.skill_lv;
		group->unit_id     = backup.unit_id;
		group->target_flag = backup.target_flag;
		group->bl_flag     = backup.bl_flag;
		group->interval    = backup.interval;
	}

	return true;
}
/**
 * Upon Ice Wall cast it checks all nearby mobs to find any who may be blocked by the IW
 **/
static int skill_icewall_block(struct block_list *bl,va_list ap) {
	struct block_list *target = NULL;
	struct mob_data *md = ((TBL_MOB*)bl);

	nullpo_ret(bl);
	nullpo_ret(md);
	if( !md->target_id || ( target = map_id2bl(md->target_id) ) == NULL )
		return 0;

	if( path_search_long(NULL,bl->m,bl->x,bl->y,target->x,target->y,CELL_CHKICEWALL) )
		return 0;

	if( !check_distance_bl(bl, target, status_get_range(bl) ) ) {
		mob_unlocktarget(md,gettick());
		mob_stop_walking(md,1);
	}

	return 0;
}
/*==========================================
 * Initializes and sets a ground skill.
 * flag&1 is used to determine when the skill 'morphs' (Warp portal becomes active, or Fire Pillar becomes active)
 *------------------------------------------*/
struct skill_unit_group* skill_unitsetting (struct block_list *src, uint16 skill_id, uint16 skill_lv, int16 x, int16 y, int flag)
{
	struct skill_unit_group *group;
	int i,limit,val1=0,val2=0,val3=0;
	int target,interval,range,unit_flag,req_item=0;
	struct s_skill_unit_layout *layout;
	struct map_session_data *sd;
	struct status_data *status;
	struct status_change *sc;
	int active_flag=1;
	int subunt=0;

	nullpo_retr(NULL, src);

	limit = skill_get_time(skill_id,skill_lv);
	range = skill_get_unit_range(skill_id,skill_lv);
	interval = skill_get_unit_interval(skill_id);
	target = skill_get_unit_target(skill_id);
	unit_flag = skill_get_unit_flag(skill_id);
	layout = skill_get_unit_layout(skill_id,skill_lv,src,x,y);

	sd = BL_CAST(BL_PC, src);
	status = status_get_status_data(src);
	sc = status_get_sc(src);	// for traps, firewall and fogwall - celest

	switch( skill_id ) {
	case MH_STEINWAND:
	    val2 = 4 + skill_lv; //nb of attack blocked
	    break;
	case MG_SAFETYWALL:
	#ifdef RENEWAL
		/**
		 * According to data provided in RE, SW life is equal to 3 times caster's health
		 **/
		val2 = status_get_max_hp(src) * 3;
	#else
		val2 = skill_lv+1;
	#endif
		break;
	case MG_FIREWALL:
		if(sc && sc->data[SC_VIOLENTGALE])
			limit = limit*3/2;
		val2=4+skill_lv;
		break;

	case AL_WARP:
		val1=skill_lv+6;
		if(!(flag&1))
			limit=2000;
		else // previous implementation (not used anymore)
		{	//Warp Portal morphing to active mode, extract relevant data from src. [Skotlex]
			if( src->type != BL_SKILL ) return NULL;
			group = ((TBL_SKILL*)src)->group;
			src = map_id2bl(group->src_id);
			if( !src ) return NULL;
			val2 = group->val2; //Copy the (x,y) position you warp to
			val3 = group->val3; //as well as the mapindex to warp to.
		}
		break;
	case HP_BASILICA:
		val1 = src->id; // Store caster id.
		break;

	case PR_SANCTUARY:
	case NPC_EVILLAND:
		val1=(skill_lv+3)*2;
		break;

	case WZ_FIREPILLAR:
		if((flag&1)!=0)
			limit=1000;
		val1=skill_lv+2;
		break;
	case WZ_QUAGMIRE:	//The target changes to "all" if used in a gvg map. [Skotlex]
	case AM_DEMONSTRATION:
	case GN_HELLS_PLANT:
		if (map_flag_vs(src->m) && battle_config.vs_traps_bctall
			&& (src->type&battle_config.vs_traps_bctall))
			target = BCT_ALL;
		break;
	case HT_SHOCKWAVE:
		val1=skill_lv*15+10;
	case HT_SANDMAN:
	case MA_SANDMAN:
	case HT_CLAYMORETRAP:
	case HT_SKIDTRAP:
	case MA_SKIDTRAP:
	case HT_LANDMINE:
	case MA_LANDMINE:
	case HT_ANKLESNARE:
	case HT_FLASHER:
	case HT_FREEZINGTRAP:
	case MA_FREEZINGTRAP:
	case HT_BLASTMINE:
	/**
	 * Ranger
	 **/
	case RA_ELECTRICSHOCKER:
	case RA_CLUSTERBOMB:
	case RA_MAGENTATRAP:
	case RA_COBALTTRAP:
	case RA_MAIZETRAP:
	case RA_VERDURETRAP:
	case RA_FIRINGTRAP:
	case RA_ICEBOUNDTRAP:
		{
			struct skill_condition req = skill_get_requirement(sd,skill_id,skill_lv);
			ARR_FIND(0, MAX_SKILL_ITEM_REQUIRE, i, req.itemid[i] && (req.itemid[i] == ITEMID_TRAP || req.itemid[i] == ITEMID_TRAP_ALLOY));
			if( req.itemid[i] )
				req_item = req.itemid[i];
			if( map_flag_gvg(src->m) || map[src->m].flag.battleground )
				limit *= 4; // longer trap times in WOE [celest]
			if( battle_config.vs_traps_bctall && map_flag_vs(src->m) && (src->type&battle_config.vs_traps_bctall) )
				target = BCT_ALL;
		}
		break;

	case SA_LANDPROTECTOR:
	case SA_VOLCANO:
	case SA_DELUGE:
	case SA_VIOLENTGALE:
	{
		struct skill_unit_group *old_sg;
		if ((old_sg = skill_locate_element_field(src)) != NULL)
		{	//HelloKitty confirmed that these are interchangeable,
			//so you can change element and not consume gemstones.
			if ((
				old_sg->skill_id == SA_VOLCANO ||
				old_sg->skill_id == SA_DELUGE ||
				old_sg->skill_id == SA_VIOLENTGALE
			) && old_sg->limit > 0)
			{	//Use the previous limit (minus the elapsed time) [Skotlex]
				limit = old_sg->limit - DIFF_TICK(gettick(), old_sg->tick);
				if (limit < 0)	//This can happen...
					limit = skill_get_time(skill_id,skill_lv);
			}
			skill_clear_group(src,1);
		}
		break;
	}

	case BA_DISSONANCE:
	case DC_UGLYDANCE:
		val1 = 10;	//FIXME: This value is not used anywhere, what is it for? [Skotlex]
		break;
	case BA_WHISTLE:
		val1 = skill_lv +status->agi/10; // Flee increase
		val2 = ((skill_lv+1)/2)+status->luk/10; // Perfect dodge increase
		if(sd){
			val1 += pc_checkskill(sd,BA_MUSICALLESSON);
			val2 += pc_checkskill(sd,BA_MUSICALLESSON);
		}
		break;
	case DC_HUMMING:
		val1 = 2*skill_lv+status->dex/10; // Hit increase
		#ifdef RENEWAL
			val1 *= 2;
		#endif
		if(sd)
			val1 += pc_checkskill(sd,DC_DANCINGLESSON);
		break;
	case BA_POEMBRAGI:
		val1 = 3*skill_lv+status->dex/10; // Casting time reduction
		//For some reason at level 10 the base delay reduction is 50%.
		val2 = (skill_lv<10?3*skill_lv:50)+status->int_/5; // After-cast delay reduction
		if(sd){
			val1 += 2*pc_checkskill(sd,BA_MUSICALLESSON);
			val2 += 2*pc_checkskill(sd,BA_MUSICALLESSON);
		}
		break;
	case DC_DONTFORGETME:
		val1 = status->dex/10 + 3*skill_lv + 5; // ASPD decrease
		val2 = status->agi/10 + 3*skill_lv + 5; // Movement speed adjustment.
		if(sd){
			val1 += pc_checkskill(sd,DC_DANCINGLESSON);
			val2 += pc_checkskill(sd,DC_DANCINGLESSON);
		}
		break;
	case BA_APPLEIDUN:
		val1 = 5+2*skill_lv+status->vit/10; // MaxHP percent increase
		if(sd)
			val1 += pc_checkskill(sd,BA_MUSICALLESSON);
		break;
	case DC_SERVICEFORYOU:
		val1 = 15+skill_lv+(status->int_/10); // MaxSP percent increase TO-DO: this INT bonus value is guessed
		val2 = 20+3*skill_lv+(status->int_/10); // SP cost reduction
		if(sd){
			val1 += pc_checkskill(sd,DC_DANCINGLESSON); //TO-DO This bonus value is guessed
			val2 += pc_checkskill(sd,DC_DANCINGLESSON); //TO-DO Should be half this value
		}
		break;
	case BA_ASSASSINCROSS:
		val1 = 100+(10*skill_lv)+(status->agi/10); // ASPD increase
		if(sd)
			val1 += 5*pc_checkskill(sd,BA_MUSICALLESSON);
		break;
	case DC_FORTUNEKISS:
		val1 = 10+skill_lv+(status->luk/10); // Critical increase
		if(sd)
			val1 += pc_checkskill(sd,DC_DANCINGLESSON);
		val1*=10; //Because every 10 crit is an actual cri point.
		break;
	case BD_DRUMBATTLEFIELD:
	#ifdef RENEWAL
		val1 = (skill_lv+5)*25;	//Watk increase
		val2 = skill_lv*10;		//Def increase
	#else
		val1 = (skill_lv+1)*25;	//Watk increase
		val2 = (skill_lv+1)*2;	//Def increase
	#endif
		break;
	case BD_RINGNIBELUNGEN:
		val1 = (skill_lv+2)*25;	//Watk increase
		break;
	case BD_RICHMANKIM:
		val1 = 25 + 11*skill_lv; //Exp increase bonus.
		break;
	case BD_SIEGFRIED:
		val1 = 55 + skill_lv*5;	//Elemental Resistance
		val2 = skill_lv*10;	//Status ailment resistance
		break;
	case WE_CALLPARTNER:
		if (sd) val1 = sd->status.partner_id;
		break;
	case WE_CALLPARENT:
		if (sd) {
			val1 = sd->status.father;
		 	val2 = sd->status.mother;
		}
		break;
	case WE_CALLBABY:
		if (sd) val1 = sd->status.child;
		break;
	case NJ_KAENSIN:
		skill_clear_group(src, 1); //Delete previous Kaensins/Suitons
		val2 = (skill_lv+1)/2 + 4;
		break;
	case NJ_SUITON:
		skill_clear_group(src, 1);
		break;

	case GS_GROUNDDRIFT:
		{
		int element[5]={ELE_WIND,ELE_DARK,ELE_POISON,ELE_WATER,ELE_FIRE};

		val1 = status->rhw.ele;
		if (!val1)
			val1=element[rnd()%5];

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

		break;
		}
	case GC_POISONSMOKE:
		if( !(sc && sc->data[SC_POISONINGWEAPON]) )
			return NULL;
		val2 = sc->data[SC_POISONINGWEAPON]->val2; // Type of Poison
		val3 = sc->data[SC_POISONINGWEAPON]->val1;
		limit = 4000 + 2000 * skill_lv;
		break;
	case GD_LEADERSHIP:
	case GD_GLORYWOUNDS:
	case GD_SOULCOLD:
	case GD_HAWKEYES:
		limit = 1000000;//it doesn't matter
		break;
	case LG_BANDING:
		limit = -1;
		break;
	case WM_REVERBERATION:
		interval = limit;
		val2 = 1;
	case WM_POEMOFNETHERWORLD:	// Can't be placed on top of Land Protector.
		if( map_getcell(src->m, x, y, CELL_CHKLANDPROTECTOR) )
			return NULL;
		break;
	case SO_CLOUD_KILL:
		skill_clear_group(src, 4);
		break;
	case SO_WARMER:
		skill_clear_group(src, 8);
		break;
	case SO_VACUUM_EXTREME:
		range++;

		break;
	case SC_BLOODYLUST:
		skill_clear_group(src, 32);
		break;
	case GN_WALLOFTHORN:
		if( flag&1 )
			limit = 3000;
		val3 = (x<<16)|y;
		break;
	case KO_ZENKAI:
		if( sd ){
			ARR_FIND(1, 6, i, sd->talisman[i] > 0);
			if( i < 5 ){
				val1 = sd->talisman[i]; // no. of aura
				val2 = i; // aura type
				limit += val1 * 1000;
				subunt = i - 1;
				pc_del_talisman(sd, sd->talisman[i], i);
			}
		}
		break;
	}

	nullpo_retr(NULL, group=skill_initunitgroup(src,layout->count,skill_id,skill_lv,skill_get_unit_id(skill_id,flag&1)+subunt, limit, interval));
	group->val1=val1;
	group->val2=val2;
	group->val3=val3;
	group->target_flag=target;
	group->bl_flag= skill_get_unit_bl_target(skill_id);
	group->state.ammo_consume = (sd && sd->state.arrow_atk && skill_id != GS_GROUNDDRIFT); //Store if this skill needs to consume ammo.
	group->state.song_dance = (unit_flag&(UF_DANCE|UF_SONG)?1:0)|(unit_flag&UF_ENSEMBLE?2:0); //Signals if this is a song/dance/duet
	group->state.guildaura = ( skill_id >= GD_LEADERSHIP && skill_id <= GD_HAWKEYES )?1:0;
	group->item_id = req_item;
  	//if tick is greater than current, do not invoke onplace function just yet. [Skotlex]
	if (DIFF_TICK(group->tick, gettick()) > SKILLUNITTIMER_INTERVAL)
		active_flag = 0;

	if(skill_id==HT_TALKIEBOX || skill_id==RG_GRAFFITI){
		group->valstr=(char *) aMalloc(MESSAGE_SIZE*sizeof(char));
		if (sd)
			safestrncpy(group->valstr, sd->message, MESSAGE_SIZE);
		else //Eh... we have to write something here... even though mobs shouldn't use this. [Skotlex]
			safestrncpy(group->valstr, "Boo!", MESSAGE_SIZE);
	}

	if (group->state.song_dance) {
		if(sd){
			sd->skill_id_dance = skill_id;
			sd->skill_lv_dance = skill_lv;
		}
		if (
			sc_start4(src, SC_DANCING, 100, skill_id, group->group_id, skill_lv,
				(group->state.song_dance&2?BCT_SELF:0), limit+1000) &&
			sd && group->state.song_dance&2 && skill_id != CG_HERMODE //Hermod is a encore with a warp!
		)
			skill_check_pc_partner(sd, skill_id, &skill_lv, 1, 1);
	}

	limit = group->limit;
	for( i = 0; i < layout->count; i++ )
	{
		struct skill_unit *unit;
		int ux = x + layout->dx[i];
		int uy = y + layout->dy[i];
		int val1 = skill_lv;
		int val2 = 0;
		int alive = 1;

		if( !group->state.song_dance && !map_getcell(src->m,ux,uy,CELL_CHKREACH) )
			continue; // don't place skill units on walls (except for songs/dances/encores)
		if( battle_config.skill_wall_check && skill_get_unit_flag(skill_id)&UF_PATHCHECK && !path_search_long(NULL,src->m,ux,uy,x,y,CELL_CHKWALL) )
			continue; // no path between cell and center of casting.

		switch( skill_id )
		{
		case MG_FIREWALL:
		case NJ_KAENSIN:
			val2=group->val2;
			break;
		case WZ_ICEWALL:
			val1 = (skill_lv <= 1) ? 500 : 200 + 200*skill_lv;
			val2 = map_getcell(src->m, ux, uy, CELL_GETTYPE);
			break;
		case HT_LANDMINE:
		case MA_LANDMINE:
		case HT_ANKLESNARE:
		case HT_SHOCKWAVE:
		case HT_SANDMAN:
		case MA_SANDMAN:
		case HT_FLASHER:
		case HT_FREEZINGTRAP:
		case MA_FREEZINGTRAP:
		case HT_TALKIEBOX:
		case HT_SKIDTRAP:
		case MA_SKIDTRAP:
		case HT_CLAYMORETRAP:
		case HT_BLASTMINE:
		/**
		 * Ranger
		 **/
		case RA_ELECTRICSHOCKER:
		case RA_CLUSTERBOMB:
		case RA_MAGENTATRAP:
		case RA_COBALTTRAP:
		case RA_MAIZETRAP:
		case RA_VERDURETRAP:
		case RA_FIRINGTRAP:
		case RA_ICEBOUNDTRAP:
			val1 = 3500;
			break;
		case GS_DESPERADO:
			val1 = abs(layout->dx[i]);
			val2 = abs(layout->dy[i]);
			if (val1 < 2 || val2 < 2) { //Nearby cross, linear decrease with no diagonals
				if (val2 > val1) val1 = val2;
				if (val1) val1--;
				val1 = 36 -12*val1;
			} else //Diagonal edges
				val1 = 28 -4*val1 -4*val2;
			if (val1 < 1) val1 = 1;
			val2 = 0;
			break;
		case WM_REVERBERATION:
			val1 = 1 + skill_lv;
			break;
		case GN_WALLOFTHORN:
			val1 = 1000 * skill_lv;	// Need official value. [LimitLine]
			break;
		default:
			if (group->state.song_dance&0x1)
				val2 = unit_flag&(UF_DANCE|UF_SONG); //Store whether this is a song/dance
			break;
		}
		if (skill_get_unit_flag(skill_id) & UF_RANGEDSINGLEUNIT && i == (layout->count / 2))
			val2 |= UF_RANGEDSINGLEUNIT; // center.

		if( range <= 0 )
			map_foreachincell(skill_cell_overlap,src->m,ux,uy,BL_SKILL,skill_id, &alive, src);
		if( !alive )
			continue;

		nullpo_retr(NULL, unit=skill_initunit(group,i,ux,uy,val1,val2));
		unit->limit=limit;
		unit->range=range;

		if (skill_id == PF_FOGWALL && alive == 2)
		{	//Double duration of cells on top of Deluge/Suiton
			unit->limit *= 2;
			group->limit = unit->limit;
		}

		// execute on all targets standing on this cell
		if (range==0 && active_flag)
			map_foreachincell(skill_unit_effect,unit->bl.m,unit->bl.x,unit->bl.y,group->bl_flag,&unit->bl,gettick(),1);
	}

	if (!group->alive_count)
	{	//No cells? Something that was blocked completely by Land Protector?
		skill_delunitgroup(group);
		return NULL;
	}

	//success, unit created.
	switch( skill_id ) {
		case WZ_ICEWALL:
			map_foreachinrange(skill_icewall_block, src, AREA_SIZE, BL_MOB);
			break;
		case NJ_TATAMIGAESHI: //Store number of tiles.
			group->val1 = group->alive_count;
			break;
	}

	return group;
}

/*==========================================
 *
 *------------------------------------------*/
void ext_skill_unit_onplace(struct skill_unit *src, struct block_list *bl, unsigned int tick){skill_unit_onplace(src, bl, tick);}
static int skill_unit_onplace (struct skill_unit *src, struct block_list *bl, unsigned int tick)
{
	struct skill_unit_group *sg;
	struct block_list *ss;
	struct status_change *sc;
	struct status_change_entry *sce;
	enum sc_type type;
	uint16 skill_id;

	nullpo_ret(src);
	nullpo_ret(bl);

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

	nullpo_ret(sg=src->group);
	nullpo_ret(ss=map_id2bl(sg->src_id));

	if( skill_get_type(sg->skill_id) == BF_MAGIC && map_getcell(bl->m, bl->x, bl->y, CELL_CHKLANDPROTECTOR) && sg->skill_id != SA_LANDPROTECTOR )
		return 0; //AoE skills are ineffective. [Skotlex]

	sc = status_get_sc(bl);

	if (sc && sc->option&OPTION_HIDE && sg->skill_id != WZ_HEAVENDRIVE && sg->skill_id != WL_EARTHSTRAIN )
		return 0; //Hidden characters are immune to AoE skills except to these. [Skotlex]

	type = status_skill2sc(sg->skill_id);
	sce = (sc && type != -1)?sc->data[type]:NULL;
	skill_id = sg->skill_id; //In case the group is deleted, we need to return the correct skill id, still.
	switch (sg->unit_id)
	{
	case UNT_SPIDERWEB:
		if( sc && sc->data[SC_SPIDERWEB] && sc->data[SC_SPIDERWEB]->val1 > 0 )
		{ // If you are fiberlocked and can't move, it will only increase your fireweakness level. [Inkfish]
			sc->data[SC_SPIDERWEB]->val2++;
			break;
		}
		else if( sc )
		{
			int sec = skill_get_time2(sg->skill_id,sg->skill_lv);
			if( status_change_start(bl,type,10000,sg->skill_lv,1,sg->group_id,0,sec,8) )
			{
				const struct TimerData* td = sc->data[type]?get_timer(sc->data[type]->timer):NULL;
				if( td )
					sec = DIFF_TICK(td->tick, tick);
				map_moveblock(bl, src->bl.x, src->bl.y, tick);
				clif_fixpos(bl);
				sg->val2 = bl->id;
			}
			else
				sec = 3000; //Couldn't trap it?
			sg->limit = DIFF_TICK(tick,sg->tick)+sec;
		}
		break;
	case UNT_SAFETYWALL:
		if (!sce)
			sc_start4(bl,type,100,sg->skill_lv,sg->skill_id,sg->group_id,0,sg->limit);
		break;

	case UNT_PNEUMA:
	case UNT_CHAOSPANIC:
	case UNT_MAELSTROM:
		if (!sce)
			sc_start4(bl,type,100,sg->skill_lv,sg->group_id,0,0,sg->limit);
		break;
	case UNT_BLOODYLUST:
		if (sg->src_id == bl->id)
			break; //Does not affect the caster.
		if (!sce) {
			TBL_PC *sd = BL_CAST(BL_PC, bl); //prevent fullheal exploit
			if (sd && sd->bloodylust_tick && DIFF_TICK(gettick(), sd->bloodylust_tick) < skill_get_time2(SC_BLOODYLUST, 1))
				clif_skill_nodamage(&src->bl,bl,sg->skill_id,sg->skill_lv,
					sc_start4(bl, type, 100, sg->skill_lv, 1, 0, 0, skill_get_time(LK_BERSERK, sg->skill_lv)));
			else {
				if (sd) sd->bloodylust_tick = gettick();
					clif_skill_nodamage(&src->bl,bl,sg->skill_id,sg->skill_lv,
						sc_start4(bl, type, 100, sg->skill_lv, 0, 0, 0, skill_get_time(LK_BERSERK, sg->skill_lv)));
			}
		}
		break;

	case UNT_WARP_WAITING: {
		int working = sg->val1&0xffff;

		if(bl->type==BL_PC && !working){
			struct map_session_data *sd = (struct map_session_data *)bl;
			if((!sd->chatID || battle_config.chat_warpportal)
				&& sd->ud.to_x == src->bl.x && sd->ud.to_y == src->bl.y)
			{
				int x = sg->val2>>16;
				int y = sg->val2&0xffff;
				int count = sg->val1>>16;
				unsigned short m = sg->val3;

				if( --count <= 0 )
					skill_delunitgroup(sg);

				if ( map_mapindex2mapid(sg->val3) == sd->bl.m && x == sd->bl.x && y == sd->bl.y )
					working = 1;/* we break it because officials break it, lovely stuff. */

				sg->val1 = (count<<16)|working;

				pc_setpos(sd,m,x,y,CLR_TELEPORT);
			}
		} else if(bl->type == BL_MOB && battle_config.mob_warp&2) {
			int16 m = map_mapindex2mapid(sg->val3);
			if (m < 0) break; //Map not available on this map-server.
			unit_warp(bl,m,sg->val2>>16,sg->val2&0xffff,CLR_TELEPORT);
		}
	}
		break;

	case UNT_QUAGMIRE:
		if( !sce && battle_check_target(&sg->unit->bl,bl,sg->target_flag) > 0 )
			sc_start4(bl,type,100,sg->skill_lv,sg->group_id,0,0,sg->limit);
		break;

	case UNT_VOLCANO:
	case UNT_DELUGE:
	case UNT_VIOLENTGALE:
		if(!sce)
			sc_start(bl,type,100,sg->skill_lv,sg->limit);
		break;

	case UNT_SUITON:
		if(!sce)
			sc_start4(bl,type,100,sg->skill_lv,
			map_flag_vs(bl->m) || battle_check_target(&src->bl,bl,BCT_ENEMY)>0?1:0, //Send val3 =1 to reduce agi.
			0,0,sg->limit);
		break;

	case UNT_HERMODE:
		if (sg->src_id!=bl->id && battle_check_target(&src->bl,bl,BCT_PARTY|BCT_GUILD) > 0)
			status_change_clear_buffs(bl,1); //Should dispell only allies.
	case UNT_RICHMANKIM:
	case UNT_ETERNALCHAOS:
	case UNT_DRUMBATTLEFIELD:
	case UNT_RINGNIBELUNGEN:
	case UNT_ROKISWEIL:
	case UNT_INTOABYSS:
	case UNT_SIEGFRIED:
		 //Needed to check when a dancer/bard leaves their ensemble area.
		if (sg->src_id==bl->id && !(sc && sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_BARDDANCER))
			return skill_id;
		if (!sce)
			sc_start4(bl,type,100,sg->skill_lv,sg->val1,sg->val2,0,sg->limit);
		break;
	case UNT_WHISTLE:
	case UNT_ASSASSINCROSS:
	case UNT_POEMBRAGI:
	case UNT_APPLEIDUN:
	case UNT_HUMMING:
	case UNT_DONTFORGETME:
	case UNT_FORTUNEKISS:
	case UNT_SERVICEFORYOU:
		if (sg->src_id==bl->id && !(sc && sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_BARDDANCER))
			return 0;

		if (!sc) return 0;
		if (!sce)
			sc_start4(bl,type,100,sg->skill_lv,sg->val1,sg->val2,0,sg->limit);
		else if (sce->val4 == 1) {
			//Readjust timers since the effect will not last long.
			sce->val4 = 0;
			delete_timer(sce->timer, status_change_timer);
			sce->timer = add_timer(tick+sg->limit, status_change_timer, bl->id, type);
		}
		break;

	case UNT_FOGWALL:
		if (!sce)
		{
			sc_start4(bl, type, 100, sg->skill_lv, sg->val1, sg->val2, sg->group_id, sg->limit);
			if (battle_check_target(&src->bl,bl,BCT_ENEMY)>0)
				skill_additional_effect (ss, bl, sg->skill_id, sg->skill_lv, BF_MISC, ATK_DEF, tick);
		}
		break;

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

// officially, icewall has no problems existing on occupied cells [ultramage]
//	case UNT_ICEWALL: //Destroy the cell. [Skotlex]
//		src->val1 = 0;
//		if(src->limit + sg->tick > tick + 700)
//			src->limit = DIFF_TICK(tick+700,sg->tick);
//		break;

	case UNT_MOONLIT:
		//Knockback out of area if affected char isn't in Moonlit effect
		if (sc && sc->data[SC_DANCING] && (sc->data[SC_DANCING]->val1&0xFFFF) == CG_MOONLIT)
			break;
		if (ss == bl) //Also needed to prevent infinite loop crash.
			break;
		skill_blown(ss,bl,skill_get_blewcount(sg->skill_id,sg->skill_lv),unit_getdir(bl),0);
		break;

	case UNT_WALLOFTHORN:
		if( status_get_mode(bl)&MD_BOSS )
			break;	// iRO Wiki says that this skill don't affect to Boss monsters.
		if( map_flag_vs(bl->m) || bl->id == src->bl.id || battle_check_target(&src->bl,bl, BCT_ENEMY) == 1 )
			skill_attack(skill_get_type(sg->skill_id), ss, &src->bl, bl, sg->skill_id, sg->skill_lv, tick, 0);
		break;

	case UNT_VOLCANIC_ASH:
		if (!sce)
		    sc_start(bl, SC_ASH, 100, sg->skill_lv, skill_get_time(MH_VOLCANIC_ASH, sg->skill_lv));
		break;

	case UNT_GD_LEADERSHIP:
	case UNT_GD_GLORYWOUNDS:
	case UNT_GD_SOULCOLD:
	case UNT_GD_HAWKEYES:
		if ( !sce )
			sc_start4(bl,type,100,sg->skill_lv,0,0,0,1000);
		break;
	}
	return skill_id;
}

/*==========================================
 *
 *------------------------------------------*/
int skill_unit_onplace_timer (struct skill_unit *src, struct block_list *bl, unsigned int tick)
{
	struct skill_unit_group *sg;
	struct block_list *ss;
	TBL_PC* tsd;
	struct status_data *tstatus;
	struct status_change *tsc;
	struct skill_unit_group_tickset *ts;
	enum sc_type type;
	uint16 skill_id;
	int diff=0;

	nullpo_ret(src);
	nullpo_ret(bl);

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

	nullpo_ret(sg=src->group);
	nullpo_ret(ss=map_id2bl(sg->src_id));
	tsd = BL_CAST(BL_PC, bl);
	tsc = status_get_sc(bl);

	if ( tsc && tsc->data[SC_HOVERING] )
		return 0; //Under hovering characters are immune to trap and ground target skills.

	tstatus = status_get_status_data(bl);
	type = status_skill2sc(sg->skill_id);
	skill_id = sg->skill_id;

	if (sg->interval == -1) {
		switch (sg->unit_id) {
			case UNT_ANKLESNARE: //These happen when a trap is splash-triggered by multiple targets on the same cell.
			case UNT_FIREPILLAR_ACTIVE:
			case UNT_ELECTRICSHOCKER:
			case UNT_MANHOLE:
				return 0;
			default:
				ShowError("skill_unit_onplace_timer: interval error (unit id %x)\n", sg->unit_id);
				return 0;
		}
	}

	if ((ts = skill_unitgrouptickset_search(bl,sg,tick)))
	{	//Not all have it, eg: Traps don't have it even though they can be hit by Heaven's Drive [Skotlex]
		diff = DIFF_TICK(tick,ts->tick);
		if (diff < 0)
			return 0;
		ts->tick = tick+sg->interval;

		if ((skill_id==CR_GRANDCROSS || skill_id==NPC_GRANDDARKNESS) && !battle_config.gx_allhit)
			ts->tick += sg->interval*(map_count_oncell(bl->m,bl->x,bl->y,BL_CHAR)-1);
	}

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

			if( sg->skill_id == GN_WALLOFTHORN && !map_flag_vs(bl->m) )
				break;

			//Take into account these hit more times than the timer interval can handle.
			do
				skill_attack(BF_MAGIC,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick+count*sg->interval,0);
			while(--src->val2 && x == bl->x && y == bl->y &&
				++count < SKILLUNITTIMER_INTERVAL/sg->interval && !status_isdead(bl));

			if (src->val2<=0)
				skill_delunit(src);
		}
		break;

		case UNT_SANCTUARY:
			if( battle_check_undead(tstatus->race, tstatus->def_ele) || tstatus->race==RC_DEMON )
			{ //Only damage enemies with offensive Sanctuary. [Skotlex]
				if( battle_check_target(&src->bl,bl,BCT_ENEMY) > 0 && skill_attack(BF_MAGIC, ss, &src->bl, bl, sg->skill_id, sg->skill_lv, tick, 0) )
					sg->val1 -= 2; // reduce healing count if this was meant for damaging [hekate]
			}
			else
			{
				int heal = skill_calc_heal(ss,bl,sg->skill_id,sg->skill_lv,true);
				struct mob_data *md = BL_CAST(BL_MOB, bl);
#ifdef RENEWAL
				if( md && md->class_ == MOBID_EMPERIUM )
					break;
#endif
				if( md && mob_is_battleground(md) )
					break;
				if( tstatus->hp >= tstatus->max_hp )
					break;
				if( status_isimmune(bl) )
					heal = 0;
				clif_skill_nodamage(&src->bl, bl, AL_HEAL, heal, 1);
				if( tsc && tsc->data[SC_AKAITSUKI] && heal )
					heal = ~heal + 1;
				status_heal(bl, heal, 0, 0);
				if( diff >= 500 )
					sg->val1--;
			}
			if( sg->val1 <= 0 )
				skill_delunitgroup(sg);
			break;

		case UNT_EVILLAND:
			//Will heal demon and undead element monsters, but not players.
			if ((bl->type == BL_PC) || (!battle_check_undead(tstatus->race, tstatus->def_ele) && tstatus->race!=RC_DEMON))
			{	//Damage enemies
				if(battle_check_target(&src->bl,bl,BCT_ENEMY)>0)
					skill_attack(BF_MISC, ss, &src->bl, bl, sg->skill_id, sg->skill_lv, tick, 0);
			} else {
				int heal = skill_calc_heal(ss,bl,sg->skill_id,sg->skill_lv,true);
				if (tstatus->hp >= tstatus->max_hp)
					break;
				if (status_isimmune(bl))
					heal = 0;
				clif_skill_nodamage(&src->bl, bl, AL_HEAL, heal, 1);
				status_heal(bl, heal, 0, 0);
			}
			break;

		case UNT_MAGNUS:
			if (!battle_check_undead(tstatus->race,tstatus->def_ele) && tstatus->race!=RC_DEMON)
				break;
			skill_attack(BF_MAGIC,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
			break;

		case UNT_DUMMYSKILL:
			switch (sg->skill_id)
			{
				case SG_SUN_WARM: //SG skills [Komurka]
				case SG_MOON_WARM:
				case SG_STAR_WARM:
				{
					int count = 0;
					const int x = bl->x, y = bl->y;

					//If target isn't knocked back it should hit every "interval" ms [Playtester]
					do
					{
						if( bl->type == BL_PC )
							status_zap(bl, 0, 15); // sp damage to players
						else // mobs
						if( status_charge(ss, 0, 2) ) // costs 2 SP per hit
						{
							if( !skill_attack(BF_WEAPON,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick+count*sg->interval,0) )
								status_charge(ss, 0, 8); //costs additional 8 SP if miss
						}
						else
						{ //should end when out of sp.
							sg->limit = DIFF_TICK(tick,sg->tick);
							break;
						}
					} while( x == bl->x && y == bl->y &&
						++count < SKILLUNITTIMER_INTERVAL/sg->interval && !status_isdead(bl) );
				}
				break;
		/**
		 * The storm gust counter was dropped in renewal
		 **/
		#ifndef RENEWAL
				case WZ_STORMGUST: //SG counter does not reset per stormgust. IE: One hit from a SG and two hits from another will freeze you.
					if (tsc)
						tsc->sg_counter++; //SG hit counter.
					if (skill_attack(skill_get_type(sg->skill_id),ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0) <= 0 && tsc)
						tsc->sg_counter=0; //Attack absorbed.
				break;
		#endif
				case GS_DESPERADO:
					if (rnd()%100 < src->val1)
						skill_attack(BF_WEAPON,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
				break;
				case GN_CRAZYWEED_ATK:
					if( bl->type == BL_SKILL ){
						struct skill_unit *su = (struct skill_unit *)bl;
						if( su && !(skill_get_inf2(su->group->skill_id)&INF2_TRAP) )
							break;
					}
				default:
					skill_attack(skill_get_type(sg->skill_id),ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
			}
			break;

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

		case UNT_SKIDTRAP:
			{
				skill_blown(&src->bl,bl,skill_get_blewcount(sg->skill_id,sg->skill_lv),unit_getdir(bl),0);
				sg->unit_id = UNT_USED_TRAPS;
				clif_changetraplook(&src->bl, UNT_USED_TRAPS);
				sg->limit=DIFF_TICK(tick,sg->tick)+1500;
			}
			break;

		case UNT_ANKLESNARE:
		case UNT_MANHOLE:
			if( sg->val2 == 0 && tsc && (sg->unit_id == UNT_ANKLESNARE || bl->id != sg->src_id) ) {
				int sec = skill_get_time2(sg->skill_id,sg->skill_lv);
				if( status_change_start(bl,type,10000,sg->skill_lv,sg->group_id,0,0,sec, 8) ) {
					const struct TimerData* td = tsc->data[type]?get_timer(tsc->data[type]->timer):NULL;
					if( td )
						sec = DIFF_TICK(td->tick, tick);
					unit_movepos(bl, src->bl.x, src->bl.y, 0, 0);
					clif_fixpos(bl);
					sg->val2 = bl->id;
				} else
					sec = 3000; //Couldn't trap it?
				if( sg->unit_id == UNT_ANKLESNARE ) {
					clif_skillunit_update(&src->bl);
					/**
					 * If you're snared from a trap that was invisible this makes the trap be
					 * visible again -- being you stepped on it (w/o this the trap remains invisible and you go "WTF WHY I CANT MOVE")
					 * bugreport:3961
					 **/
					clif_changetraplook(&src->bl, UNT_ANKLESNARE);
				}
				sg->limit = DIFF_TICK(tick,sg->tick)+sec;
				sg->interval = -1;
				src->range = 0;
			}
			break;

		case UNT_ELECTRICSHOCKER:
			if( bl->id != ss->id ) {
				if( status_get_mode(bl)&MD_BOSS )
					break;
				if( status_change_start(bl,type,10000,sg->skill_lv,sg->group_id,0,0,skill_get_time2(sg->skill_id, sg->skill_lv), 8) ) {

					map_moveblock(bl, src->bl.x, src->bl.y, tick);
					clif_fixpos(bl);

				}

				map_foreachinrange(skill_trap_splash, &src->bl, skill_get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag, &src->bl, tick);
				sg->unit_id = UNT_USED_TRAPS; //Changed ID so it does not invoke a for each in area again.
			}
			break;

		case UNT_VENOMDUST:
			if(tsc && !tsc->data[type])
				status_change_start(bl,type,10000,sg->skill_lv,sg->group_id,0,0,skill_get_time2(sg->skill_id,sg->skill_lv),0);
			break;


		case UNT_MAGENTATRAP:
		case UNT_COBALTTRAP:
		case UNT_MAIZETRAP:
		case UNT_VERDURETRAP:
			if( bl->type == BL_PC )// it won't work on players
				break;
		case UNT_FIRINGTRAP:
		case UNT_ICEBOUNDTRAP:
		case UNT_CLUSTERBOMB:
			if( bl->id == ss->id )// it won't trigger on caster
				break;
		case UNT_LANDMINE:
		case UNT_CLAYMORETRAP:
		case UNT_BLASTMINE:
		case UNT_SHOCKWAVE:
		case UNT_SANDMAN:
		case UNT_FLASHER:
		case UNT_FREEZINGTRAP:
		case UNT_FIREPILLAR_ACTIVE:
			map_foreachinrange(skill_trap_splash,&src->bl, skill_get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag, &src->bl,tick);
			if (sg->unit_id != UNT_FIREPILLAR_ACTIVE)
				clif_changetraplook(&src->bl, sg->unit_id==UNT_LANDMINE?UNT_FIREPILLAR_ACTIVE:UNT_USED_TRAPS);
			sg->limit=DIFF_TICK(tick,sg->tick)+1500 +
				(sg->unit_id== UNT_CLUSTERBOMB || sg->unit_id== UNT_ICEBOUNDTRAP?1000:0);// Cluster Bomb/Icebound has 1s to disappear once activated.
			sg->unit_id = UNT_USED_TRAPS; //Changed ID so it does not invoke a for each in area again.
			break;

		case UNT_TALKIEBOX:
			if (sg->src_id == bl->id)
				break;
			if (sg->val2 == 0){
				clif_talkiebox(&src->bl, sg->valstr);
				sg->unit_id = UNT_USED_TRAPS;
				clif_changetraplook(&src->bl, UNT_USED_TRAPS);
				sg->limit = DIFF_TICK(tick, sg->tick) + 5000;
				sg->val2 = -1;
			}
			break;

		case UNT_LULLABY:
			if (ss->id == bl->id)
				break;
			skill_additional_effect(ss, bl, sg->skill_id, sg->skill_lv, BF_LONG|BF_SKILL|BF_MISC, ATK_DEF, tick);
			break;

		case UNT_UGLYDANCE:	//Ugly Dance [Skotlex]
			if (ss->id != bl->id)
				skill_additional_effect(ss, bl, sg->skill_id, sg->skill_lv, BF_LONG|BF_SKILL|BF_MISC, ATK_DEF, tick);
			break;

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

		case UNT_APPLEIDUN: //Apple of Idun [Skotlex]
		{
			int heal;
#ifdef RENEWAL
			struct mob_data *md = BL_CAST(BL_MOB, bl);
			if( md && md->class_ == MOBID_EMPERIUM )
				break;
#endif
			if( sg->src_id == bl->id && !(tsc && tsc->data[SC_SPIRIT] && tsc->data[SC_SPIRIT]->val2 == SL_BARDDANCER) )
				break; // affects self only when soullinked
			heal = skill_calc_heal(ss,bl,sg->skill_id, sg->skill_lv, true);
			if( tsc->data[SC_AKAITSUKI] && heal )
				heal = ~heal + 1;
			clif_skill_nodamage(&src->bl, bl, AL_HEAL, heal, 1);
			status_heal(bl, heal, 0, 0);
			break;
		}

 		case UNT_TATAMIGAESHI:
		case UNT_DEMONSTRATION:
			skill_attack(BF_WEAPON,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
			break;

		case UNT_GOSPEL:
			if (rnd()%100 > sg->skill_lv*10 || ss == bl)
				break;
			if (battle_check_target(ss,bl,BCT_PARTY)>0)
			{ // Support Effect only on party, not guild
				int heal;
				int i = rnd()%13; // Positive buff count
				int time = skill_get_time2(sg->skill_id, sg->skill_lv); //Duration
				switch (i)
				{
					case 0: // Heal 1~9999 HP
						heal = rnd() %9999+1;
						clif_skill_nodamage(ss,bl,AL_HEAL,heal,1);
						status_heal(bl,heal,0,0);
						break;
					case 1: // End all negative status
						status_change_clear_buffs(bl,6);
						if (tsd) clif_gospel_info(tsd, 0x15);
						break;
					case 2: // Immunity to all status
						sc_start(bl,SC_SCRESIST,100,100,time);
						if (tsd) clif_gospel_info(tsd, 0x16);
						break;
					case 3: // MaxHP +100%
						sc_start(bl,SC_INCMHPRATE,100,100,time);
						if (tsd) clif_gospel_info(tsd, 0x17);
						break;
					case 4: // MaxSP +100%
						sc_start(bl,SC_INCMSPRATE,100,100,time);
						if (tsd) clif_gospel_info(tsd, 0x18);
						break;
					case 5: // All stats +20
						sc_start(bl,SC_INCALLSTATUS,100,20,time);
						if (tsd) clif_gospel_info(tsd, 0x19);
						break;
					case 6: // Level 10 Blessing
						sc_start(bl,SC_BLESSING,100,10,time);
						break;
					case 7: // Level 10 Increase AGI
						sc_start(bl,SC_INCREASEAGI,100,10,time);
						break;
					case 8: // Enchant weapon with Holy element
						sc_start(bl,SC_ASPERSIO,100,1,time);
						if (tsd) clif_gospel_info(tsd, 0x1c);
						break;
					case 9: // Enchant armor with Holy element
						sc_start(bl,SC_BENEDICTIO,100,1,time);
						if (tsd) clif_gospel_info(tsd, 0x1d);
						break;
					case 10: // DEF +25%
						sc_start(bl,SC_INCDEFRATE,100,25,time);
						if (tsd) clif_gospel_info(tsd, 0x1e);
						break;
					case 11: // ATK +100%
						sc_start(bl,SC_INCATKRATE,100,100,time);
						if (tsd) clif_gospel_info(tsd, 0x1f);
						break;
					case 12: // HIT/Flee +50
						sc_start(bl,SC_INCHIT,100,50,time);
						sc_start(bl,SC_INCFLEE,100,50,time);
						if (tsd) clif_gospel_info(tsd, 0x20);
						break;
				}
			}
			else if (battle_check_target(&src->bl,bl,BCT_ENEMY)>0)
			{ // Offensive Effect
				int i = rnd()%9; // Negative buff count
				int time = skill_get_time2(sg->skill_id, sg->skill_lv);
				switch (i)
				{
					case 0: // Deal 1~9999 damage
						skill_attack(BF_MISC,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
						break;
					case 1: // Curse
						sc_start(bl,SC_CURSE,100,1,time);
						break;
					case 2: // Blind
						sc_start(bl,SC_BLIND,100,1,time);
						break;
					case 3: // Poison
						sc_start(bl,SC_POISON,100,1,time);
						break;
					case 4: // Level 10 Provoke
						sc_start(bl,SC_PROVOKE,100,10,time);
						break;
					case 5: // DEF -100%
						sc_start(bl,SC_INCDEFRATE,100,-100,time);
						break;
					case 6: // ATK -100%
						sc_start(bl,SC_INCATKRATE,100,-100,time);
						break;
					case 7: // Flee -100%
						sc_start(bl,SC_INCFLEERATE,100,-100,time);
						break;
					case 8: // Speed/ASPD -25%
						sc_start4(bl,SC_GOSPEL,100,1,0,0,BCT_ENEMY,time);
						break;
				}
			}
			break;

		case UNT_BASILICA:
			{
				int i = battle_check_target(&src->bl, bl, BCT_ENEMY);
				if( i > 0 && !(status_get_mode(bl)&MD_BOSS) )
				{ // knock-back any enemy except Boss
					skill_blown(&src->bl, bl, 2, unit_getdir(bl), 0);
					clif_fixpos(bl);
				}

				if( sg->src_id != bl->id && i <= 0 )
					sc_start4(bl, type, 100, 0, 0, 0, src->bl.id, sg->interval + 100);
			}
			break;

		case UNT_GRAVITATION:
		case UNT_EARTHSTRAIN:
		case UNT_FIREWALK:
		case UNT_ELECTRICWALK:
		case UNT_PSYCHIC_WAVE:
			skill_attack(skill_get_type(sg->skill_id),ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
			break;

		case UNT_GROUNDDRIFT_WIND:
		case UNT_GROUNDDRIFT_DARK:
		case UNT_GROUNDDRIFT_POISON:
		case UNT_GROUNDDRIFT_WATER:
		case UNT_GROUNDDRIFT_FIRE:
			map_foreachinrange(skill_trap_splash,&src->bl,
				skill_get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag,
				&src->bl,tick);
			sg->unit_id = UNT_USED_TRAPS;
			//clif_changetraplook(&src->bl, UNT_FIREPILLAR_ACTIVE);
			sg->limit=DIFF_TICK(tick,sg->tick)+1500;
			break;
		/**
		 * 3rd stuff
		 **/
		case UNT_POISONSMOKE:
			if( battle_check_target(ss,bl,BCT_ENEMY) > 0 && !(tsc && tsc->data[sg->val2]) && rnd()%100 < 20 )
				sc_start(bl,sg->val2,100,sg->val3,skill_get_time2(GC_POISONINGWEAPON, 1));
			break;

		case UNT_EPICLESIS:
			if( bl->type == BL_PC && !battle_check_undead(tstatus->race, tstatus->def_ele) && tstatus->race != RC_DEMON )
			{
				if( ++sg->val2 % 3 == 0 ) {
					int hp, sp;
					switch( sg->skill_lv )
					{
						case 1: case 2: hp = 3; sp = 2; break;
						case 3: case 4: hp = 4; sp = 3; break;
						case 5: default: hp = 5; sp = 4; break;
					}
					hp = tstatus->max_hp * hp / 100;
					sp = tstatus->max_sp * sp / 100;
					status_heal(bl, hp, sp, 2);
					sc_start(bl, type, 100, sg->skill_lv, (sg->interval * 3) + 100);
				}
				// Reveal hidden players every 5 seconds.
				if( sg->val2 % 5 == 0 ) {
					// TODO: check if other hidden status can be removed.
					status_change_end(bl,SC_HIDING,INVALID_TIMER);
					status_change_end(bl,SC_CLOAKING,INVALID_TIMER);
				}
			}
			/* Enable this if kRO fix the current skill. Currently no damage on undead and demon monster. [Jobbie]
			else if( battle_check_target(ss, bl, BCT_ENEMY) > 0 && battle_check_undead(tstatus->race, tstatus->def_ele) )
				skill_castend_damage_id(&src->bl, bl, sg->skill_id, sg->skill_lv, 0, 0);*/
			break;

		case UNT_STEALTHFIELD:
			if( bl->id == sg->src_id )
				break; // Dont work on Self (video shows that)
		case UNT_NEUTRALBARRIER:
			sc_start(bl,type,100,sg->skill_lv,sg->interval + 100);
			break;

		case UNT_DIMENSIONDOOR:
			if( tsd && !map[bl->m].flag.noteleport )
				pc_randomwarp(tsd,3);
			else if( bl->type == BL_MOB && battle_config.mob_warp&8 )
				unit_warp(bl,-1,-1,-1,3);
			break;

		case UNT_REVERBERATION:
			clif_changetraplook(&src->bl,UNT_USED_TRAPS);
			map_foreachinrange(skill_trap_splash,&src->bl, skill_get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag, &src->bl,tick);
			sg->limit = DIFF_TICK(tick,sg->tick)+1000;
			sg->unit_id = UNT_USED_TRAPS;
			break;

		case UNT_SEVERE_RAINSTORM:
			if( battle_check_target(&src->bl, bl, BCT_ENEMY) )
				skill_attack(BF_WEAPON,ss,&src->bl,bl,WM_SEVERE_RAINSTORM_MELEE,sg->skill_lv,tick,0);
			break;
		case UNT_NETHERWORLD:
			if( !(status_get_mode(bl)&MD_BOSS) && ss != bl && battle_check_target(&src->bl, bl, BCT_PARTY) ) {
				if( !(tsc && tsc->data[type]) ){
					sc_start(bl, type, 100, sg->skill_lv, skill_get_time2(sg->skill_id,sg->skill_lv));
					sg->limit = DIFF_TICK(tick,sg->tick);
					sg->unit_id = UNT_USED_TRAPS;
				}
			}
			break;
		case UNT_THORNS_TRAP:
			if( tsc ) {
				if( !sg->val2 ) {
					int sec = skill_get_time2(sg->skill_id, sg->skill_lv);
					if( sc_start(bl, type, 100, sg->skill_lv, sec) ) {
						const struct TimerData* td = tsc->data[type]?get_timer(tsc->data[type]->timer):NULL;
						if( td )
							sec = DIFF_TICK(td->tick, tick);
						///map_moveblock(bl, src->bl.x, src->bl.y, tick); // in official server it doesn't behave like this. [malufett]
						clif_fixpos(bl);
						sg->val2 = bl->id;
					} else
						sec = 3000;	// Couldn't trap it?
					sg->limit = DIFF_TICK(tick, sg->tick) + sec;
				} else if( tsc->data[SC_THORNSTRAP] && bl->id == sg->val2 )
					skill_attack(skill_get_type(GN_THORNS_TRAP), ss, ss, bl, sg->skill_id, sg->skill_lv, tick, SD_LEVEL|SD_ANIMATION);
			}
			break;

		case UNT_DEMONIC_FIRE: {
				TBL_PC* sd =  BL_CAST(BL_PC, ss);
				switch( sg->val2 ) {
					case 1:
					case 2:
					default:
						sc_start(bl, SC_BURNING, 4 + 4 * sg->skill_lv, sg->skill_lv,
								 skill_get_time2(sg->skill_id, sg->skill_lv));
						skill_attack(skill_get_type(sg->skill_id), ss, &src->bl, bl,
									 sg->skill_id, sg->skill_lv + 10 * sg->val2, tick, 0);
						break;
					case 3:
						skill_attack(skill_get_type(CR_ACIDDEMONSTRATION), ss, &src->bl, bl,
									 CR_ACIDDEMONSTRATION, sd ? pc_checkskill(sd, CR_ACIDDEMONSTRATION) : sg->skill_lv, tick, 0);
						break;

				}
			}
			break;

		case UNT_FIRE_EXPANSION_SMOKE_POWDER:
			sc_start(bl, status_skill2sc(GN_FIRE_EXPANSION_SMOKE_POWDER), 100, sg->skill_lv, 1000);
			break;

		case UNT_FIRE_EXPANSION_TEAR_GAS:
			sc_start(bl, status_skill2sc(GN_FIRE_EXPANSION_TEAR_GAS), 100, sg->skill_lv, 1000);
			break;

		case UNT_HELLS_PLANT:
			if( battle_check_target(&src->bl,bl,BCT_ENEMY) > 0 )
				skill_attack(skill_get_type(GN_HELLS_PLANT_ATK), ss, &src->bl, bl, GN_HELLS_PLANT_ATK, sg->skill_lv, tick, 0);
			if( ss != bl) //The caster is the only one who can step on the Plants, without destroying them
				sg->limit = DIFF_TICK(tick, sg->tick) + 100;
			break;

		case UNT_CLOUD_KILL:
			if(tsc && !tsc->data[type])
				status_change_start(bl,type,10000,sg->skill_lv,sg->group_id,0,0,skill_get_time2(sg->skill_id,sg->skill_lv),8);
			skill_attack(skill_get_type(sg->skill_id),ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
			break;

		case UNT_WARMER:
			if( bl->type == BL_PC && !battle_check_undead(tstatus->race, tstatus->def_ele) && tstatus->race != RC_DEMON ) {
				int hp = 125 * sg->skill_lv; // Officially is 125 * skill_lv.
				struct status_change *ssc = status_get_sc(ss);
				if( ssc && ssc->data[SC_HEATER_OPTION] )
					hp += hp * ssc->data[SC_HEATER_OPTION]->val3 / 100;
				if( tstatus->hp != tstatus->max_hp )
					clif_skill_nodamage(&src->bl, bl, AL_HEAL, hp, 0);
				if( tsc && tsc->data[SC_AKAITSUKI] && hp )
					hp = ~hp + 1;
				status_heal(bl, hp, 0, 0);
				sc_start(bl, SC_WARMER, 100, sg->skill_lv, skill_get_time2(sg->skill_id,sg->skill_lv));
			}
			break;

		case UNT_FIRE_INSIGNIA:
		case UNT_WATER_INSIGNIA:
		case UNT_WIND_INSIGNIA:
		case UNT_EARTH_INSIGNIA:
		case UNT_ZEPHYR:
			sc_start(bl,type, 100, sg->skill_lv, sg->interval);
			if (sg->unit_id != UNT_ZEPHYR && !battle_check_undead(tstatus->race, tstatus->def_ele)) {
				int hp = tstatus->max_hp / 100; //+1% each 5s
				if ((sg->val3) % 5) { //each 5s
					if (tstatus->def_ele == skill_get_ele(sg->skill_id,sg->skill_lv)){
						status_heal(bl, hp, 0, 2);
					} else if((sg->unit_id ==  UNT_FIRE_INSIGNIA && tstatus->def_ele == ELE_EARTH)
						||(sg->unit_id ==  UNT_WATER_INSIGNIA && tstatus->def_ele == ELE_FIRE)
						||(sg->unit_id ==  UNT_WIND_INSIGNIA && tstatus->def_ele == ELE_WATER)
						||(sg->unit_id ==  UNT_EARTH_INSIGNIA && tstatus->def_ele == ELE_WIND)
					){
						status_heal(bl, -hp, 0, 0);
					}
				}
				sg->val3++; //timer
				if (sg->val3 > 5) sg->val3 = 0;
			}
			break;

		case UNT_VACUUM_EXTREME:
			{// TODO: official behavior in gvg area. [malufett]
				int sec = sg->limit - DIFF_TICK(tick, sg->tick);
				int range = skill_get_unit_range(sg->skill_id, sg->skill_lv);

				if( tsc && !tsc->data[type] &&
					distance_xy(src->bl.x, src->bl.y, bl->x, bl->y) <= range)// don't consider outer bounderies
					sc_start(bl, type, 100, sg->skill_lv, sec);

				if( unit_is_walking(bl) && // wait until target stop walking
					( tsc && tsc->data[type] && tsc->data[type]->val4 >= tsc->data[type]->val3-range ))
						break;

				if( tsc && ( !tsc->data[type] || (tsc->data[type] && tsc->data[type]->val4 < 1 ) ) )
					break;

				if( unit_is_walking(bl) &&
					distance_xy(src->bl.x, src->bl.y, bl->x, bl->y) > range )// going outside of boundaries? then force it to stop
						unit_stop_walking(bl,1);

				if(	!unit_is_walking(bl) &&
					distance_xy(src->bl.x, src->bl.y, bl->x, bl->y) <= range &&  // only snap if the target is inside the range or
					src->bl.x != bl->x && src->bl.y != bl->y){// diagonal position parallel to VE's center
					unit_movepos(bl, src->bl.x, src->bl.y, 0, 0);
					clif_fixpos(bl);
				}
			}
			break;

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

		case UNT_ZENKAI_WATER:
		case UNT_ZENKAI_LAND:
		case UNT_ZENKAI_FIRE:
		case UNT_ZENKAI_WIND:
			if( battle_check_target(&src->bl,bl,BCT_ENEMY) > 0 ){
				switch( sg->unit_id ){
					case UNT_ZENKAI_WATER:
						sc_start(bl, SC_CRYSTALIZE, sg->val1*5, sg->skill_lv, skill_get_time2(sg->skill_id, sg->skill_lv));
						sc_start(bl, SC_FREEZE, sg->val1*5, sg->skill_lv, skill_get_time2(sg->skill_id, sg->skill_lv));
						sc_start(bl, SC_FREEZING, sg->val1*5, sg->skill_lv, skill_get_time2(sg->skill_id, sg->skill_lv));
						break;
					case UNT_ZENKAI_LAND:
						sc_start(bl, SC_STONE, sg->val1*5, sg->skill_lv, skill_get_time2(sg->skill_id, sg->skill_lv));
						sc_start(bl, SC_POISON, sg->val1*5, sg->skill_lv, skill_get_time2(sg->skill_id, sg->skill_lv));
						break;
					case UNT_ZENKAI_FIRE:
						sc_start(bl, SC_BURNING, sg->val1*5, sg->skill_lv, skill_get_time2(sg->skill_id, sg->skill_lv));
						break;
					case UNT_ZENKAI_WIND:
						sc_start(bl, SC_SILENCE, sg->val1*5, sg->skill_lv, skill_get_time2(sg->skill_id, sg->skill_lv));
						sc_start(bl, SC_SLEEP, sg->val1*5, sg->skill_lv, skill_get_time2(sg->skill_id, sg->skill_lv));
						sc_start(bl, SC_DEEPSLEEP, sg->val1*5, sg->skill_lv, skill_get_time2(sg->skill_id, sg->skill_lv));
						break;
				}
			}else
				sc_start2(bl,type,100,sg->val1,sg->val2,skill_get_time2(sg->skill_id, sg->skill_lv));
			break;

		case UNT_MAKIBISHI:
			skill_attack(BF_MISC, ss, &src->bl, bl, sg->skill_id, sg->skill_lv, tick, 0);
			sg->limit = DIFF_TICK(tick, sg->tick);
			sg->unit_id = UNT_USED_TRAPS;
			break;

		case UNT_LAVA_SLIDE:
			skill_attack(BF_WEAPON, ss, &src->bl, bl, sg->skill_id, sg->skill_lv, tick, 0);
			if(++sg->val1 > 4) //after 5 stop hit and destroy me
				sg->limit = DIFF_TICK(tick, sg->tick);
			break;
		case UNT_POISON_MIST:
			skill_attack(BF_MAGIC, ss, &src->bl, bl, sg->skill_id, sg->skill_lv, tick, 0);
			status_change_start(bl, SC_BLIND, rnd() % 100 > sg->skill_lv * 10, sg->skill_lv, sg->skill_id, 0, 0, skill_get_time2(sg->skill_id, sg->skill_lv), 2|8);
			break;
	}

	if (bl->type == BL_MOB && ss != bl)
		mobskill_event((TBL_MOB*)bl, ss, tick, MSC_SKILLUSED|(skill_id<<16));

	return skill_id;
}
/*==========================================
 * Triggered when a char steps out of a skill cell
 *------------------------------------------*/
int skill_unit_onout (struct skill_unit *src, struct block_list *bl, unsigned int tick)
{
	struct skill_unit_group *sg;
	struct status_change *sc;
	struct status_change_entry *sce;
	enum sc_type type;

	nullpo_ret(src);
	nullpo_ret(bl);
	nullpo_ret(sg=src->group);
	sc = status_get_sc(bl);
	type = status_skill2sc(sg->skill_id);
	sce = (sc && type != -1)?sc->data[type]:NULL;

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

	switch(sg->unit_id){
	case UNT_SAFETYWALL:
	case UNT_PNEUMA:
	case UNT_EPICLESIS://Arch Bishop
	case UNT_NEUTRALBARRIER:
	case UNT_STEALTHFIELD:
		if (sce)
			status_change_end(bl, type, INVALID_TIMER);
		break;

	case UNT_BASILICA:
		if( sce && sce->val4 == src->bl.id )
			status_change_end(bl, type, INVALID_TIMER);
		break;
	case UNT_HERMODE:	//Clear Hermode if the owner moved.
		if (sce && sce->val3 == BCT_SELF && sce->val4 == sg->group_id)
			status_change_end(bl, type, INVALID_TIMER);
		break;

	case UNT_SPIDERWEB:
		{
			struct block_list *target = map_id2bl(sg->val2);
			if (target && target==bl)
			{
				if (sce && sce->val3 == sg->group_id)
					status_change_end(bl, type, INVALID_TIMER);
				sg->limit = DIFF_TICK(tick,sg->tick)+1000;
			}
			break;
		}
	}
	return sg->skill_id;
}

/*==========================================
 * Triggered when a char steps out of a skill group (entirely) [Skotlex]
 *------------------------------------------*/
static int skill_unit_onleft (uint16 skill_id, struct block_list *bl, unsigned int tick)
{
	struct status_change *sc;
	struct status_change_entry *sce;
	enum sc_type type;

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

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

	switch (skill_id)
	{
		case WZ_QUAGMIRE:
			if (bl->type==BL_MOB)
				break;
			if (sce)
				status_change_end(bl, type, INVALID_TIMER);
			break;

		case BD_LULLABY:
		case BD_RICHMANKIM:
		case BD_ETERNALCHAOS:
		case BD_DRUMBATTLEFIELD:
		case BD_RINGNIBELUNGEN:
		case BD_ROKISWEIL:
		case BD_INTOABYSS:
		case BD_SIEGFRIED:
			if(sc && sc->data[SC_DANCING] && (sc->data[SC_DANCING]->val1&0xFFFF) == skill_id)
			{	//Check if you just stepped out of your ensemble skill to cancel dancing. [Skotlex]
				//We don't check for SC_LONGING because someone could always have knocked you back and out of the song/dance.
				//FIXME: This code is not perfect, it doesn't checks for the real ensemble's owner,
				//it only checks if you are doing the same ensemble. So if there's two chars doing an ensemble
				//which overlaps, by stepping outside of the other parther's ensemble will cause you to cancel
				//your own. Let's pray that scenario is pretty unlikely and noone will complain too much about it.
				status_change_end(bl, SC_DANCING, INVALID_TIMER);
			}
		case MH_STEINWAND:
		case MG_SAFETYWALL:
		case AL_PNEUMA:
		case SA_VOLCANO:
		case SA_DELUGE:
		case SA_VIOLENTGALE:
		case CG_HERMODE:
		case HW_GRAVITATION:
		case NJ_SUITON:
		case SC_MAELSTROM:
		case EL_WATER_BARRIER:
		case EL_ZEPHYR:
		case EL_POWER_OF_GAIA:
		case SO_FIRE_INSIGNIA:
		case SO_WATER_INSIGNIA:
		case SO_WIND_INSIGNIA:
		case SO_EARTH_INSIGNIA:
			if (sce)
				status_change_end(bl, type, INVALID_TIMER);
			break;
		case SC_BLOODYLUST:
			if (sce) {
				status_change_end(bl, type, INVALID_TIMER);
				status_set_sp(bl, 0, 0); //set sp to 0 when quitting zone
			}
			break;

		case BA_POEMBRAGI:
		case BA_WHISTLE:
		case BA_ASSASSINCROSS:
		case BA_APPLEIDUN:
		case DC_HUMMING:
		case DC_DONTFORGETME:
		case DC_FORTUNEKISS:
		case DC_SERVICEFORYOU:
			if (sce)
			{
				delete_timer(sce->timer, status_change_timer);
				//NOTE: It'd be nice if we could get the skill_lv for a more accurate extra time, but alas...
				//not possible on our current implementation.
				sce->val4 = 1; //Store the fact that this is a "reduced" duration effect.
				sce->timer = add_timer(tick+skill_get_time2(skill_id,1), status_change_timer, bl->id, type);
			}
			break;
		case PF_FOGWALL:
			if (sce)
			{
				status_change_end(bl, type, INVALID_TIMER);
				if ((sce=sc->data[SC_BLIND]))
				{
					if (bl->type == BL_PC) //Players get blind ended inmediately, others have it still for 30 secs. [Skotlex]
						status_change_end(bl, SC_BLIND, INVALID_TIMER);
					else {
						delete_timer(sce->timer, status_change_timer);
						sce->timer = add_timer(30000+tick, status_change_timer, bl->id, SC_BLIND);
					}
				}
			}
			break;
		case GD_LEADERSHIP:
		case GD_GLORYWOUNDS:
		case GD_SOULCOLD:
		case GD_HAWKEYES:
			if( !(sce && sce->val4) )
				status_change_end(bl, type, INVALID_TIMER);
			break;
	}

	return skill_id;
}

/*==========================================
 * Invoked when a unit cell has been placed/removed/deleted.
 * flag values:
 * flag&1: Invoke onplace function (otherwise invoke onout)
 * flag&4: Invoke a onleft call (the unit might be scheduled for deletion)
 *------------------------------------------*/
static int skill_unit_effect (struct block_list* bl, va_list ap)
{
	struct skill_unit* unit = va_arg(ap,struct skill_unit*);
	struct skill_unit_group* group = unit->group;
	unsigned int tick = va_arg(ap,unsigned int);
	unsigned int flag = va_arg(ap,unsigned int);
	uint16 skill_id;
	bool dissonance;

	if( (!unit->alive && !(flag&4)) || bl->prev == NULL )
		return 0;

	nullpo_ret(group);

	dissonance = skill_dance_switch(unit, 0);

	//Necessary in case the group is deleted after calling on_place/on_out [Skotlex]
	skill_id = group->skill_id;
	//Target-type check.
	if( !(group->bl_flag&bl->type && battle_check_target(&unit->bl,bl,group->target_flag)>0) && (flag&4) ) {
		if( group->state.song_dance&0x1 || (group->src_id == bl->id && group->state.song_dance&0x2) )
			skill_unit_onleft(skill_id, bl, tick);//Ensemble check to terminate it.
	} else {
		if( flag&1 )
			skill_unit_onplace(unit,bl,tick);
		else
			skill_unit_onout(unit,bl,tick);

		if( flag&4 )
	  		skill_unit_onleft(skill_id, bl, tick);
	}

	if( dissonance ) skill_dance_switch(unit, 1);

	return 0;
}

/*==========================================
 *
 *------------------------------------------*/
int skill_unit_ondamaged (struct skill_unit *src, struct block_list *bl, int damage, unsigned int tick)
{
	struct skill_unit_group *sg;

	nullpo_ret(src);
	nullpo_ret(sg=src->group);

	switch( sg->unit_id ) {
	case UNT_BLASTMINE:
	case UNT_SKIDTRAP:
	case UNT_LANDMINE:
	case UNT_SHOCKWAVE:
	case UNT_SANDMAN:
	case UNT_FLASHER:
	case UNT_CLAYMORETRAP:
	case UNT_FREEZINGTRAP:
	case UNT_TALKIEBOX:
	case UNT_ANKLESNARE:
	case UNT_ICEWALL:
	case UNT_REVERBERATION:
	case UNT_WALLOFTHORN:
		src->val1-=damage;
		break;
	default:
		damage = 0;
		break;
	}
	return damage;
}

/*==========================================
 *
 *------------------------------------------*/
static int skill_check_condition_char_sub (struct block_list *bl, va_list ap)
{
	int *c, skill_id;
	struct block_list *src;
	struct map_session_data *sd;
	struct map_session_data *tsd;
	int *p_sd;	//Contains the list of characters found.

	nullpo_ret(bl);
	nullpo_ret(tsd=(struct map_session_data*)bl);
	nullpo_ret(src=va_arg(ap,struct block_list *));
	nullpo_ret(sd=(struct map_session_data*)src);

	c=va_arg(ap,int *);
	p_sd = va_arg(ap, int *);
	skill_id = va_arg(ap,int);

	if ( ((skill_id != PR_BENEDICTIO && *c >=1) || *c >=2) && !(skill_get_inf2(skill_id)&INF2_CHORUS_SKILL) )
		return 0; //Partner found for ensembles, or the two companions for Benedictio. [Skotlex]

	if (bl == src)
		return 0;

	if(pc_isdead(tsd))
		return 0;

	if (tsd->sc.data[SC_SILENCE] || ( tsd->sc.opt1 && tsd->sc.opt1 != OPT1_BURNING ))
		return 0;

	if( skill_get_inf2(skill_id)&INF2_CHORUS_SKILL ) {
		if( tsd->status.party_id == sd->status.party_id && (tsd->class_&MAPID_THIRDMASK) == MAPID_MINSTRELWANDERER )
			p_sd[(*c)++] = tsd->bl.id;
		return 1;
	} else {

		switch(skill_id) {
			case PR_BENEDICTIO: {
				uint8 dir = map_calc_dir(&sd->bl,tsd->bl.x,tsd->bl.y);
				dir = (unit_getdir(&sd->bl) + dir)%8; //This adjusts dir to account for the direction the sd is facing.
				if ((tsd->class_&MAPID_BASEMASK) == MAPID_ACOLYTE && (dir == 2 || dir == 6) //Must be standing to the left/right of Priest.
					&& sd->status.sp >= 10)
					p_sd[(*c)++]=tsd->bl.id;
				return 1;
			}
			case AB_ADORAMUS:
			// Adoramus does not consume Blue Gemstone when there is at least 1 Priest class next to the caster
				if( (tsd->class_&MAPID_UPPERMASK) == MAPID_PRIEST )
					p_sd[(*c)++] = tsd->bl.id;
				return 1;
			case WL_COMET:
			// Comet does not consume Red Gemstones when there is at least 1 Warlock class next to the caster
				if( ( sd->class_&MAPID_THIRDMASK ) == MAPID_WARLOCK )
					p_sd[(*c)++] = tsd->bl.id;
				return 1;
			case LG_RAYOFGENESIS:
				if( tsd->status.party_id == sd->status.party_id && (tsd->class_&MAPID_THIRDMASK) == MAPID_ROYAL_GUARD &&
					tsd->sc.data[SC_BANDING] )
					p_sd[(*c)++] = tsd->bl.id;
				return 1;
			default: //Warning: Assuming Ensemble Dance/Songs for code speed. [Skotlex]
				{
					uint16 skill_lv;
					if(pc_issit(tsd) || !unit_can_move(&tsd->bl))
						return 0;
					if (sd->status.sex != tsd->status.sex &&
							(tsd->class_&MAPID_UPPERMASK) == MAPID_BARDDANCER &&
							(skill_lv = pc_checkskill(tsd, skill_id)) > 0 &&
							(tsd->weapontype1==W_MUSICAL || tsd->weapontype1==W_WHIP) &&
							sd->status.party_id && tsd->status.party_id &&
							sd->status.party_id == tsd->status.party_id &&
							!tsd->sc.data[SC_DANCING])
					{
						p_sd[(*c)++]=tsd->bl.id;
						return skill_lv;
					} else {
						return 0;
					}
				}
				break;
		}

	}
	return 0;
}

/*==========================================
 * Checks and stores partners for ensemble skills [Skotlex]
 *------------------------------------------*/
int skill_check_pc_partner (struct map_session_data *sd, uint16 skill_id, short* skill_lv, int range, int cast_flag)
{
	static int c=0;
	static int p_sd[2] = { 0, 0 };
	int i;
	bool is_chorus = ( skill_get_inf2(skill_id)&INF2_CHORUS_SKILL );

	if (!battle_config.player_skill_partner_check || pc_has_permission(sd, PC_PERM_SKILL_UNCONDITIONAL))
		return is_chorus ? MAX_PARTY : 99; //As if there were infinite partners.

	if (cast_flag) {	//Execute the skill on the partners.
		struct map_session_data* tsd;
		switch (skill_id) {
			case PR_BENEDICTIO:
				for (i = 0; i < c; i++) {
					if ((tsd = map_id2sd(p_sd[i])) != NULL)
						status_charge(&tsd->bl, 0, 10);
				}
				return c;
			case AB_ADORAMUS:
				if( c > 0 && (tsd = map_id2sd(p_sd[0])) != NULL ) {
					i = 2 * (*skill_lv);
					status_charge(&tsd->bl, 0, i);
				}
				break;
			case WM_GREAT_ECHO:
				for( i = 0; i < c; i++ ) {
					if( (tsd = map_id2sd(p_sd[i])) != NULL )
						status_zap(&tsd->bl,0,skill_get_sp(skill_id,*skill_lv)/c);
				}
			break;
			default: //Warning: Assuming Ensemble skills here (for speed)
				if( is_chorus )
					break;//Chorus skills are not to be parsed as ensambles
				if (c > 0 && sd->sc.data[SC_DANCING] && (tsd = map_id2sd(p_sd[0])) != NULL) {
					sd->sc.data[SC_DANCING]->val4 = tsd->bl.id;
					sc_start4(&tsd->bl,SC_DANCING,100,skill_id,sd->sc.data[SC_DANCING]->val2,*skill_lv,sd->bl.id,skill_get_time(skill_id,*skill_lv)+1000);
					clif_skill_nodamage(&tsd->bl, &sd->bl, skill_id, *skill_lv, 1);
					tsd->skill_id_dance = skill_id;
					tsd->skill_lv_dance = *skill_lv;
				}
				return c;
		}
	}

	//Else: new search for partners.
	c = 0;
	memset (p_sd, 0, sizeof(p_sd));
	if( is_chorus )
		i = party_foreachsamemap(skill_check_condition_char_sub,sd,AREA_SIZE,&sd->bl, &c, &p_sd, skill_id, *skill_lv);
	else
		i = map_foreachinrange(skill_check_condition_char_sub, &sd->bl, range, BL_PC, &sd->bl, &c, &p_sd, skill_id);

	if ( skill_id != PR_BENEDICTIO && skill_id != AB_ADORAMUS && skill_id != WL_COMET ) //Apply the average lv to encore skills.
		*skill_lv = (i+(*skill_lv))/(c+1); //I know c should be one, but this shows how it could be used for the average of n partners.
	return c;
}

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

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

	if( md->master_id != src_id || md->special_state.ai != (unsigned)(skill == AM_SPHEREMINE?2:skill == KO_ZANZOU?4:3) )
		return 0; //Non alchemist summoned mobs have nothing to do here.

	if(md->class_==mob_class)
		(*c)++;

	return 1;
}

/*==========================================
 * Determines if a given skill should be made to consume ammo
 * when used by the player. [Skotlex]
 *------------------------------------------*/
int skill_isammotype (struct map_session_data *sd, int skill)
{
	return (
		battle_config.arrow_decrement==2 &&
		(sd->status.weapon == W_BOW || (sd->status.weapon >= W_REVOLVER && sd->status.weapon <= W_GRENADE)) &&
		skill != HT_PHANTASMIC &&
		skill_get_type(skill) == BF_WEAPON &&
	  	!(skill_get_nk(skill)&NK_NO_DAMAGE) &&
		!skill_get_spiritball(skill,1) //Assume spirit spheres are used as ammo instead.
	);
}

int skill_check_condition_castbegin(struct map_session_data* sd, uint16 skill_id, uint16 skill_lv) {
	struct status_data *status;
	struct status_change *sc;
	struct skill_condition require;
	int i;

	nullpo_ret(sd);

	if (sd->chatID) return 0;

	if( pc_has_permission(sd, PC_PERM_SKILL_UNCONDITIONAL) && sd->skillitem != skill_id )
	{	//GMs don't override the skillItem check, otherwise they can use items without them being consumed! [Skotlex]
		sd->state.arrow_atk = skill_get_ammotype(skill_id)?1:0; //Need to do arrow state check.
		sd->spiritball_old = sd->spiritball; //Need to do Spiritball check.
		return 1;
	}

	switch( sd->menuskill_id ) {
		case AM_PHARMACY:
			switch( skill_id ) {
				case AM_PHARMACY:
				case AC_MAKINGARROW:
				case BS_REPAIRWEAPON:
				case AM_TWILIGHT1:
				case AM_TWILIGHT2:
				case AM_TWILIGHT3:
					return 0;
			}
			break;
		case GN_MIX_COOKING:
		case GN_MAKEBOMB:
		case GN_S_PHARMACY:
		case GN_CHANGEMATERIAL:
			if( sd->menuskill_id != skill_id )
				return 0;
			break;
	}
	status = &sd->battle_status;
	sc = &sd->sc;
	if( !sc->count )
		sc = NULL;

	if( sd->skillitem == skill_id )
	{
		if( sd->state.abra_flag ) // Hocus-Pocus was used. [Inkfish]
			sd->state.abra_flag = 0;
		else
		{ // When a target was selected, consume items that were skipped in pc_use_item [Skotlex]
			if( (i = sd->itemindex) == -1 ||
				sd->status.inventory[i].nameid != sd->itemid ||
				sd->inventory_data[i] == NULL ||
				!sd->inventory_data[i]->flag.delay_consume ||
				sd->status.inventory[i].amount < 1
				)
			{	//Something went wrong, item exploit?
				sd->itemid = sd->itemindex = -1;
				return 0;
			}
			//Consume
			sd->itemid = sd->itemindex = -1;
			if( skill_id == WZ_EARTHSPIKE && sc && sc->data[SC_EARTHSCROLL] && rnd()%100 > sc->data[SC_EARTHSCROLL]->val2 ) // [marquis007]
				; //Do not consume item.
			else if( sd->status.inventory[i].expire_time == 0 )
				pc_delitem(sd,i,1,0,0,LOG_TYPE_CONSUME); // Rental usable items are not consumed until expiration
		}
		return 1;
	}

	if( pc_is90overweight(sd) )
	{
		clif_skill_fail(sd,skill_id,USESKILL_FAIL_WEIGHTOVER,0);
		return 0;
	}

	if( sc && ( sc->data[SC__SHADOWFORM] || sc->data[SC__IGNORANCE] ) )
		return 0;

	switch( skill_id ) { // Turn off check.
		case BS_MAXIMIZE:		case NV_TRICKDEAD:	case TF_HIDING:			case AS_CLOAKING:		case CR_AUTOGUARD:
		case ML_AUTOGUARD:		case CR_DEFENDER:	case ML_DEFENDER:		case ST_CHASEWALK:		case PA_GOSPEL:
		case CR_SHRINK:			case TK_RUN:		case GS_GATLINGFEVER:	case TK_READYCOUNTER:	case TK_READYDOWN:
		case TK_READYSTORM:		case TK_READYTURN:	case SG_FUSION:			case RA_WUGDASH:		case KO_YAMIKUMO:
			if( sc && sc->data[status_skill2sc(skill_id)] )
				return 1;
	}

	// Check the skills that can be used while mounted on a warg
	if( pc_isridingwug(sd) ) {
		switch( skill_id ) {
			case HT_SKIDTRAP:     case HT_LANDMINE:     case HT_ANKLESNARE:     case HT_SHOCKWAVE:
			case HT_SANDMAN:      case HT_FLASHER:      case HT_FREEZINGTRAP:   case HT_BLASTMINE:
			case HT_CLAYMORETRAP: case HT_SPRINGTRAP:   case RA_DETONATOR:      case RA_CLUSTERBOMB:
			case HT_TALKIEBOX:	  case RA_FIRINGTRAP:	case RA_ICEBOUNDTRAP:
			case RA_WUGDASH:      case RA_WUGRIDER:		case RA_WUGSTRIKE:
				break;
			default: // in official there is no message.
				return 0;
		}

	}
	if( pc_ismadogear(sd) ) {
		switch( skill_id ) { //None Mado skills are unusable when Mado is equipped. [Jobbie]
			case BS_REPAIRWEAPON:  case WS_MELTDOWN:
			case BS_HAMMERFALL:    case WS_CARTBOOST:
			case BS_ADRENALINE:    case WS_WEAPONREFINE:
			case BS_WEAPONPERFECT: case WS_CARTTERMINATION:
			case BS_OVERTHRUST:    case WS_OVERTHRUSTMAX:
			case BS_MAXIMIZE:	   case NC_AXEBOOMERANG:
			case BS_ADRENALINE2:   case NC_POWERSWING:
			case BS_UNFAIRLYTRICK: case NC_AXETORNADO:
			case BS_GREED:
				clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
				return 0;
			default: //Only Mechanic exlcusive skill can be used.
				break;
		}
	}
	if( skill_lv < 1 || skill_lv > MAX_SKILL_LEVEL )
		return 0;

	require = skill_get_requirement(sd,skill_id,skill_lv);

	//Can only update state when weapon/arrow info is checked.
	sd->state.arrow_atk = require.ammo?1:0;

	// perform skill-specific checks (and actions)
	switch( skill_id ) {
		case SO_SPELLFIST:
			if(sd->skill_id_old != MG_FIREBOLT && sd->skill_id_old != MG_COLDBOLT && sd->skill_id_old != MG_LIGHTNINGBOLT){
				clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
				return 0;
			}
		case SA_CASTCANCEL:
			if(sd->ud.skilltimer == INVALID_TIMER) {
				clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
				return 0;
			}
			break;
		case AL_WARP:
			if(!battle_config.duel_allow_teleport && sd->duel_group) { // duel restriction [LuzZza]
				char output[128]; sprintf(output, msg_txt(365), skill_get_name(AL_WARP));
				clif_displaymessage(sd->fd, output); //"Duel: Can't use %s in duel."
				return 0;
			}
			break;
		case MO_CALLSPIRITS:
			if(sc && sc->data[SC_RAISINGDRAGON])
				skill_lv += sc->data[SC_RAISINGDRAGON]->val1;
			if(sd->spiritball >= skill_lv) {
				clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
				return 0;
			}
			break;
		case MO_FINGEROFFENSIVE:
		case GS_FLING:
		case SR_RAMPAGEBLASTER:
		case SR_RIDEINLIGHTNING:
			if( sd->spiritball > 0 && sd->spiritball < require.spiritball )
				sd->spiritball_old = require.spiritball = sd->spiritball;
			else
				sd->spiritball_old = require.spiritball;
			break;
		case MO_CHAINCOMBO:
			if(!sc)
				return 0;
			if(sc->data[SC_BLADESTOP])
				break;
			if(sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == MO_TRIPLEATTACK)
				break;
			return 0;
		case MO_COMBOFINISH:
			if(!(sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == MO_CHAINCOMBO))
				return 0;
			break;
		case CH_TIGERFIST:
			if(!(sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == MO_COMBOFINISH))
				return 0;
			break;
		case CH_CHAINCRUSH:
			if(!(sc && sc->data[SC_COMBO]))
				return 0;
			if(sc->data[SC_COMBO]->val1 != MO_COMBOFINISH && sc->data[SC_COMBO]->val1 != CH_TIGERFIST)
				return 0;
			break;
		case MO_EXTREMITYFIST:
	//		if(sc && sc->data[SC_EXTREMITYFIST]) //To disable Asura during the 5 min skill block uncomment this...
	//			return 0;
			if( sc && (sc->data[SC_BLADESTOP] || sc->data[SC_CURSEDCIRCLE_ATKER]) )
				break;
			if( sc && sc->data[SC_COMBO] )
			{
				switch(sc->data[SC_COMBO]->val1) {
					case MO_COMBOFINISH:
					case CH_TIGERFIST:
					case CH_CHAINCRUSH:
						break;
					default:
						return 0;
				}
			}
			else if( !unit_can_move(&sd->bl) )
			{	//Placed here as ST_MOVE_ENABLE should not apply if rooted or on a combo. [Skotlex]
				clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
				return 0;
			}
			break;

		case TK_MISSION:
			if( (sd->class_&MAPID_UPPERMASK) != MAPID_TAEKWON )
			{// Cannot be used by Non-Taekwon classes
				clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
				return 0;
			}
			break;

		case TK_READYCOUNTER:
		case TK_READYDOWN:
		case TK_READYSTORM:
		case TK_READYTURN:
		case TK_JUMPKICK:
			if( (sd->class_&MAPID_UPPERMASK) == MAPID_SOUL_LINKER )
			{// Soul Linkers cannot use this skill
				clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
				return 0;
			}
			break;

		case TK_TURNKICK:
		case TK_STORMKICK:
		case TK_DOWNKICK:
		case TK_COUNTER:
			if ((sd->class_&MAPID_UPPERMASK) == MAPID_SOUL_LINKER)
				return 0; //Anti-Soul Linker check in case you job-changed with Stances active.
			if(!(sc && sc->data[SC_COMBO]) || sc->data[SC_COMBO]->val1 == TK_JUMPKICK)
				return 0; //Combo needs to be ready

			if (sc->data[SC_COMBO]->val3) {	//Kick chain
				//Do not repeat a kick.
				if (sc->data[SC_COMBO]->val3 != skill_id)
					break;
				status_change_end(&sd->bl, SC_COMBO, INVALID_TIMER);
				return 0;
			}
			if(sc->data[SC_COMBO]->val1 != skill_id && !( sd && sd->status.base_level >= 90 && pc_famerank(sd->status.char_id, MAPID_TAEKWON) )) {	//Cancel combo wait.
				unit_cancel_combo(&sd->bl);
				return 0;
			}
			break; //Combo ready.
		case BD_ADAPTATION:
			{
				int time;
				if(!(sc && sc->data[SC_DANCING]))
				{
					clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
					return 0;
				}
				time = 1000*(sc->data[SC_DANCING]->val3>>16);
				if (skill_get_time(
					(sc->data[SC_DANCING]->val1&0xFFFF), //Dance Skill ID
					(sc->data[SC_DANCING]->val1>>16)) //Dance Skill LV
					- time < skill_get_time2(skill_id,skill_lv))
				{
					clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
					return 0;
				}
			}
			break;

		case PR_BENEDICTIO:
			if (skill_check_pc_partner(sd, skill_id, &skill_lv, 1, 0) < 2)
			{
				clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
				return 0;
			}
			break;

		case SL_SMA:
			if(!(sc && sc->data[SC_SMA]))
				return 0;
			break;

		case HT_POWER:
			if(!(sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == skill_id))
				return 0;
			break;

		case CG_HERMODE:
			if(!npc_check_areanpc(1,sd->bl.m,sd->bl.x,sd->bl.y,skill_get_splash(skill_id, skill_lv)))
			{
				clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
				return 0;
			}
			break;
		case CG_MOONLIT: //Check there's no wall in the range+1 area around the caster. [Skotlex]
			{
				int i,x,y,range = skill_get_splash(skill_id, 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_id,USESKILL_FAIL_LEVEL,0);
						return 0;
					}
				}
			}
			break;
		case PR_REDEMPTIO:
			{
				int exp;
				if( ((exp = pc_nextbaseexp(sd)) > 0 && get_percentage(sd->status.base_exp, exp) < 1) ||
					((exp = pc_nextjobexp(sd)) > 0 && get_percentage(sd->status.job_exp, exp) < 1)) {
					clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); //Not enough exp.
					return 0;
				}
				break;
			}
		case AM_TWILIGHT2:
		case AM_TWILIGHT3:
			if (!party_skill_check(sd, sd->status.party_id, skill_id, skill_lv))
			{
				clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
				return 0;
			}
			break;
		case SG_SUN_WARM:
		case SG_MOON_WARM:
		case SG_STAR_WARM:
			if (sc && sc->data[SC_MIRACLE])
				break;
			i = skill_id-SG_SUN_WARM;
			if (sd->bl.m == sd->feel_map[i].m)
				break;
			clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
			return 0;
			break;
		case SG_SUN_COMFORT:
		case SG_MOON_COMFORT:
		case SG_STAR_COMFORT:
			if (sc && sc->data[SC_MIRACLE])
				break;
			i = skill_id-SG_SUN_COMFORT;
			if (sd->bl.m == sd->feel_map[i].m &&
				(battle_config.allow_skill_without_day || sg_info[i].day_func()))
				break;
			clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
			return 0;
		case SG_FUSION:
			if (sc && sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_STAR)
				break;
			//Auron insists we should implement SP consumption when you are not Soul Linked. [Skotlex]
			//Only invoke on skill begin cast (instant cast skill). [Kevin]
			if( require.sp > 0 )
			{
				if (status->sp < (unsigned int)require.sp)
					clif_skill_fail(sd,skill_id,USESKILL_FAIL_SP_INSUFFICIENT,0);
				else
					status_zap(&sd->bl, 0, require.sp);
			}
			return 0;
		case GD_BATTLEORDER:
		case GD_REGENERATION:
		case GD_RESTORE:
			if (!map_flag_gvg2(sd->bl.m)) {
				clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
				return 0;
			}
		case GD_EMERGENCYCALL:
			// other checks were already done in skillnotok()
			if (!sd->status.guild_id || !sd->state.gmaster_flag)
				return 0;
			break;

		case GS_GLITTERING:
			if(sd->spiritball >= 10) {
				clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
				return 0;
			}
			break;

		case NJ_ISSEN:
#ifdef RENEWAL
			if (status->hp < (status->hp/100)) {
#else
			if (status->hp < 2) {
#endif
				clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
				return 0;
			}
		case NJ_BUNSINJYUTSU:
			if (!(sc && sc->data[SC_NEN])) {
				clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
				return 0;
			}
			break;

		case NJ_ZENYNAGE:
		case KO_MUCHANAGE:
			if(sd->status.zeny < require.zeny) {
				clif_skill_fail(sd,skill_id,USESKILL_FAIL_MONEY,0);
				return 0;
			}
			break;
		case PF_HPCONVERSION:
			if (status->sp == status->max_sp)
				return 0; //Unusable when at full SP.
			break;
		case AM_CALLHOMUN: //Can't summon if a hom is already out
			if (sd->status.hom_id && sd->hd && !sd->hd->homunculus.vaporize) {
				clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
				return 0;
			}
			break;
		case AM_REST: //Can't vapo homun if you don't have an active homunc or it's hp is < 80%
			if (!merc_is_hom_active(sd->hd) || sd->hd->battle_status.hp < (sd->hd->battle_status.max_hp*80/100))
			{
				clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
				return 0;
			}
			break;
		/**
		 * Arch Bishop
		 **/
		case AB_ANCILLA:
			{
				int count = 0;
				for( i = 0; i < MAX_INVENTORY; i ++ )
					if( sd->status.inventory[i].nameid == ITEMID_ANCILLA )
						count += sd->status.inventory[i].amount;
				if( count >= 3 ) {
					clif_skill_fail(sd, skill_id, USESKILL_FAIL_ANCILLA_NUMOVER, 0);
					return 0;
				}
			}
			break;
		/**
		 * Keeping as a note:
		 * Bug Report #17 provides a link to a sep-2011 changelog that shows this requirement was removed
		 **/
		//case AB_LAUDAAGNUS:
		//case AB_LAUDARAMUS:
		//	if( !sd->status.party_id ) {
		//		clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
		//		return 0;
		//	}
		//	break;

		case AB_ADORAMUS:
		/**
		 * Warlock
		 **/
		case WL_COMET:
			if( skill_check_pc_partner(sd,skill_id,&skill_lv,1,0) <= 0 && ((i = pc_search_inventory(sd,require.itemid[0])) < 0 || sd->status.inventory[i].amount < require.amount[0]) )
			{
				//clif_skill_fail(sd,skill_id,USESKILL_FAIL_NEED_ITEM,require.amount[0],require.itemid[0]);
				clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
				return 0;
			}
			break;
		case WL_SUMMONFB:
		case WL_SUMMONBL:
		case WL_SUMMONWB:
		case WL_SUMMONSTONE:
			if( sc )
			{
				ARR_FIND(SC_SPHERE_1,SC_SPHERE_5+1,i,!sc->data[i]);
				if( i == SC_SPHERE_5+1 )
				{ // No more free slots
					clif_skill_fail(sd,skill_id,USESKILL_FAIL_SUMMON,0);
					return 0;
				}
			}
			break;
		/**
		 * Guilotine Cross
		 **/
		case GC_HALLUCINATIONWALK:
			if( sc && (sc->data[SC_HALLUCINATIONWALK] || sc->data[SC_HALLUCINATIONWALK_POSTDELAY]) ) {
				clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
				return 0;
			}
			break;
		case GC_COUNTERSLASH:
		case GC_WEAPONCRUSH:
			if( !(sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == GC_WEAPONBLOCKING) ) {
				clif_skill_fail(sd, skill_id, USESKILL_FAIL_GC_WEAPONBLOCKING, 0);
				return 0;
			}
			break;
		/**
		 * Ranger
		 **/
		case RA_WUGMASTERY:
			if( pc_isfalcon(sd) || pc_isridingwug(sd) || sd->sc.data[SC__GROOMY]) {
				clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
				return 0;
			}
			break;
		case RA_WUGSTRIKE:
			if( !pc_iswug(sd) && !pc_isridingwug(sd) ) {
				clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
				return 0;
			}
			break;
		case RA_WUGRIDER:
			if( pc_isfalcon(sd) || ( !pc_isridingwug(sd) && !pc_iswug(sd) ) ) {
				clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
				return 0;
			}
			break;
		case RA_WUGDASH:
			if(!pc_isridingwug(sd)) {
				clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
				return 0;
			}
			break;
		/**
		 * Royal Guard
		 **/
		case LG_BANDING:
			if( sc && sc->data[SC_INSPIRATION] ) {
				clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
				return 0;
			}
			break;
		case LG_PRESTIGE:
			if( sc && (sc->data[SC_BANDING] || sc->data[SC_INSPIRATION]) ) {
				clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
				return 0;
			}
			break;
		case LG_RAGEBURST:
			if( sd->spiritball == 0 ) {
				clif_skill_fail(sd,skill_id,USESKILL_FAIL_SKILLINTERVAL,0);
				return 0;
			}
			sd->spiritball_old = require.spiritball = sd->spiritball;
			break;
		case LG_RAYOFGENESIS:
			if( sc && sc->data[SC_INSPIRATION]  )
				return 1;	// Don't check for partner.
			if( !(sc && sc->data[SC_BANDING]) ) {
				clif_skill_fail(sd,skill_id,USESKILL_FAIL,0);
				return 0;
			} else if( skill_check_pc_partner(sd,skill_id,&skill_lv,skill_get_range(skill_id,skill_lv),0) < 1 )
				return 0; // Just fails, no msg here.
			break;
		case LG_HESPERUSLIT:
			if( !sc || !sc->data[SC_BANDING] ) {
				clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
				return 0;
			}
			break;
		case SR_FALLENEMPIRE:
			if( !(sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == SR_DRAGONCOMBO) )
				return 0;
			break;

		case SR_CRESCENTELBOW:
			if( sc && sc->data[SC_CRESCENTELBOW] ) {
				clif_skill_fail(sd, skill_id, USESKILL_FAIL_DUPLICATE, 0);
				return 0;
			}
			break;
		case SR_CURSEDCIRCLE:
			if (map_flag_gvg(sd->bl.m)) {
			    if (map_foreachinrange(mob_count_sub, &sd->bl, skill_get_splash(skill_id, skill_lv), BL_MOB,
				    MOBID_EMPERIUM, MOBID_GUARIDAN_STONE1, MOBID_GUARIDAN_STONE2)) {
				char output[128];
				sprintf(output, "You're too close to a stone or emperium to do this skill");
				clif_colormes(sd, COLOR_RED, output);
				return 0;
			    }
			}
			if( sd->spiritball > 0 )
				sd->spiritball_old = require.spiritball = sd->spiritball;
			else {
				clif_skill_fail(sd,skill_id,0,0);
				return 0;
			}
			break;
		case SR_GATEOFHELL:
			if( sd->spiritball > 0 )
				sd->spiritball_old = require.spiritball;
			break;
		case SC_MANHOLE:
		case SC_DIMENSIONDOOR:
			if( sc && sc->data[SC_MAGNETICFIELD] ) {
				clif_skill_fail(sd,skill_id,0,0);
				return 0;
			}
			break;
		case WM_GREAT_ECHO: {
				int count;
				count = skill_check_pc_partner(sd, skill_id, &skill_lv, skill_get_splash(skill_id,skill_lv), 0);
				if( count < 1 ) {
					clif_skill_fail(sd,skill_id,USESKILL_FAIL_NEED_HELPER,0);
					return 0;
				} else
					require.sp -= require.sp * 20 * count / 100; //  -20% each W/M in the party.
			}
			break;
		case SO_FIREWALK:
		case SO_ELECTRICWALK:	// Can't be casted until you've walked all cells.
			if( sc && sc->data[SC_PROPERTYWALK] &&
			   sc->data[SC_PROPERTYWALK]->val3 < skill_get_maxcount(sc->data[SC_PROPERTYWALK]->val1,sc->data[SC_PROPERTYWALK]->val2) ) {
				clif_skill_fail(sd,skill_id,0x0,0);
				return 0;
			}
			break;
		case SO_EL_CONTROL:
			if( !sd->status.ele_id || !sd->ed ) {
				clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
				return 0;
			}
			break;
		case RETURN_TO_ELDICASTES:
			if( pc_ismadogear(sd) ) { //Cannot be used if Mado is equipped.
				clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
				return 0;
			}
			break;
		case LG_REFLECTDAMAGE:
		case CR_REFLECTSHIELD:
			if( sc && sc->data[SC_KYOMU] && rand()%100 < 30){
				clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
				return 0;
			}
			break;
		case KO_KAHU_ENTEN:
		case KO_HYOUHU_HUBUKI:
		case KO_KAZEHU_SEIRAN:
		case KO_DOHU_KOUKAI:
			{
				int ttype = skill_get_ele(skill_id, skill_lv);
				ARR_FIND(1, 5, i, sd->talisman[i] > 0 && i != ttype);
				if( (i < 5 && i != ttype) || sd->talisman[ttype] >= 10 ){
					clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
					return 0;
				}
			}
			break;
		case KO_KAIHOU:
		case KO_ZENKAI:
			ARR_FIND(1, 6, i, sd->talisman[i] > 0);
			if( i > 4 ) {
				clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
				return 0;
			}
			break;
	}

	switch(require.state) {
	case ST_HIDING:
		if(!(sc && sc->option&OPTION_HIDE)) {
			clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
			return 0;
		}
		break;
	case ST_CLOAKING:
		if(!pc_iscloaking(sd)) {
			clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
			return 0;
		}
		break;
	case ST_HIDDEN:
		if(!pc_ishiding(sd)) {
			clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
			return 0;
		}
		break;
	case ST_RIDING:
		if(!pc_isriding(sd)) {
			clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
			return 0;
		}
		break;
	case ST_FALCON:
		if(!pc_isfalcon(sd)) {
			clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
			return 0;
		}
		break;
	case ST_CARTBOOST:
		if(!(sc && sc->data[SC_CARTBOOST])) {
			clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
			return 0;
		}
	case ST_CART:
		if(!pc_iscarton(sd)) {
			clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
			return 0;
		}
		break;
	case ST_SHIELD:
		if(sd->status.shield <= 0) {
			clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
			return 0;
		}
		break;
	case ST_SIGHT:
		if(!(sc && sc->data[SC_SIGHT])) {
			clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
			return 0;
		}
		break;
	case ST_EXPLOSIONSPIRITS:
		if(!(sc && sc->data[SC_EXPLOSIONSPIRITS])) {
			clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
			return 0;
		}
		break;
	case ST_RECOV_WEIGHT_RATE:
		if(battle_config.natural_heal_weight_rate <= 100 && sd->weight*100/sd->max_weight >= (unsigned int)battle_config.natural_heal_weight_rate) {
			clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
			return 0;
		}
		break;
	case ST_MOVE_ENABLE:
		if (sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == skill_id)
			sd->ud.canmove_tick = gettick(); //When using a combo, cancel the can't move delay to enable the skill. [Skotlex]

		if (!unit_can_move(&sd->bl)) {
			clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
			return 0;
		}
		break;
	case ST_WATER:
		if (sc && (sc->data[SC_DELUGE] || sc->data[SC_SUITON]))
			break;
		if (map_getcell(sd->bl.m,sd->bl.x,sd->bl.y,CELL_CHKWATER))
			break;
		clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
		return 0;
	/**
	 * Rune Knight
	 **/
	case ST_RIDINGDRAGON:
		if( !pc_isridingdragon(sd) ) {
			clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
			return 0;
		}
		break;
	/**
	 * Wug
	 **/
	case ST_WUG:
		if( !pc_iswug(sd) ) {
			clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
			return 0;
		}
		break;
	/**
	 * Riding Wug
	 **/
	case ST_RIDINGWUG:
		if( !pc_isridingwug(sd) ){
			clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
			return 0;
		}
		break;
	/**
	 * Mechanic
	 **/
	case ST_MADO:
		if( !pc_ismadogear(sd) ) {
			clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
			return 0;
		}
		break;
	/**
	 * Sorcerer
	 **/
	case ST_ELEMENTALSPIRIT:
		if(!sd->ed) {
			clif_skill_fail(sd,skill_id,USESKILL_FAIL_EL_SUMMON,0);
			return 0;
		}
		break;
        case ST_POISONINGWEAPON:
            if (!(sc && sc->data[SC_POISONINGWEAPON])) {
                clif_skill_fail(sd, skill_id, USESKILL_FAIL_GC_POISONINGWEAPON, 0);
                return 0;
            }
            break;
        case ST_ROLLINGCUTTER:
            if (!(sc && sc->data[SC_ROLLINGCUTTER])) {
                clif_skill_fail(sd, skill_id, USESKILL_FAIL_CONDITION, 0);
                return 0;
            }
            break;
        case ST_MH_FIGHTING:
            if (!(sc && sc->data[SC_STYLE_CHANGE] && sc->data[SC_STYLE_CHANGE]->val2 == MH_MD_FIGHTING)){
                clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
                return 0;
            }
        case ST_MH_GRAPPLING:
            if (!(sc && sc->data[SC_STYLE_CHANGE] && sc->data[SC_STYLE_CHANGE]->val2 == MH_MD_GRAPPLING)){
                clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
                return 0;
            }
	}

	if(require.mhp > 0 && get_percentage(status->hp, status->max_hp) > require.mhp) {
		//mhp is the max-hp-requirement, that is,
		//you must have this % or less of HP to cast it.
		clif_skill_fail(sd,skill_id,USESKILL_FAIL_HP_INSUFFICIENT,0);
		return 0;
	}

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

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

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

	if( require.spiritball > 0 && sd->spiritball < require.spiritball) {
		clif_skill_fail(sd,skill_id,USESKILL_FAIL_SPIRITS,require.spiritball);
		return 0;
	}

	return 1;
}

int skill_check_condition_castend(struct map_session_data* sd, uint16 skill_id, uint16 skill_lv)
{
	struct skill_condition require;
	struct status_data *status;
	int i;
	int index[MAX_SKILL_ITEM_REQUIRE];

	nullpo_ret(sd);

	if( sd->chatID )
		return 0;

	if( pc_has_permission(sd, PC_PERM_SKILL_UNCONDITIONAL) && sd->skillitem != skill_id ) {
		//GMs don't override the skillItem check, otherwise they can use items without them being consumed! [Skotlex]
		sd->state.arrow_atk = skill_get_ammotype(skill_id)?1:0; //Need to do arrow state check.
		sd->spiritball_old = sd->spiritball; //Need to do Spiritball check.
		return 1;
	}

	switch( sd->menuskill_id ) { // Cast start or cast end??
		case AM_PHARMACY:
			switch( skill_id ) {
				case AM_PHARMACY:
				case AC_MAKINGARROW:
				case BS_REPAIRWEAPON:
				case AM_TWILIGHT1:
				case AM_TWILIGHT2:
				case AM_TWILIGHT3:
					return 0;
			}
			break;
		case GN_MIX_COOKING:
		case GN_MAKEBOMB:
		case GN_S_PHARMACY:
		case GN_CHANGEMATERIAL:
			if( sd->menuskill_id != skill_id )
				return 0;
			break;
	}

	if( sd->skillitem == skill_id ) // Casting finished (Item skill or Hocus-Pocus)
		return 1;

	if( pc_is90overweight(sd) ) {
		clif_skill_fail(sd,skill_id,USESKILL_FAIL_WEIGHTOVER,0);
		return 0;
	}

	// perform skill-specific checks (and actions)
	switch( skill_id ) {
		case PR_BENEDICTIO:
			skill_check_pc_partner(sd, skill_id, &skill_lv, 1, 1);
			break;
		case AM_CANNIBALIZE:
		case AM_SPHEREMINE: {
			int c=0;
			int summons[5] = { 1589, 1579, 1575, 1555, 1590 };
			//int summons[5] = { 1020, 1068, 1118, 1500, 1368 };
			int maxcount = (skill_id==AM_CANNIBALIZE)? 6-skill_lv : skill_get_maxcount(skill_id,skill_lv);
			int mob_class = (skill_id==AM_CANNIBALIZE)? summons[skill_lv-1] :1142;
			if(battle_config.land_skill_limit && maxcount>0 && (battle_config.land_skill_limit&BL_PC)) {
				i = map_foreachinmap(skill_check_condition_mob_master_sub ,sd->bl.m, BL_MOB, sd->bl.id, mob_class, skill_id, &c);
				if(c >= maxcount ||
					(skill_id==AM_CANNIBALIZE && c != i && battle_config.summon_flora&2))
				{	//Fails when: exceed max limit. There are other plant types already out.
					clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
					return 0;
				}
			}
			break;
		}
		case NC_SILVERSNIPER:
		case NC_MAGICDECOY: {
				int c = 0, j;
				int maxcount = skill_get_maxcount(skill_id,skill_lv);
				int mob_class = 2042;
				if( skill_id == NC_MAGICDECOY )
					mob_class = 2043;

				if( battle_config.land_skill_limit && maxcount > 0 && ( battle_config.land_skill_limit&BL_PC ) ) {
					if( skill_id == NC_MAGICDECOY ) {
						for( j = mob_class; j <= 2046; j++ )
							map_foreachinmap(skill_check_condition_mob_master_sub, sd->bl.m, BL_MOB, sd->bl.id, j, skill_id, &c);
					} else
						map_foreachinmap(skill_check_condition_mob_master_sub, sd->bl.m, BL_MOB, sd->bl.id, mob_class, skill_id, &c);
					if( c >= maxcount ) {
						clif_skill_fail(sd , skill_id, USESKILL_FAIL_LEVEL, 0);
						return 0;
					}
				}
			}
			break;
		case KO_ZANZOU: {
				int c = 0;
				i = map_foreachinmap(skill_check_condition_mob_master_sub, sd->bl.m, BL_MOB, sd->bl.id, 2308, skill_id, &c);
				if( c >= skill_get_maxcount(skill_id,skill_lv) || c != i)
				{
					clif_skill_fail(sd , skill_id, USESKILL_FAIL_LEVEL, 0);
					return 0;
				}
			}
			break;
	}

	status = &sd->battle_status;

	require = skill_get_requirement(sd,skill_id,skill_lv);

	if( require.hp > 0 && status->hp <= (unsigned int)require.hp) {
		clif_skill_fail(sd,skill_id,USESKILL_FAIL_HP_INSUFFICIENT,0);
		return 0;
	}

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

	if( require.ammo ) { //Skill requires stuff equipped in the arrow slot.
		if((i=sd->equip_index[EQI_AMMO]) < 0 || !sd->inventory_data[i] ) {
			clif_arrow_fail(sd,0);
			return 0;
		} else if( sd->status.inventory[i].amount < require.ammo_qty ) {
			char e_msg[100];
			sprintf(e_msg,"Skill Failed. [%s] requires %dx %s.",
						skill_get_desc(skill_id),
						require.ammo_qty,
						itemdb_jname(sd->status.inventory[i].nameid));
			clif_colormes(sd,COLOR_RED,e_msg);
			return 0;
		}
		if (!(require.ammo&1<<sd->inventory_data[i]->look)) { //Ammo type check. Send the "wrong weapon type" message
			//which is the closest we have to wrong ammo type. [Skotlex]
			clif_arrow_fail(sd,0); //Haplo suggested we just send the equip-arrows message instead. [Skotlex]
			//clif_skill_fail(sd,skill_id,USESKILL_FAIL_THIS_WEAPON,0);
			return 0;
		}
	}

	for( i = 0; i < MAX_SKILL_ITEM_REQUIRE; ++i ) {
		if( !require.itemid[i] )
			continue;
		index[i] = pc_search_inventory(sd,require.itemid[i]);
		if( index[i] < 0 || sd->status.inventory[index[i]].amount < require.amount[i] ) {
			if( require.itemid[i] == ITEMID_RED_GEMSTONE )
				clif_skill_fail(sd,skill_id,USESKILL_FAIL_REDJAMSTONE,0);// red gemstone required
			else if( require.itemid[i] == ITEMID_BLUE_GEMSTONE )
				clif_skill_fail(sd,skill_id,USESKILL_FAIL_BLUEJAMSTONE,0);// blue gemstone required
			else
				clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
			return 0;
		}
	}

	return 1;
}

// type&2: consume items (after skill was used)
// type&1: consume the others (before skill was used)
int skill_consume_requirement( struct map_session_data *sd, uint16 skill_id, uint16 skill_lv, short type)
{
	struct skill_condition req;

	nullpo_ret(sd);

	req = skill_get_requirement(sd,skill_id,skill_lv);

	if( type&1 )
	{
		if( skill_id == CG_TAROTCARD || sd->state.autocast )
			req.sp = 0; // TarotCard will consume sp in skill_cast_nodamage_id [Inkfish]
		if(req.hp || req.sp)
			status_zap(&sd->bl, req.hp, req.sp);

		if(req.spiritball > 0)
			pc_delspiritball(sd,req.spiritball,0);

		if(req.zeny > 0)
		{
			if( skill_id == NJ_ZENYNAGE )
				req.zeny = 0; //Zeny is reduced on skill_attack.
			if( sd->status.zeny < req.zeny )
				req.zeny = sd->status.zeny;
			pc_payzeny(sd,req.zeny,LOG_TYPE_CONSUME,NULL);
		}
	}

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

		if( !sc->count )
			sc = NULL;

		for( i = 0; i < MAX_SKILL_ITEM_REQUIRE; ++i )
		{
			if( !req.itemid[i] )
				continue;

			if( itemid_isgemstone(req.itemid[i]) && skill_id != HW_GANBANTEIN && sc && sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_WIZARD )
				continue; //Gemstones are checked, but not substracted from inventory.

			switch( skill_id ){
				case SA_SEISMICWEAPON:
					if( sc && sc->data[SC_UPHEAVAL_OPTION] && rnd()%100 < 50 )
						continue;
					break;
				case SA_FLAMELAUNCHER:
				case SA_VOLCANO:
					if( sc && sc->data[SC_TROPIC_OPTION] && rnd()%100 < 50 )
						continue;
					break;
				case SA_FROSTWEAPON:
				case SA_DELUGE:
					if( sc && sc->data[SC_CHILLY_AIR_OPTION] && rnd()%100 < 50 )
						continue;
					break;
				case SA_LIGHTNINGLOADER:
				case SA_VIOLENTGALE:
					if( sc && sc->data[SC_WILD_STORM_OPTION] && rnd()%100 < 50 )
						continue;
					break;
			}

			if( (n = pc_search_inventory(sd,req.itemid[i])) >= 0 )
				pc_delitem(sd,n,req.amount[i],0,1,LOG_TYPE_CONSUME);
		}
	}

	return 1;
}

struct skill_condition skill_get_requirement(struct map_session_data* sd, uint16 skill_id, uint16 skill_lv)
{
	struct skill_condition req;
	struct status_data *status;
	struct status_change *sc;
	int i,hp_rate,sp_rate, sp_skill_rate_bonus = 100;
	uint16 idx;

	memset(&req,0,sizeof(req));

	if( !sd )
		return req;

	if( sd->skillitem == skill_id )
		return req; // Item skills and Hocus-Pocus don't have requirements.[Inkfish]

	sc = &sd->sc;
	if( !sc->count )
		sc = NULL;

	switch( skill_id )
	{ // Turn off check.
	case BS_MAXIMIZE:		case NV_TRICKDEAD:	case TF_HIDING:			case AS_CLOAKING:		case CR_AUTOGUARD:
	case ML_AUTOGUARD:		case CR_DEFENDER:	case ML_DEFENDER:		case ST_CHASEWALK:		case PA_GOSPEL:
	case CR_SHRINK:			case TK_RUN:		case GS_GATLINGFEVER:	case TK_READYCOUNTER:	case TK_READYDOWN:
	case TK_READYSTORM:		case TK_READYTURN:	case SG_FUSION:			case KO_YAMIKUMO:
		if( sc && sc->data[status_skill2sc(skill_id)] )
			return req;
	}

	idx = skill_get_index(skill_id);
	if( idx == 0 ) // invalid skill id
  		return req;
	if( skill_lv < 1 || skill_lv > MAX_SKILL_LEVEL )
		return req;

	status = &sd->battle_status;

	req.hp = skill_db[idx].hp[skill_lv-1];
	hp_rate = skill_db[idx].hp_rate[skill_lv-1];
	if(hp_rate > 0)
		req.hp += (status->hp * hp_rate)/100;
	else
		req.hp += (status->max_hp * (-hp_rate))/100;

	req.sp = skill_db[idx].sp[skill_lv-1];
	if((sd->skill_id_old == BD_ENCORE) && skill_id == sd->skill_id_dance)
		req.sp /= 2;
	sp_rate = skill_db[idx].sp_rate[skill_lv-1];
	if(sp_rate > 0)
		req.sp += (status->sp * sp_rate)/100;
	else
		req.sp += (status->max_sp * (-sp_rate))/100;
	if( sd->dsprate != 100 )
		req.sp = req.sp * sd->dsprate / 100;

	ARR_FIND(0, ARRAYLENGTH(sd->skillusesprate), i, sd->skillusesprate[i].id == skill_id);
	if( i < ARRAYLENGTH(sd->skillusesprate) )
		sp_skill_rate_bonus += sd->skillusesprate[i].val;
	ARR_FIND(0, ARRAYLENGTH(sd->skillusesp), i, sd->skillusesp[i].id == skill_id);
	if( i < ARRAYLENGTH(sd->skillusesp) )
		req.sp -= sd->skillusesp[i].val;

	req.sp = cap_value(req.sp * sp_skill_rate_bonus / 100, 0, SHRT_MAX);

	if( sc ) {
		if( sc->data[SC__LAZINESS] )
			req.sp += req.sp + sc->data[SC__LAZINESS]->val1 * 10;
		if (sc->data[SC_UNLIMITEDHUMMINGVOICE])
			req.sp += req.sp * sc->data[SC_UNLIMITEDHUMMINGVOICE]->val2 / 100;
		if( sc->data[SC_RECOGNIZEDSPELL] )
			req.sp += req.sp / 4;
	}

	req.zeny = skill_db[idx].zeny[skill_lv-1];

	if( sc && sc->data[SC__UNLUCKY] )
		req.zeny += sc->data[SC__UNLUCKY]->val1 * 500;

	req.spiritball = skill_db[idx].spiritball[skill_lv-1];

	req.state = skill_db[idx].state;

	req.mhp = skill_db[idx].mhp[skill_lv-1];

	req.weapon = skill_db[idx].weapon;

	req.ammo_qty = skill_db[idx].ammo_qty[skill_lv-1];
	if (req.ammo_qty)
		req.ammo = skill_db[idx].ammo;

	if (!req.ammo && skill_id && skill_isammotype(sd, skill_id))
	{	//Assume this skill is using the weapon, therefore it requires arrows.
		req.ammo = 0xFFFFFFFF; //Enable use on all ammo types.
		req.ammo_qty = 1;
	}

	for( i = 0; i < MAX_SKILL_ITEM_REQUIRE; i++ ) {
		if( (skill_id == AM_POTIONPITCHER || skill_id == CR_SLIMPITCHER || skill_id == CR_CULTIVATION) && i != skill_lv%11 - 1 )
			continue;

		switch( skill_id ) {
			case AM_CALLHOMUN:
				if (sd->status.hom_id) //Don't delete items when hom is already out.
					continue;
				break;
			case NC_SHAPESHIFT:
				if( i < 4 )
					continue;
				break;
			case WZ_FIREPILLAR: // celest
				if (skill_lv <= 5)	// no gems required at level 1-5
					continue;
				break;
			case AB_ADORAMUS:
				if( itemid_isgemstone(skill_db[idx].itemid[i]) && skill_check_pc_partner(sd,skill_id,&skill_lv, 1, 2) )
					continue;
				break;
			case WL_COMET:
				if( itemid_isgemstone(skill_db[idx].itemid[i]) && skill_check_pc_partner(sd,skill_id,&skill_lv, 1, 0) )
					continue;
				break;
			case GN_FIRE_EXPANSION:
				if( i < 5 )
					continue;
				break;
			case SO_SUMMON_AGNI:
			case SO_SUMMON_AQUA:
			case SO_SUMMON_VENTUS:
			case SO_SUMMON_TERA:
			case SO_WATER_INSIGNIA:
			case SO_FIRE_INSIGNIA:
			case SO_WIND_INSIGNIA:
			case SO_EARTH_INSIGNIA:
				if( i < 3 )
					continue;
				break;
		}

		req.itemid[i] = skill_db[idx].itemid[i];
		req.amount[i] = skill_db[idx].amount[i];

		if( itemid_isgemstone(req.itemid[i]) && skill_id != HW_GANBANTEIN )
		{
			if( sd->special_state.no_gemstone )
			{	//Make it substract 1 gem rather than skipping the cost.
				if( --req.amount[i] < 1 )
					req.itemid[i] = 0;
			}
			if(sc && sc->data[SC_INTOABYSS])
			{
				if( skill_id != SA_ABRACADABRA )
					req.itemid[i] = req.amount[i] = 0;
				else if( --req.amount[i] < 1 )
					req.amount[i] = 1; // Hocus Pocus allways use at least 1 gem
			}
		}
		if( skill_id >= HT_SKIDTRAP && skill_id <= HT_TALKIEBOX && pc_checkskill(sd, RA_RESEARCHTRAP) > 0){
			int16 itIndex;
			if( (itIndex = pc_search_inventory(sd,req.itemid[i])) < 0  || ( itIndex >= 0 && sd->status.inventory[itIndex].amount < req.amount[i] ) ){
				req.itemid[i] = ITEMID_TRAP_ALLOY;
				req.amount[i] = 1;
			}
			break;
		}
	}

	/* requirements are level-dependent */
	switch( skill_id ) {
		case NC_SHAPESHIFT:
		case GN_FIRE_EXPANSION:
		case SO_SUMMON_AGNI:
		case SO_SUMMON_AQUA:
		case SO_SUMMON_VENTUS:
		case SO_SUMMON_TERA:
		case SO_WATER_INSIGNIA:
		case SO_FIRE_INSIGNIA:
		case SO_WIND_INSIGNIA:
		case SO_EARTH_INSIGNIA:
			req.itemid[skill_lv-1] = skill_db[idx].itemid[skill_lv-1];
			req.amount[skill_lv-1] = skill_db[idx].amount[skill_lv-1];
			break;
	}

	// Check for cost reductions due to skills & SCs
	switch(skill_id) {
		case MC_MAMMONITE:
			if(pc_checkskill(sd,BS_UNFAIRLYTRICK)>0)
				req.zeny -= req.zeny*10/100;
			break;
		case AL_HOLYLIGHT:
			if(sc && sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_PRIEST)
				req.sp *= 5;
			break;
		case SL_SMA:
		case SL_STUN:
		case SL_STIN:
		{
			int kaina_lv = pc_checkskill(sd,SL_KAINA);

			if(kaina_lv==0 || sd->status.base_level<70)
				break;
			if(sd->status.base_level>=90)
				req.sp -= req.sp*7*kaina_lv/100;
			else if(sd->status.base_level>=80)
				req.sp -= req.sp*5*kaina_lv/100;
			else if(sd->status.base_level>=70)
				req.sp -= req.sp*3*kaina_lv/100;
		}
			break;
		case MO_TRIPLEATTACK:
		case MO_CHAINCOMBO:
		case MO_COMBOFINISH:
		case CH_TIGERFIST:
		case CH_CHAINCRUSH:
			if(sc && sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_MONK)
				req.sp -= req.sp*25/100; //FIXME: Need real data. this is a custom value.
			break;
		case MO_BODYRELOCATION:
			if( sc && sc->data[SC_EXPLOSIONSPIRITS] )
				req.spiritball = 0;
			break;
		case MO_EXTREMITYFIST:
			if( sc )
			{
				if( sc->data[SC_BLADESTOP] )
					req.spiritball--;
				else if( sc->data[SC_COMBO] )
				{
					switch( sc->data[SC_COMBO]->val1 )
					{
						case MO_COMBOFINISH:
							req.spiritball = 4;
							break;
						case CH_TIGERFIST:
							req.spiritball = 3;
							break;
						case CH_CHAINCRUSH:	//It should consume whatever is left as long as it's at least 1.
							req.spiritball = sd->spiritball?sd->spiritball:1;
							break;
					}
				}else if( sc->data[SC_RAISINGDRAGON] && sd->spiritball > 5)
					req.spiritball = sd->spiritball; // must consume all regardless of the amount required
			}
			break;
		case SR_RAMPAGEBLASTER:
			req.spiritball = sd->spiritball?sd->spiritball:15;
			break;
		case SR_GATEOFHELL:
			if( sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == SR_FALLENEMPIRE )
				req.sp -= req.sp * 10 / 100;
			break;
		case SO_SUMMON_AGNI:
		case SO_SUMMON_AQUA:
		case SO_SUMMON_VENTUS:
		case SO_SUMMON_TERA:
			req.sp -= req.sp * (5 + 5 * pc_checkskill(sd,SO_EL_SYMPATHY)) / 100;
			break;
		case SO_PSYCHIC_WAVE:
			if( sc && sc->data[SC_BLAST_OPTION] )
				req.sp += req.sp * 150 / 100;
			break;
	}

	return req;
}

/*==========================================
 * Does cast-time reductions based on dex, item bonuses and config setting
 *------------------------------------------*/
int skill_castfix (struct block_list *bl, uint16 skill_id, uint16 skill_lv) {
	int time = skill_get_cast(skill_id, skill_lv);

	nullpo_ret(bl);
#ifndef RENEWAL_CAST
	{
		struct map_session_data *sd;

		sd = BL_CAST(BL_PC, bl);

		// calculate base cast time (reduced by dex)
		if( !(skill_get_castnodex(skill_id, skill_lv)&1) ) {
			int scale = battle_config.castrate_dex_scale - status_get_dex(bl);
			if( scale > 0 )	// not instant cast
				time = time * scale / battle_config.castrate_dex_scale;
			else
				return 0;	// instant cast
		}

		// calculate cast time reduced by item/card bonuses
		if( !(skill_get_castnodex(skill_id, skill_lv)&4) && sd )
		{
			int i;
			if( sd->castrate != 100 )
				time = time * sd->castrate / 100;
			for( i = 0; i < ARRAYLENGTH(sd->skillcast) && sd->skillcast[i].id; i++ )
			{
				if( sd->skillcast[i].id == skill_id )
				{
					time+= time * sd->skillcast[i].val / 100;
					break;
				}
			}
		}

	}
#endif
	// config cast time multiplier
	if (battle_config.cast_rate != 100)
		time = time * battle_config.cast_rate / 100;
	// return final cast time
        time = max(time, 0);

//        ShowInfo("Castime castfix = %d\n",time);
	return time;
}

/*==========================================
 * Does cast-time reductions based on sc data.
 *------------------------------------------*/
int skill_castfix_sc (struct block_list *bl, int time)
{
	struct status_change *sc = status_get_sc(bl);

	if( time < 0 )
		return 0;

	if (sc && sc->count) {
		if (sc->data[SC_SLOWCAST])
			time += time * sc->data[SC_SLOWCAST]->val2 / 100;
        if (sc->data[SC_PARALYSIS])
            time += sc->data[SC_PARALYSIS]->val3;
		if (sc->data[SC_SUFFRAGIUM]) {
			time -= time * sc->data[SC_SUFFRAGIUM]->val2 / 100;
			status_change_end(bl, SC_SUFFRAGIUM, INVALID_TIMER);
		}
		if (sc->data[SC_MEMORIZE]) {
			time>>=1;
			if ((--sc->data[SC_MEMORIZE]->val2) <= 0)
				status_change_end(bl, SC_MEMORIZE, INVALID_TIMER);
		}
		if (sc->data[SC_POEMBRAGI])
			time -= time * sc->data[SC_POEMBRAGI]->val2 / 100;
		if (sc->data[SC_IZAYOI])
			time -= time * 50 / 100;
	}
        time = max(time, 0);

//        ShowInfo("Castime castfix_sc = %d\n",time);
	return time;
}
#ifdef RENEWAL_CAST
int skill_vfcastfix (struct block_list *bl, double time, uint16 skill_id, uint16 skill_lv)
{
	struct status_change *sc = status_get_sc(bl);
	struct map_session_data *sd = BL_CAST(BL_PC,bl);
	int fixed = skill_get_fixed_cast(skill_id, skill_lv), fixcast_r = 0, varcast_r = 0, i = 0;

	if( time < 0 )
		return 0;

	if( fixed == 0 ){
		fixed = (int)time * 20 / 100; // fixed time
		time = time * 80 / 100; // variable time
	}else if( fixed < 0 ) // no fixed cast time
		fixed = 0;

	if(sd  && !(skill_get_castnodex(skill_id, skill_lv)&4) ){ // Increases/Decreases fixed/variable cast time of a skill by item/card bonuses.
		if( sd->bonus.varcastrate < 0 )
			VARCAST_REDUCTION(sd->bonus.varcastrate);
		for (i = 0; i < ARRAYLENGTH(sd->skillfixcast) && sd->skillfixcast[i].id; i++)
			if (sd->skillfixcast[i].id == skill_id){ // bonus2 bSkillFixedCast
				fixed += sd->skillfixcast[i].val;
				break;
			}
		for( i = 0; i < ARRAYLENGTH(sd->skillvarcast) && sd->skillvarcast[i].id; i++ )
			if( sd->skillvarcast[i].id == skill_id ){ // bonus2 bSkillVariableCast
				time += sd->skillvarcast[i].val;
				break;
			}
		for( i = 0; i < ARRAYLENGTH(sd->skillcast) && sd->skillcast[i].id; i++ )
			if( sd->skillcast[i].id == skill_id ){ // bonus2 bVariableCastrate
				if( (i=sd->skillcast[i].val) < 0)
					VARCAST_REDUCTION(i);
				break;
			}
	}

	if (sc && sc->count && !(skill_get_castnodex(skill_id, skill_lv)&2) ) {
		// All variable cast additive bonuses must come first
		if (sc->data[SC_SLOWCAST])
			VARCAST_REDUCTION(-sc->data[SC_SLOWCAST]->val2);

		// Variable cast reduction bonuses
		if (sc->data[SC_SUFFRAGIUM]) {
			VARCAST_REDUCTION(sc->data[SC_SUFFRAGIUM]->val2);
			status_change_end(bl, SC_SUFFRAGIUM, INVALID_TIMER);
		}
		if (sc->data[SC_MEMORIZE]) {
			VARCAST_REDUCTION(50);
			if ((--sc->data[SC_MEMORIZE]->val2) <= 0)
				status_change_end(bl, SC_MEMORIZE, INVALID_TIMER);
		}
		if (sc->data[SC_POEMBRAGI])
			VARCAST_REDUCTION(sc->data[SC_POEMBRAGI]->val2);
		if (sc->data[SC_IZAYOI])
			VARCAST_REDUCTION(50);
		if (sc->data[SC_WATER_INSIGNIA] && sc->data[SC_WATER_INSIGNIA]->val1 == 3 && (skill_get_ele(skill_id, skill_lv) == ELE_WATER))
			VARCAST_REDUCTION(30); //Reduces 30% Variable Cast Time of Water spells.
		// Fixed cast reduction bonuses
		if( sc->data[SC__LAZINESS] )
			fixcast_r = max(fixcast_r, sc->data[SC__LAZINESS]->val2);
		if( sc->data[SC_SECRAMENT] )
			fixcast_r = max(fixcast_r, sc->data[SC_SECRAMENT]->val2);
		if( sd && ( skill_lv = pc_checkskill(sd, WL_RADIUS) ) && skill_id >= WL_WHITEIMPRISON && skill_id <= WL_FREEZE_SP  )
			fixcast_r = max(fixcast_r, 5 + skill_lv * 5);
		// Fixed cast non percentage bonuses
		if( sc->data[SC_MANDRAGORA] )
			fixed += sc->data[SC_MANDRAGORA]->val1 * 1000 / 2;
		if (sc->data[SC_IZAYOI]  && (skill_id >= NJ_TOBIDOUGU && skill_id <= NJ_ISSEN))
			fixed = 0;
		if( sc->data[SC_GUST_OPTION] || sc->data[SC_BLAST_OPTION] || sc->data[SC_WILD_STORM_OPTION] )
			fixed -= 1000;
	}

	if( sd && !(skill_get_castnodex(skill_id, skill_lv)&4) ){
		VARCAST_REDUCTION( max(sd->bonus.varcastrate, 0) + max(i, 0) );
		fixcast_r = max(fixcast_r, sd->bonus.fixcastrate) + min(sd->bonus.fixcastrate,0);
	}

	if( varcast_r < 0 ) // now compute overall factors
		time = time * (1 - (float)varcast_r / 100);
	if( !(skill_get_castnodex(skill_id, skill_lv)&1) )// reduction from status point
		time = (1 - sqrt( ((float)(status_get_dex(bl)*2 + status_get_int(bl)) / battle_config.vcast_stat_scale) )) * time;
	// underflow checking/capping
	time = max(time, 0) + (1 - (float)min(fixcast_r, 100) / 100) * max(fixed,0);

	return (int)time;
}
#endif

/*==========================================
 * Does delay reductions based on dex/agi, sc data, item bonuses, ...
 *------------------------------------------*/
int skill_delayfix (struct block_list *bl, uint16 skill_id, uint16 skill_lv)
{
	int delaynodex = skill_get_delaynodex(skill_id, skill_lv);
	int time = skill_get_delay(skill_id, skill_lv);
	struct map_session_data *sd;
	struct status_change *sc = status_get_sc(bl);

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

	if (skill_id == SA_ABRACADABRA || skill_id == WM_RANDOMIZESPELL)
		return 0; //Will use picked skill's delay.

	if (bl->type&battle_config.no_skill_delay)
		return battle_config.min_skill_delay_limit;

	if (time < 0)
		time = -time + status_get_amotion(bl);	// If set to <0, add to attack motion.

	// Delay reductions
	switch (skill_id) {	//Monk combo skills have their delay reduced by agi/dex.
	case MO_TRIPLEATTACK:
	case MO_CHAINCOMBO:
	case MO_COMBOFINISH:
	case CH_TIGERFIST:
	case CH_CHAINCRUSH:
	case SR_DRAGONCOMBO:
	case SR_FALLENEMPIRE:
		time -= 4*status_get_agi(bl) - 2*status_get_dex(bl);
		break;
	case HP_BASILICA:
		if( sc && !sc->data[SC_BASILICA] )
			time = 0; // There is no Delay on Basilica creation, only on cancel
		break;
	default:
		if (battle_config.delay_dependon_dex && !(delaynodex&1))
		{	// if skill delay is allowed to be reduced by dex
			int scale = battle_config.castrate_dex_scale - status_get_dex(bl);
			if (scale > 0)
				time = time * scale / battle_config.castrate_dex_scale;
			else //To be capped later to minimum.
				time = 0;
		}
		if (battle_config.delay_dependon_agi && !(delaynodex&1))
		{	// if skill delay is allowed to be reduced by agi
			int scale = battle_config.castrate_dex_scale - status_get_agi(bl);
			if (scale > 0)
				time = time * scale / battle_config.castrate_dex_scale;
			else //To be capped later to minimum.
				time = 0;
		}
	}

	if ( sc && sc->data[SC_SPIRIT] )
	{
		switch (skill_id) {
			case CR_SHIELDBOOMERANG:
				if (sc->data[SC_SPIRIT]->val2 == SL_CRUSADER)
					time /= 2;
				break;
			case AS_SONICBLOW:
				if (!map_flag_gvg(bl->m) && !map[bl->m].flag.battleground && sc->data[SC_SPIRIT]->val2 == SL_ASSASIN)
					time /= 2;
				break;
		}
	}

	if (!(delaynodex&2))
	{
		if (sc && sc->count) {
			if (sc->data[SC_POEMBRAGI])
				time -= time * sc->data[SC_POEMBRAGI]->val3 / 100;
			if (sc->data[SC_WIND_INSIGNIA] && sc->data[SC_WIND_INSIGNIA]->val1 == 3 && (skill_get_ele(skill_id, skill_lv) == ELE_WIND))
				time /= 2; // After Delay of Wind element spells reduced by 50%.
		}

	}

	if( !(delaynodex&4) && sd && sd->delayrate != 100 )
		time = time * sd->delayrate / 100;

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

	//min delay
	time = max(time, status_get_amotion(bl)); // Delay can never be below amotion [Playtester]
	time = max(time, battle_config.min_skill_delay_limit);

//        ShowInfo("Delay delayfix = %d\n",time);
	return time;
}

/*=========================================
 *
 *-----------------------------------------*/
struct square {
	int val1[5];
	int val2[5];
};

static void skill_brandishspear_first (struct square *tc, uint8 dir, int16 x, int16 y)
{
	nullpo_retv(tc);

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

}

static void skill_brandishspear_dir (struct square* tc, uint8 dir, int are)
{
	int c;
	nullpo_retv(tc);

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

void skill_brandishspear(struct block_list* src, struct block_list* bl, uint16 skill_id, uint16 skill_lv, unsigned int tick, int flag)
{
	int c,n=4;
	uint8 dir = map_calc_dir(src,bl->x,bl->y);
	struct square tc;
	int x=bl->x,y=bl->y;
	skill_brandishspear_first(&tc,dir,x,y);
	skill_brandishspear_dir(&tc,dir,4);
	skill_area_temp[1] = bl->id;

	if(skill_lv > 9){
		for(c=1;c<4;c++){
			map_foreachincell(skill_area_sub,
				bl->m,tc.val1[c],tc.val2[c],BL_CHAR,
				src,skill_id,skill_lv,tick, flag|BCT_ENEMY|n,
				skill_castend_damage_id);
		}
	}
	if(skill_lv > 6){
		skill_brandishspear_dir(&tc,dir,-1);
		n--;
	}else{
		skill_brandishspear_dir(&tc,dir,-2);
		n-=2;
	}

	if(skill_lv > 3){
		for(c=0;c<5;c++){
			map_foreachincell(skill_area_sub,
				bl->m,tc.val1[c],tc.val2[c],BL_CHAR,
				src,skill_id,skill_lv,tick, flag|BCT_ENEMY|n,
				skill_castend_damage_id);
			if(skill_lv > 6 && n==3 && c==4){
				skill_brandishspear_dir(&tc,dir,-1);
				n--;c=-1;
			}
		}
	}
	for(c=0;c<10;c++){
		if(c==0||c==5) skill_brandishspear_dir(&tc,dir,-1);
		map_foreachincell(skill_area_sub,
			bl->m,tc.val1[c%5],tc.val2[c%5],BL_CHAR,
			src,skill_id,skill_lv,tick, flag|BCT_ENEMY|1,
			skill_castend_damage_id);
	}
}

/*==========================================
 * Weapon Repair [Celest/DracoRPG]
 *------------------------------------------*/
void skill_repairweapon (struct map_session_data *sd, int idx) {
	int material;
	int materials[4] = { 1002, 998, 999, 756 };
	struct item *item;
	struct map_session_data *target_sd;

	nullpo_retv(sd);

	if ( !( target_sd = map_id2sd(sd->menuskill_val) ) ) //Failed....
		return;

	if( idx == 0xFFFF ) // No item selected ('Cancel' clicked)
		return;
	if( idx < 0 || idx >= MAX_INVENTORY )
		return; //Invalid index??

	item = &target_sd->status.inventory[idx];
	if( item->nameid <= 0 || item->attribute == 0 )
		return; //Again invalid item....

	if( sd != target_sd && !battle_check_range(&sd->bl,&target_sd->bl, skill_get_range2(&sd->bl, sd->menuskill_id,sd->menuskill_val2) ) ){
		clif_item_repaireffect(sd,idx,1);
		return;
	}

	if ( target_sd->inventory_data[idx]->type == IT_WEAPON )
		material = materials [ target_sd->inventory_data[idx]->wlv - 1 ]; // Lv1/2/3/4 weapons consume 1 Iron Ore/Iron/Steel/Rough Oridecon
	else
		material = materials [2]; // Armors consume 1 Steel
	if ( pc_search_inventory(sd,material) < 0 ) {
		clif_skill_fail(sd,sd->menuskill_id,USESKILL_FAIL_LEVEL,0);
		return;
	}

	clif_skill_nodamage(&sd->bl,&target_sd->bl,sd->menuskill_id,1,1);

	item->attribute = 0;/* clear broken state */

	clif_equiplist(target_sd);

	pc_delitem(sd,pc_search_inventory(sd,material),1,0,0,LOG_TYPE_CONSUME);

	clif_item_repaireffect(sd,idx,0);

	if( sd != target_sd )
		clif_item_repaireffect(target_sd,idx,0);
}

/*==========================================
 * Item Appraisal
 *------------------------------------------*/
void skill_identify (struct map_session_data *sd, int idx)
{
	int flag=1;

	nullpo_retv(sd);

	if(idx >= 0 && idx < MAX_INVENTORY) {
		if(sd->status.inventory[idx].nameid > 0 && sd->status.inventory[idx].identify == 0 ){
			flag=0;
			sd->status.inventory[idx].identify=1;
		}
	}
	clif_item_identified(sd,idx,flag);
}

/*==========================================
 * Weapon Refine [Celest]
 *------------------------------------------*/
void skill_weaponrefine (struct map_session_data *sd, int idx)
{
	nullpo_retv(sd);

	if (idx >= 0 && idx < MAX_INVENTORY)
	{
		int i = 0, ep = 0, per;
		int material[5] = { 0, 1010, 1011, 984, 984 };
		struct item *item;
		struct item_data *ditem = sd->inventory_data[idx];
		item = &sd->status.inventory[idx];

		if(item->nameid > 0 && ditem->type == IT_WEAPON)
		{
			if( item->refine >= sd->menuskill_val
			||  item->refine >= 10		// if it's no longer refineable
			||  ditem->flag.no_refine 	// if the item isn't refinable
			||  (i = pc_search_inventory(sd, material [ditem->wlv])) < 0 )
			{
				clif_skill_fail(sd,sd->menuskill_id,USESKILL_FAIL_LEVEL,0);
				return;
			}

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

			pc_delitem(sd, i, 1, 0, 0, LOG_TYPE_OTHER);
			if (per > rnd() % 100) {
				log_pick_pc(sd, LOG_TYPE_OTHER, -1, item);
				item->refine++;
				log_pick_pc(sd, LOG_TYPE_OTHER,  1, item);
				if(item->equip) {
					ep = item->equip;
					pc_unequipitem(sd,idx,3);
				}
				clif_refine(sd->fd,0,idx,item->refine);
				clif_delitem(sd,idx,1,3);
				clif_additem(sd,idx,1,0);
				if (ep)
					pc_equipitem(sd,idx,ep);
				clif_misceffect(&sd->bl,3);
				if(item->refine == 10 &&
					item->card[0] == CARD0_FORGE &&
					(int)MakeDWord(item->card[2],item->card[3]) == sd->status.char_id)
				{ // Fame point system [DracoRPG]
					switch(ditem->wlv){
						case 1:
							pc_addfame(sd,1); // Success to refine to +10 a lv1 weapon you forged = +1 fame point
							break;
						case 2:
							pc_addfame(sd,25); // Success to refine to +10 a lv2 weapon you forged = +25 fame point
							break;
						case 3:
							pc_addfame(sd,1000); // Success to refine to +10 a lv3 weapon you forged = +1000 fame point
							break;
					}
				}
			} else {
				item->refine = 0;
				if(item->equip)
					pc_unequipitem(sd,idx,3);
				clif_refine(sd->fd,1,idx,item->refine);
				pc_delitem(sd,idx,1,0,2, LOG_TYPE_OTHER);
				clif_misceffect(&sd->bl,2);
				clif_emotion(&sd->bl, E_OMG);
			}
		}
	}
}

/*==========================================
 *
 *------------------------------------------*/
int skill_autospell (struct map_session_data *sd, uint16 skill_id)
{
	uint16 skill_lv;
	int maxlv=1,lv;

	nullpo_ret(sd);

	skill_lv = sd->menuskill_val;
	lv=pc_checkskill(sd,skill_id);

	if(!skill_lv || !lv) return 0; // Player must learn the skill before doing auto-spell [Lance]

	if(skill_id==MG_NAPALMBEAT)	maxlv=3;
	else if(skill_id==MG_COLDBOLT || skill_id==MG_FIREBOLT || skill_id==MG_LIGHTNINGBOLT){
		if (sd->sc.data[SC_SPIRIT] && sd->sc.data[SC_SPIRIT]->val2 == SL_SAGE)
			maxlv =10; //Soul Linker bonus. [Skotlex]
		else if(skill_lv==2) maxlv=1;
		else if(skill_lv==3) maxlv=2;
		else if(skill_lv>=4) maxlv=3;
	}
	else if(skill_id==MG_SOULSTRIKE){
		if(skill_lv==5) maxlv=1;
		else if(skill_lv==6) maxlv=2;
		else if(skill_lv>=7) maxlv=3;
	}
	else if(skill_id==MG_FIREBALL){
		if(skill_lv==8) maxlv=1;
		else if(skill_lv>=9) maxlv=2;
	}
	else if(skill_id==MG_FROSTDIVER) maxlv=1;
	else return 0;

	if(maxlv > lv)
		maxlv = lv;

	sc_start4(&sd->bl,SC_AUTOSPELL,100,skill_lv,skill_id,maxlv,0,
		skill_get_time(SA_AUTOSPELL,skill_lv));
	return 0;
}

/*==========================================
 * Sitting skills functions.
 *------------------------------------------*/
static int skill_sit_count (struct block_list *bl, va_list ap)
{
	struct map_session_data *sd;
	int type =va_arg(ap,int);
	sd=(struct map_session_data*)bl;

	if(!pc_issit(sd))
		return 0;

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

	if(type&2 && (pc_checkskill(sd,TK_HPTIME) > 0 || pc_checkskill(sd,TK_SPTIME) > 0))
		return 1;

	return 0;
}

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

	sd=(struct map_session_data*)bl;

	if(!pc_issit(sd))
		return 0;

	if(type&1 && pc_checkskill(sd,RG_GANGSTER) > 0)
		sd->state.gangsterparadise=1;

	if(type&2 && (pc_checkskill(sd,TK_HPTIME) > 0 || pc_checkskill(sd,TK_SPTIME) > 0 ))
	{
		sd->state.rest=1;
		status_calc_regen(bl, &sd->battle_status, &sd->regen);
		status_calc_regen_rate(bl, &sd->regen, &sd->sc);
	}

	return 0;
}

static int skill_sit_out (struct block_list *bl, va_list ap)
{
	struct map_session_data *sd;
	int type =va_arg(ap,int);
	sd=(struct map_session_data*)bl;
	if(sd->state.gangsterparadise && type&1)
		sd->state.gangsterparadise=0;
	if(sd->state.rest && type&2) {
		sd->state.rest=0;
		status_calc_regen(bl, &sd->battle_status, &sd->regen);
		status_calc_regen_rate(bl, &sd->regen, &sd->sc);
	}
	return 0;
}

int skill_sit (struct map_session_data *sd, int type)
{
	int flag = 0;
	int range = 0, lv;
	nullpo_ret(sd);


	if((lv = pc_checkskill(sd,RG_GANGSTER)) > 0) {
		flag|=1;
		range = skill_get_splash(RG_GANGSTER, lv);
	}
	if((lv = pc_checkskill(sd,TK_HPTIME)) > 0) {
		flag|=2;
		range = skill_get_splash(TK_HPTIME, lv);
	}
	else if ((lv = pc_checkskill(sd,TK_SPTIME)) > 0) {
		flag|=2;
		range = skill_get_splash(TK_SPTIME, lv);
	}

	if( type ) {
		clif_status_load(&sd->bl,SI_SIT,1);
	} else {
		clif_status_load(&sd->bl,SI_SIT,0);
	}

	if (!flag) return 0;

	if(type) {
		if (map_foreachinrange(skill_sit_count,&sd->bl, range, BL_PC, flag) > 1)
			map_foreachinrange(skill_sit_in,&sd->bl, range, BL_PC, flag);
	} else {
		if (map_foreachinrange(skill_sit_count,&sd->bl, range, BL_PC, flag) < 2)
			map_foreachinrange(skill_sit_out,&sd->bl, range, BL_PC, flag);
	}
	return 0;
}

/*==========================================
 *
 *------------------------------------------*/
int skill_frostjoke_scream (struct block_list *bl, va_list ap)
{
	struct block_list *src;
	uint16 skill_id,skill_lv;
	unsigned int tick;

	nullpo_ret(bl);
	nullpo_ret(src=va_arg(ap,struct block_list*));

	skill_id=va_arg(ap,int);
	skill_lv=va_arg(ap,int);
	if(!skill_lv) return 0;
	tick=va_arg(ap,unsigned int);

	if (src == bl || status_isdead(bl))
		return 0;
	if (bl->type == BL_PC) {
		struct map_session_data *sd = (struct map_session_data *)bl;
		if ( sd && sd->sc.option&(OPTION_INVISIBLE|OPTION_MADOGEAR) )
			return 0;//Frost Joke / Scream cannot target invisible or MADO Gear characters [Ind]
	}
	//It has been reported that Scream/Joke works the same regardless of woe-setting. [Skotlex]
	if(battle_check_target(src,bl,BCT_ENEMY) > 0)
		skill_additional_effect(src,bl,skill_id,skill_lv,BF_MISC,ATK_DEF,tick);
	else if(battle_check_target(src,bl,BCT_PARTY) > 0 && rnd()%100 < 10)
		skill_additional_effect(src,bl,skill_id,skill_lv,BF_MISC,ATK_DEF,tick);

	return 0;
}

/*==========================================
 *
 *------------------------------------------*/
static void skill_unitsetmapcell (struct skill_unit *src, uint16 skill_id, uint16 skill_lv, cell_t cell, bool flag)
{
	int range = skill_get_unit_range(skill_id,skill_lv);
	int x,y;

	for( y = src->bl.y - range; y <= src->bl.y + range; ++y )
		for( x = src->bl.x - range; x <= src->bl.x + range; ++x )
			map_setcell(src->bl.m, x, y, cell, flag);
}

/*==========================================
 *
 *------------------------------------------*/
int skill_attack_area (struct block_list *bl, va_list ap)
{
	struct block_list *src,*dsrc;
	int atk_type,skill_id,skill_lv,flag,type;
	unsigned int tick;

	if(status_isdead(bl))
		return 0;

	atk_type = va_arg(ap,int);
	src=va_arg(ap,struct block_list*);
	dsrc=va_arg(ap,struct block_list*);
	skill_id=va_arg(ap,int);
	skill_lv=va_arg(ap,int);
	tick=va_arg(ap,unsigned int);
	flag=va_arg(ap,int);
	type=va_arg(ap,int);


	if (skill_area_temp[1] == bl->id) //This is the target of the skill, do a full attack and skip target checks.
		return skill_attack(atk_type,src,dsrc,bl,skill_id,skill_lv,tick,flag);

	if(battle_check_target(dsrc,bl,type) <= 0 ||
		!status_check_skilluse(NULL, bl, skill_id, 2))
		return 0;


	switch (skill_id) {
	case WZ_FROSTNOVA: //Skills that don't require the animation to be removed
	case NPC_ACIDBREATH:
	case NPC_DARKNESSBREATH:
	case NPC_FIREBREATH:
	case NPC_ICEBREATH:
	case NPC_THUNDERBREATH:
		return skill_attack(atk_type,src,dsrc,bl,skill_id,skill_lv,tick,flag);
	default:
		//Area-splash, disable skill animation.
		return skill_attack(atk_type,src,dsrc,bl,skill_id,skill_lv,tick,flag|SD_ANIMATION);
	}
}
/*==========================================
 *
 *------------------------------------------*/
int skill_clear_group (struct block_list *bl, int flag)
{
	struct unit_data *ud = unit_bl2ud(bl);
	struct skill_unit_group *group[MAX_SKILLUNITGROUP];
	int i, count=0;

	nullpo_ret(bl);
	if (!ud) return 0;

	//All groups to be deleted are first stored on an array since the array elements shift around when you delete them. [Skotlex]
	for (i=0;i<MAX_SKILLUNITGROUP && ud->skillunit[i];i++)
	{
		switch (ud->skillunit[i]->skill_id) {
			case SA_DELUGE:
			case SA_VOLCANO:
			case SA_VIOLENTGALE:
			case SA_LANDPROTECTOR:
			case NJ_SUITON:
			case NJ_KAENSIN:
				if (flag&1)
					group[count++]= ud->skillunit[i];
				break;
			case SO_WARMER:
				if( flag&8 )
					group[count++]= ud->skillunit[i];
				break;
			case SC_BLOODYLUST:
				if (flag & 32)
					group[count++] = ud->skillunit[i];
				break;
			default:
				if (flag&2 && skill_get_inf2(ud->skillunit[i]->skill_id)&INF2_TRAP)
					group[count++]= ud->skillunit[i];
				break;
		}

	}
	for (i=0;i<count;i++)
		skill_delunitgroup(group[i]);
	return count;
}

/*==========================================
 * Returns the first element field found [Skotlex]
 *------------------------------------------*/
struct skill_unit_group *skill_locate_element_field(struct block_list *bl)
{
	struct unit_data *ud = unit_bl2ud(bl);
	int i;
	nullpo_ret(bl);
	if (!ud) return NULL;

	for (i=0;i<MAX_SKILLUNITGROUP && ud->skillunit[i];i++) {
		switch (ud->skillunit[i]->skill_id) {
			case SA_DELUGE:
			case SA_VOLCANO:
			case SA_VIOLENTGALE:
			case SA_LANDPROTECTOR:
			case NJ_SUITON:
			case SO_WARMER:
			case SC_BLOODYLUST:
				return ud->skillunit[i];
		}
	}
	return NULL;
}

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

	nullpo_ret(bl);
	nullpo_ret(ap);

	if(bl->type!=BL_SKILL || (unit=(struct skill_unit *)bl) == NULL)
		return 0;

	if((unit->group) && (unit->group->unit_id == UNT_GRAFFITI))
		skill_delunit(unit);

	return 0;
}

int skill_greed (struct block_list *bl, va_list ap)
{
	struct block_list *src;
	struct map_session_data *sd=NULL;
	struct flooritem_data *fitem=NULL;

	nullpo_ret(bl);
	nullpo_ret(src = va_arg(ap, struct block_list *));

	if(src->type == BL_PC && (sd=(struct map_session_data *)src) && bl->type==BL_ITEM && (fitem=(struct flooritem_data *)bl))
		pc_takeitem(sd, fitem);

	return 0;
}
//For Ranger's Detonator [Jobbie/3CeAM]
int skill_detonator(struct block_list *bl, va_list ap)
{
	struct skill_unit *unit=NULL;
	struct block_list *src;
	int unit_id;

	nullpo_ret(bl);
	nullpo_ret(ap);
	src = va_arg(ap,struct block_list *);

	if( bl->type != BL_SKILL || (unit = (struct skill_unit *)bl) == NULL || !unit->group )
		return 0;
	if( unit->group->src_id != src->id )
		return 0;

	unit_id = unit->group->unit_id;
	switch( unit_id )
	{ //List of Hunter and Ranger Traps that can be detonate.
		case UNT_BLASTMINE:
		case UNT_SANDMAN:
		case UNT_CLAYMORETRAP:
		case UNT_TALKIEBOX:
		case UNT_CLUSTERBOMB:
		case UNT_FIRINGTRAP:
		case UNT_ICEBOUNDTRAP:
			if( unit_id == UNT_TALKIEBOX )
			{
				clif_talkiebox(bl,unit->group->valstr);
				unit->group->val2 = -1;
			}
			else
				map_foreachinrange(skill_trap_splash,bl,skill_get_splash(unit->group->skill_id,unit->group->skill_lv),unit->group->bl_flag,bl,unit->group->tick);

			clif_changetraplook(bl,unit_id == UNT_FIRINGTRAP ? UNT_DUMMYSKILL : UNT_USED_TRAPS);
			unit->group->unit_id = UNT_USED_TRAPS;
			unit->group->limit = DIFF_TICK(gettick(),unit->group->tick) +
				(unit_id == UNT_TALKIEBOX ? 5000 : (unit_id == UNT_CLUSTERBOMB || unit_id == UNT_ICEBOUNDTRAP? 2500 : 1500) );
			break;
	}
	return 0;
}

/*==========================================
 *
 *------------------------------------------*/
static int skill_cell_overlap(struct block_list *bl, va_list ap)
{
	uint16 skill_id;
	int *alive;
	struct skill_unit *unit;

	skill_id = va_arg(ap,int);
	alive = va_arg(ap,int *);
	unit = (struct skill_unit *)bl;

	if (unit == NULL || unit->group == NULL || (*alive) == 0)
		return 0;

	switch (skill_id) {
		case SA_LANDPROTECTOR:
			if( unit->group->skill_id == SA_LANDPROTECTOR ) {//Check for offensive Land Protector to delete both. [Skotlex]
				(*alive) = 0;
				skill_delunit(unit);
				return 1;
			}
			if( !(skill_get_inf2(unit->group->skill_id)&(INF2_SONG_DANCE|INF2_TRAP)) ) { //It deletes everything except songs/dances and traps
				skill_delunit(unit);
				return 1;
			}
			break;
		case HW_GANBANTEIN:
		case LG_EARTHDRIVE:
			if( !(unit->group->state.song_dance&0x1) ) {// Don't touch song/dance.
				skill_delunit(unit);
				return 1;
			}
			break;
		case SA_VOLCANO:
		case SA_DELUGE:
		case SA_VIOLENTGALE:
// The official implementation makes them fail to appear when casted on top of ANYTHING
// but I wonder if they didn't actually meant to fail when casted on top of each other?
// hence, I leave the alternate implementation here, commented. [Skotlex]
			if (unit->range <= 0)
			{
				(*alive) = 0;
				return 1;
			}
/*
			switch (unit->group->skill_id)
			{	//These cannot override each other.
				case SA_VOLCANO:
				case SA_DELUGE:
				case SA_VIOLENTGALE:
					(*alive) = 0;
					return 1;
			}
*/
			break;
		case PF_FOGWALL:
			switch(unit->group->skill_id) {
				case SA_VOLCANO: //Can't be placed on top of these
				case SA_VIOLENTGALE:
					(*alive) = 0;
					return 1;
				case SA_DELUGE:
				case NJ_SUITON:
				//Cheap 'hack' to notify the calling function that duration should be doubled [Skotlex]
					(*alive) = 2;
					break;
			}
			break;
		case HP_BASILICA:
			if (unit->group->skill_id == HP_BASILICA)
			{	//Basilica can't be placed on top of itself to avoid map-cell stacking problems. [Skotlex]
				(*alive) = 0;
				return 1;
			}
			break;
		case GN_CRAZYWEED_ATK:
			switch(unit->group->unit_id){ //TODO: look for other ground skills that are affected.
				case UNT_WALLOFTHORN:
				case UNT_THORNS_TRAP:
				case UNT_BLOODYLUST:
				case UNT_CHAOSPANIC:
				case UNT_MAELSTROM:
				case UNT_FIREPILLAR_ACTIVE:
				case UNT_LANDPROTECTOR:
				case UNT_VOLCANO:
				case UNT_DELUGE:
				case UNT_VIOLENTGALE:
				case UNT_SAFETYWALL:
				case UNT_PNEUMA:
					skill_delunit(unit);
					return 1;
			}
			break;
	}

	if (unit->group->skill_id == SA_LANDPROTECTOR && !(skill_get_inf2(skill_id)&(INF2_SONG_DANCE|INF2_TRAP))) {	//It deletes everything except songs/dances/traps
		(*alive) = 0;
		return 1;
	}

	return 0;
}

/*==========================================
 *
 *------------------------------------------*/
int skill_chastle_mob_changetarget(struct block_list *bl,va_list ap)
{
	struct mob_data* md;
	struct unit_data*ud = unit_bl2ud(bl);
	struct block_list *from_bl;
	struct block_list *to_bl;
	md = (struct mob_data*)bl;
	from_bl = va_arg(ap,struct block_list *);
	to_bl = va_arg(ap,struct block_list *);

	if(ud && ud->target == from_bl->id)
		ud->target = to_bl->id;

	if(md->bl.type == BL_MOB && md->target_id == from_bl->id)
		md->target_id = to_bl->id;
	return 0;
}

/*==========================================
 *
 *------------------------------------------*/
static int skill_trap_splash (struct block_list *bl, va_list ap)
{
	struct block_list *src;
	int tick;
	struct skill_unit *unit;
	struct skill_unit_group *sg;
	struct block_list *ss;
	src = va_arg(ap,struct block_list *);
	unit = (struct skill_unit *)src;
	tick = va_arg(ap,int);

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

	nullpo_ret(sg = unit->group);
	nullpo_ret(ss = map_id2bl(sg->src_id));

	if(battle_check_target(src,bl,sg->target_flag) <= 0)
		return 0;

	switch(sg->unit_id){
		case UNT_SHOCKWAVE:
		case UNT_SANDMAN:
		case UNT_FLASHER:
			skill_additional_effect(ss,bl,sg->skill_id,sg->skill_lv,BF_MISC,ATK_DEF,tick);
			break;
		case UNT_GROUNDDRIFT_WIND:
			if(skill_attack(BF_WEAPON,ss,src,bl,sg->skill_id,sg->skill_lv,tick,sg->val1))
				sc_start(bl,SC_STUN,5,sg->skill_lv,skill_get_time2(sg->skill_id, sg->skill_lv));
			break;
		case UNT_GROUNDDRIFT_DARK:
			if(skill_attack(BF_WEAPON,ss,src,bl,sg->skill_id,sg->skill_lv,tick,sg->val1))
				sc_start(bl,SC_BLIND,5,sg->skill_lv,skill_get_time2(sg->skill_id, sg->skill_lv));
			break;
		case UNT_GROUNDDRIFT_POISON:
			if(skill_attack(BF_WEAPON,ss,src,bl,sg->skill_id,sg->skill_lv,tick,sg->val1))
				sc_start(bl,SC_POISON,5,sg->skill_lv,skill_get_time2(sg->skill_id, sg->skill_lv));
			break;
		case UNT_GROUNDDRIFT_WATER:
			if(skill_attack(BF_WEAPON,ss,src,bl,sg->skill_id,sg->skill_lv,tick,sg->val1))
				sc_start(bl,SC_FREEZE,5,sg->skill_lv,skill_get_time2(sg->skill_id, sg->skill_lv));
			break;
		case UNT_GROUNDDRIFT_FIRE:
			if(skill_attack(BF_WEAPON,ss,src,bl,sg->skill_id,sg->skill_lv,tick,sg->val1))
				skill_blown(src,bl,skill_get_blewcount(sg->skill_id,sg->skill_lv),-1,0);
			break;
		case UNT_ELECTRICSHOCKER:
			clif_skill_damage(src,bl,tick,0,0,-30000,1,sg->skill_id,sg->skill_lv,5);
			break;
		case UNT_FIRINGTRAP:
		case UNT_ICEBOUNDTRAP:
		case UNT_CLUSTERBOMB:
			if( ss != bl )
				skill_attack(BF_MISC,ss,src,bl,sg->skill_id,sg->skill_lv,tick,sg->val1|SD_LEVEL);
			break;
		case UNT_MAGENTATRAP:
		case UNT_COBALTTRAP:
		case UNT_MAIZETRAP:
		case UNT_VERDURETRAP:
			if( bl->type != BL_PC && !is_boss(bl) )
				sc_start2(bl,SC_ELEMENTALCHANGE,100,sg->skill_lv,skill_get_ele(sg->skill_id,sg->skill_lv),skill_get_time2(sg->skill_id,sg->skill_lv));
			break;
		case UNT_REVERBERATION:
			skill_addtimerskill(ss,tick+50,bl->id,0,0,WM_REVERBERATION_MELEE,sg->skill_lv,BF_WEAPON,0); // for proper skill delay animation when use with Dominion Impulse
			skill_addtimerskill(ss,tick+250,bl->id,0,0,WM_REVERBERATION_MAGIC,sg->skill_lv,BF_MAGIC,0);
			break;
		default:
			skill_attack(skill_get_type(sg->skill_id),ss,src,bl,sg->skill_id,sg->skill_lv,tick,0);
			break;
	}
	return 1;
}

/*==========================================
 *
 *------------------------------------------*/
int skill_enchant_elemental_end (struct block_list *bl, int type)
{
	struct status_change *sc;
	const enum sc_type scs[] = { SC_ENCPOISON, SC_ASPERSIO, SC_FIREWEAPON, SC_WATERWEAPON, SC_WINDWEAPON, SC_EARTHWEAPON, SC_SHADOWWEAPON, SC_GHOSTWEAPON, SC_ENCHANTARMS, SC_EXEEDBREAK };
	int i;
	nullpo_ret(bl);
	nullpo_ret(sc= status_get_sc(bl));

	if (!sc->count) return 0;

	for (i = 0; i < ARRAYLENGTH(scs); i++)
		if (type != scs[i] && sc->data[scs[i]])
			status_change_end(bl, scs[i], INVALID_TIMER);

	return 0;
}

bool skill_check_cloaking(struct block_list *bl, struct status_change_entry *sce)
{
	static int dx[] = { 0, 1, 0, -1, -1,  1, 1, -1};
	static int dy[] = {-1, 0, 1,  0, -1, -1, 1,  1};
	bool wall = true;

	if( (bl->type == BL_PC && battle_config.pc_cloak_check_type&1)
	||	(bl->type != BL_PC && battle_config.monster_cloak_check_type&1) )
	{	//Check for walls.
		int i;
		ARR_FIND( 0, 8, i, map_getcell(bl->m, bl->x+dx[i], bl->y+dy[i], CELL_CHKNOPASS) != 0 );
		if( i == 8 )
			wall = false;
	}

	if( sce )
	{
		if( !wall )
		{
			if( sce->val1 < 3 ) //End cloaking.
				status_change_end(bl, SC_CLOAKING, INVALID_TIMER);
			else
			if( sce->val4&1 )
			{	//Remove wall bonus
				sce->val4&=~1;
				status_calc_bl(bl,SCB_SPEED);
			}
		}
		else
		{
			if( !(sce->val4&1) )
			{	//Add wall speed bonus
				sce->val4|=1;
				status_calc_bl(bl,SCB_SPEED);
			}
		}
	}

	return wall;
}
bool skill_check_camouflage(struct block_list *bl, struct status_change_entry *sce)
{
	static int dx[] = { 0, 1, 0, -1, -1,  1, 1, -1};
	static int dy[] = {-1, 0, 1,  0, -1, -1, 1,  1};
	bool wall = true;

	if( bl->type == BL_PC )
	{	//Check for walls.
		int i;
		ARR_FIND( 0, 8, i, map_getcell(bl->m, bl->x+dx[i], bl->y+dy[i], CELL_CHKNOPASS) != 0 );
		if( i == 8 )
			wall = false;
	}

	if( sce )
	{
		if( !wall )
		{
			if( sce->val1 < 3 ) //End camouflage.
				status_change_end(bl, SC_CAMOUFLAGE, INVALID_TIMER);
			else
			if( sce->val3&1 )
			{	//Remove wall bonus
				sce->val3&=~1;
				status_calc_bl(bl,SCB_SPEED);
			}
		}
	}

	return wall;
}

/*==========================================
 *
 *------------------------------------------*/
struct skill_unit *skill_initunit (struct skill_unit_group *group, int idx, int x, int y, int val1, int val2)
{
	struct skill_unit *unit;

	nullpo_retr(NULL, group);
	nullpo_retr(NULL, group->unit); // crash-protection against poor coding
	nullpo_retr(NULL, unit=&group->unit[idx]);

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

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

	idb_put(skillunit_db, unit->bl.id, unit);
	map_addiddb(&unit->bl);
	map_addblock(&unit->bl);

	// perform oninit actions
	switch (group->skill_id) {
		case WZ_ICEWALL:
			map_setgatcell(unit->bl.m,unit->bl.x,unit->bl.y,5);
			clif_changemapcell(0,unit->bl.m,unit->bl.x,unit->bl.y,5,AREA);
			skill_unitsetmapcell(unit,WZ_ICEWALL,group->skill_lv,CELL_ICEWALL,true);
			map[unit->bl.m].icewall_num++;
			break;
		case SA_LANDPROTECTOR:
			skill_unitsetmapcell(unit,SA_LANDPROTECTOR,group->skill_lv,CELL_LANDPROTECTOR,true);
			break;
		case HP_BASILICA:
			skill_unitsetmapcell(unit,HP_BASILICA,group->skill_lv,CELL_BASILICA,true);
			break;
		case SC_MAELSTROM:
			skill_unitsetmapcell(unit,SC_MAELSTROM,group->skill_lv,CELL_MAELSTROM,true);
			break;
		default:
			if (group->state.song_dance&0x1) //Check for dissonance.
				skill_dance_overlap(unit, 1);
			break;
	}

	clif_skill_setunit(unit);

	return unit;
}

/*==========================================
 *
 *------------------------------------------*/
int skill_delunit (struct skill_unit* unit)
{
	struct skill_unit_group *group;

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

	nullpo_ret(group=unit->group);

	if( group->state.song_dance&0x1 ) //Cancel dissonance effect.
		skill_dance_overlap(unit, 0);

	// invoke onout event
	if( !unit->range )
		map_foreachincell(skill_unit_effect,unit->bl.m,unit->bl.x,unit->bl.y,group->bl_flag,&unit->bl,gettick(),4);

	// perform ondelete actions
	switch (group->skill_id) {
		case HT_ANKLESNARE: {
				struct block_list* target = map_id2bl(group->val2);
				if( target )
					status_change_end(target, SC_ANKLE, INVALID_TIMER);
			}
			break;
		case WZ_ICEWALL:
			map_setgatcell(unit->bl.m,unit->bl.x,unit->bl.y,unit->val2);
			clif_changemapcell(0,unit->bl.m,unit->bl.x,unit->bl.y,unit->val2,ALL_SAMEMAP); // hack to avoid clientside cell bug
			skill_unitsetmapcell(unit,WZ_ICEWALL,group->skill_lv,CELL_ICEWALL,false);
			map[unit->bl.m].icewall_num--;
			break;
		case SA_LANDPROTECTOR:
			skill_unitsetmapcell(unit,SA_LANDPROTECTOR,group->skill_lv,CELL_LANDPROTECTOR,false);
			break;
		case HP_BASILICA:
			skill_unitsetmapcell(unit,HP_BASILICA,group->skill_lv,CELL_BASILICA,false);
			break;
		case RA_ELECTRICSHOCKER: {
				struct block_list* target = map_id2bl(group->val2);
				if( target )
					status_change_end(target, SC_ELECTRICSHOCKER, INVALID_TIMER);
			}
			break;
		case SC_MAELSTROM:
			skill_unitsetmapcell(unit,SC_MAELSTROM,group->skill_lv,CELL_MAELSTROM,false);
			break;
		case SC_MANHOLE: // Note : Removing the unit don't remove the status (official info)
			if( group->val2 ) { // Someone Traped
				struct status_change *tsc = status_get_sc( map_id2bl(group->val2));
				if( tsc && tsc->data[SC__MANHOLE] )
					tsc->data[SC__MANHOLE]->val4 = 0; // Remove the Unit ID
			}
			break;
	}

	clif_skill_delunit(unit);

	unit->group=NULL;
	map_delblock(&unit->bl); // don't free yet
	map_deliddb(&unit->bl);
	idb_remove(skillunit_db, unit->bl.id);
	if(--group->alive_count==0)
		skill_delunitgroup(group);

	return 0;
}
/*==========================================
 *
 *------------------------------------------*/
static DBMap* group_db = NULL;// int group_id -> struct skill_unit_group*

/// Returns the target skill_unit_group or NULL if not found.
struct skill_unit_group* skill_id2group(int group_id)
{
	return (struct skill_unit_group*)idb_get(group_db, group_id);
}


static int skill_unit_group_newid = MAX_SKILL_DB;

/// Returns a new group_id that isn't being used in group_db.
/// Fatal error if nothing is available.
static int skill_get_new_group_id(void)
{
	if( skill_unit_group_newid >= MAX_SKILL_DB && skill_id2group(skill_unit_group_newid) == NULL )
		return skill_unit_group_newid++;// available
	{// find next id
		int base_id = skill_unit_group_newid;
		while( base_id != ++skill_unit_group_newid )
		{
			if( skill_unit_group_newid < MAX_SKILL_DB )
				skill_unit_group_newid = MAX_SKILL_DB;
			if( skill_id2group(skill_unit_group_newid) == NULL )
				return skill_unit_group_newid++;// available
		}
		// full loop, nothing available
		ShowFatalError("skill_get_new_group_id: All ids are taken. Exiting...");
		exit(1);
	}
}

struct skill_unit_group* skill_initunitgroup (struct block_list* src, int count, uint16 skill_id, uint16 skill_lv, int unit_id, int limit, int interval)
{
	struct unit_data* ud = unit_bl2ud( src );
	struct skill_unit_group* group;
	int i;

	if(!(skill_id && skill_lv)) return 0;

	nullpo_retr(NULL, src);
	nullpo_retr(NULL, ud);

	// find a free spot to store the new unit group
	ARR_FIND( 0, MAX_SKILLUNITGROUP, i, ud->skillunit[i] == NULL );
	if(i == MAX_SKILLUNITGROUP)
	{
		// array is full, make room by discarding oldest group
		int j=0;
		unsigned maxdiff=0,x,tick=gettick();
		for(i=0;i<MAX_SKILLUNITGROUP && ud->skillunit[i];i++)
			if((x=DIFF_TICK(tick,ud->skillunit[i]->tick))>maxdiff){
				maxdiff=x;
				j=i;
			}
		skill_delunitgroup(ud->skillunit[j]);
		//Since elements must have shifted, we use the last slot.
		i = MAX_SKILLUNITGROUP-1;
	}

	group             = ers_alloc(skill_unit_ers, struct skill_unit_group);
	group->src_id     = src->id;
	group->party_id   = status_get_party_id(src);
	group->guild_id   = status_get_guild_id(src);
	group->bg_id      = bg_team_get_id(src);
	group->group_id   = skill_get_new_group_id();
	group->unit       = (struct skill_unit *)aCalloc(count,sizeof(struct skill_unit));
	group->unit_count = count;
	group->alive_count = 0;
	group->val1       = 0;
	group->val2       = 0;
	group->val3       = 0;
	group->skill_id   = skill_id;
	group->skill_lv   = skill_lv;
	group->unit_id    = unit_id;
	group->map        = src->m;
	group->limit      = limit;
	group->interval   = interval;
	group->tick       = gettick();
	group->valstr     = NULL;

	ud->skillunit[i] = group;

	if (skill_id == PR_SANCTUARY) //Sanctuary starts healing +1500ms after casted. [Skotlex]
		group->tick += 1500;

	idb_put(group_db, group->group_id, group);
	return group;
}

/*==========================================
 *
 *------------------------------------------*/
int skill_delunitgroup_(struct skill_unit_group *group, const char* file, int line, const char* func)
{
	struct block_list* src;
	struct unit_data *ud;
	int i,j;

	if( group == NULL )
	{
		ShowDebug("skill_delunitgroup: group is NULL (source=%s:%d, %s)! Please report this! (#3504)\n", file, line, func);
		return 0;
	}

	src=map_id2bl(group->src_id);
	ud = unit_bl2ud(src);
	if(!src || !ud) {
		ShowError("skill_delunitgroup: Group's source not found! (src_id: %d skill_id: %d)\n", group->src_id, group->skill_id);
		return 0;
	}

	if( !status_isdead(src) && ((TBL_PC*)src)->state.warping && !((TBL_PC*)src)->state.changemap ) {
		switch( group->skill_id ) {
			case BA_DISSONANCE:
			case BA_POEMBRAGI:
			case BA_WHISTLE:
			case BA_ASSASSINCROSS:
			case BA_APPLEIDUN:
			case DC_UGLYDANCE:
			case DC_HUMMING:
			case DC_DONTFORGETME:
			case DC_FORTUNEKISS:
			case DC_SERVICEFORYOU:
				skill_usave_add(((TBL_PC*)src), group->skill_id, group->skill_lv);
				break;
		}
	}

	if (skill_get_unit_flag(group->skill_id)&(UF_DANCE|UF_SONG|UF_ENSEMBLE))
	{
		struct status_change* sc = status_get_sc(src);
		if (sc && sc->data[SC_DANCING])
		{
			sc->data[SC_DANCING]->val2 = 0 ; //This prevents status_change_end attempting to redelete the group. [Skotlex]
			status_change_end(src, SC_DANCING, INVALID_TIMER);
		}
	}

	// end Gospel's status change on 'src'
	// (needs to be done when the group is deleted by other means than skill deactivation)
	if (group->unit_id == UNT_GOSPEL) {
		struct status_change *sc = status_get_sc(src);
		if(sc && sc->data[SC_GOSPEL]) {
			sc->data[SC_GOSPEL]->val3 = 0; //Remove reference to this group. [Skotlex]
			status_change_end(src, SC_GOSPEL, INVALID_TIMER);
		}
	}

	switch( group->skill_id ) {
		case SG_SUN_WARM:
		case SG_MOON_WARM:
		case SG_STAR_WARM:
			{
				struct status_change *sc = NULL;
				if( (sc = status_get_sc(src)) != NULL  && sc->data[SC_WARM] ) {
					sc->data[SC_WARM]->val4 = 0;
					status_change_end(src, SC_WARM, INVALID_TIMER);
				}
			}
			break;
		case NC_NEUTRALBARRIER:
			{
				struct status_change *sc = NULL;
				if( (sc = status_get_sc(src)) != NULL && sc->data[SC_NEUTRALBARRIER_MASTER] ) {
					sc->data[SC_NEUTRALBARRIER_MASTER]->val2 = 0;
					status_change_end(src,SC_NEUTRALBARRIER_MASTER,INVALID_TIMER);
				}
			}
			break;
		case NC_STEALTHFIELD:
			{
				struct status_change *sc = NULL;
				if( (sc = status_get_sc(src)) != NULL && sc->data[SC_STEALTHFIELD_MASTER] ) {
					sc->data[SC_STEALTHFIELD_MASTER]->val2 = 0;
					status_change_end(src,SC_STEALTHFIELD_MASTER,INVALID_TIMER);
				}
			}
			break;
		case LG_BANDING:
			{
				struct status_change *sc = NULL;
				if( (sc = status_get_sc(src)) && sc->data[SC_BANDING] ) {
					sc->data[SC_BANDING]->val4 = 0;
					status_change_end(src,SC_BANDING,INVALID_TIMER);
				}
			}
			break;
	}

	if (src->type==BL_PC && group->state.ammo_consume)
		battle_consume_ammo((TBL_PC*)src, group->skill_id, group->skill_lv);

	group->alive_count=0;

	// remove all unit cells
	if(group->unit != NULL)
		for( i = 0; i < group->unit_count; i++ )
			skill_delunit(&group->unit[i]);

	// clear Talkie-box string
	if( group->valstr != NULL )
	{
		aFree(group->valstr);
		group->valstr = NULL;
	}

	idb_remove(group_db, group->group_id);
	map_freeblock(&group->unit->bl); // schedules deallocation of whole array (HACK)
	group->unit=NULL;
	group->group_id=0;
	group->unit_count=0;

	// locate this group, swap with the last entry and delete it
	ARR_FIND( 0, MAX_SKILLUNITGROUP, i, ud->skillunit[i] == group );
	ARR_FIND( i, MAX_SKILLUNITGROUP, j, ud->skillunit[j] == NULL ); j--;
	if( i < MAX_SKILLUNITGROUP )
	{
		ud->skillunit[i] = ud->skillunit[j];
		ud->skillunit[j] = NULL;
		ers_free(skill_unit_ers, group);
	}
	else
		ShowError("skill_delunitgroup: Group not found! (src_id: %d skill_id: %d)\n", group->src_id, group->skill_id);

	return 1;
}

/*==========================================
 *
 *------------------------------------------*/
int skill_clear_unitgroup (struct block_list *src)
{
	struct unit_data *ud = unit_bl2ud(src);

	nullpo_ret(ud);

	while (ud->skillunit[0])
		skill_delunitgroup(ud->skillunit[0]);

	return 1;
}

/*==========================================
 *
 *------------------------------------------*/
struct skill_unit_group_tickset *skill_unitgrouptickset_search (struct block_list *bl, struct skill_unit_group *group, int tick)
{
	int i,j=-1,k,s,id;
	struct unit_data *ud;
	struct skill_unit_group_tickset *set;

	nullpo_ret(bl);
	if (group->interval==-1)
		return NULL;

	ud = unit_bl2ud(bl);
	if (!ud) return NULL;

	set = ud->skillunittick;

	if (skill_get_unit_flag(group->skill_id)&UF_NOOVERLAP)
		id = s = group->skill_id;
	else
		id = s = group->group_id;

	for (i=0; i<MAX_SKILLUNITGROUPTICKSET; i++) {
		k = (i+s) % MAX_SKILLUNITGROUPTICKSET;
		if (set[k].id == id)
			return &set[k];
		else if (j==-1 && (DIFF_TICK(tick,set[k].tick)>0 || set[k].id==0))
			j=k;
	}

	if (j == -1) {
		ShowWarning ("skill_unitgrouptickset_search: tickset is full\n");
		j = id % MAX_SKILLUNITGROUPTICKSET;
	}

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

/*==========================================
 *
 *------------------------------------------*/
int skill_unit_timer_sub_onplace (struct block_list* bl, va_list ap)
{
	struct skill_unit* unit = va_arg(ap,struct skill_unit *);
	struct skill_unit_group* group = unit->group;
	unsigned int tick = va_arg(ap,unsigned int);

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

	nullpo_ret(group);

	if( !(skill_get_inf2(group->skill_id)&(INF2_SONG_DANCE|INF2_TRAP|INF2_NOLP)) && map_getcell(bl->m, bl->x, bl->y, CELL_CHKLANDPROTECTOR) )
		return 0; //AoE skills are ineffective. [Skotlex]

	if( battle_check_target(&unit->bl,bl,group->target_flag) <= 0 )
		return 0;

	skill_unit_onplace_timer(unit,bl,tick);

	return 1;
}

/**
 * @see DBApply
 */
static int skill_unit_timer_sub(DBKey key, DBData *data, va_list ap)
{
	struct skill_unit* unit = db_data2ptr(data);
	struct skill_unit_group* group = unit->group;
	unsigned int tick = va_arg(ap,unsigned int);
  	bool dissonance;
	struct block_list* bl = &unit->bl;

	if( !unit->alive )
		return 0;

	nullpo_ret(group);

	// check for expiration
	if( !group->state.guildaura && (DIFF_TICK(tick,group->tick) >= group->limit || DIFF_TICK(tick,group->tick) >= unit->limit) )
	{// skill unit expired (inlined from skill_unit_onlimit())
		switch( group->unit_id )
		{
			case UNT_BLASTMINE:
#ifdef RENEWAL
			case UNT_CLAYMORETRAP:
#endif
			case UNT_GROUNDDRIFT_WIND:
			case UNT_GROUNDDRIFT_DARK:
			case UNT_GROUNDDRIFT_POISON:
			case UNT_GROUNDDRIFT_WATER:
			case UNT_GROUNDDRIFT_FIRE:
				group->unit_id = UNT_USED_TRAPS;
				//clif_changetraplook(bl, UNT_FIREPILLAR_ACTIVE);
				group->limit=DIFF_TICK(tick+1500,group->tick);
				unit->limit=DIFF_TICK(tick+1500,group->tick);
			break;

			case UNT_ANKLESNARE:
			case UNT_ELECTRICSHOCKER:
				if( group->val2 > 0 ) {
					// Used Trap don't returns back to item
					skill_delunit(unit);
					break;
				}
			case UNT_SKIDTRAP:
			case UNT_LANDMINE:
			case UNT_SHOCKWAVE:
			case UNT_SANDMAN:
			case UNT_FLASHER:
			case UNT_FREEZINGTRAP:
#ifndef RENEWAL
			case UNT_CLAYMORETRAP:
#endif
			case UNT_TALKIEBOX:
			case UNT_CLUSTERBOMB:
			case UNT_MAGENTATRAP:
			case UNT_COBALTTRAP:
			case UNT_MAIZETRAP:
			case UNT_VERDURETRAP:
			case UNT_FIRINGTRAP:
			case UNT_ICEBOUNDTRAP:

			{
				struct block_list* src;
				if( unit->val1 > 0 && (src = map_id2bl(group->src_id)) != NULL && src->type == BL_PC )
				{ // revert unit back into a trap
					struct item item_tmp;
					memset(&item_tmp,0,sizeof(item_tmp));
					item_tmp.nameid = group->item_id?group->item_id:ITEMID_TRAP;
					item_tmp.identify = 1;
					map_addflooritem(&item_tmp,1,bl->m,bl->x,bl->y,0,0,0,0);
				}
				skill_delunit(unit);
			}
			break;

			case UNT_WARP_ACTIVE:
				// warp portal opens (morph to a UNT_WARP_WAITING cell)
				group->unit_id = skill_get_unit_id(group->skill_id, 1); // UNT_WARP_WAITING
				clif_changelook(&unit->bl, LOOK_BASE, group->unit_id);
				// restart timers
				group->limit = skill_get_time(group->skill_id,group->skill_lv);
				unit->limit = skill_get_time(group->skill_id,group->skill_lv);
				// apply effect to all units standing on it
				map_foreachincell(skill_unit_effect,unit->bl.m,unit->bl.x,unit->bl.y,group->bl_flag,&unit->bl,gettick(),1);
			break;

			case UNT_CALLFAMILY:
			{
				struct map_session_data *sd = NULL;
				if(group->val1) {
		  			sd = map_charid2sd(group->val1);
					group->val1 = 0;
					if (sd && !map[sd->bl.m].flag.nowarp)
						pc_setpos(sd,map_id2index(unit->bl.m),unit->bl.x,unit->bl.y,CLR_TELEPORT);
				}
				if(group->val2) {
					sd = map_charid2sd(group->val2);
					group->val2 = 0;
					if (sd && !map[sd->bl.m].flag.nowarp)
						pc_setpos(sd,map_id2index(unit->bl.m),unit->bl.x,unit->bl.y,CLR_TELEPORT);
				}
				skill_delunit(unit);
			}
			break;

			case UNT_REVERBERATION:
				if( unit->val1 <= 0 ) { // If it was deactivated.
					skill_delunit(unit);
					break;
				}
				clif_changetraplook(bl,UNT_USED_TRAPS);
				map_foreachinrange(skill_trap_splash, bl, skill_get_splash(group->skill_id, group->skill_lv), group->bl_flag, bl, tick);
				group->limit = DIFF_TICK(tick,group->tick)+1000;
				unit->limit = DIFF_TICK(tick,group->tick)+1000;
				group->unit_id = UNT_USED_TRAPS;
			break;

			case UNT_FEINTBOMB: {
				struct block_list *src =  map_id2bl(group->src_id);
				if( src )
					map_foreachinrange(skill_area_sub, &group->unit->bl, unit->range, splash_target(src), src, SC_FEINTBOMB, group->skill_lv, tick, BCT_ENEMY|SD_ANIMATION|1, skill_castend_damage_id);
				skill_delunit(unit);
				break;
			}

			case UNT_BANDING:
			{
				struct block_list *src = map_id2bl(group->src_id);
				struct status_change *sc;
				if( !src || (sc = status_get_sc(src)) == NULL || !sc->data[SC_BANDING] )
				{
					skill_delunit(unit);
					break;
				}
				// This unit isn't removed while SC_BANDING is active.
				group->limit = DIFF_TICK(tick+group->interval,group->tick);
				unit->limit = DIFF_TICK(tick+group->interval,group->tick);
			}
			break;

			default:
				skill_delunit(unit);
		}
	}
	else
	{// skill unit is still active
		switch( group->unit_id )
		{
			case UNT_ICEWALL:
				// icewall loses 50 hp every second
				unit->val1 -= SKILLUNITTIMER_INTERVAL/20; // trap's hp
				if( unit->val1 <= 0 && unit->limit + group->tick > tick + 700 )
					unit->limit = DIFF_TICK(tick+700,group->tick);
				break;
			case UNT_BLASTMINE:
			case UNT_SKIDTRAP:
			case UNT_LANDMINE:
			case UNT_SHOCKWAVE:
			case UNT_SANDMAN:
			case UNT_FLASHER:
			case UNT_CLAYMORETRAP:
			case UNT_FREEZINGTRAP:
			case UNT_TALKIEBOX:
			case UNT_ANKLESNARE:
				if( unit->val1 <= 0 ) {
					if( group->unit_id == UNT_ANKLESNARE && group->val2 > 0 )
						skill_delunit(unit);
					else {
						clif_changetraplook(bl, group->unit_id==UNT_LANDMINE?UNT_FIREPILLAR_ACTIVE:UNT_USED_TRAPS);
						group->limit = DIFF_TICK(tick, group->tick) + 1500;
						group->unit_id = UNT_USED_TRAPS;
					}
				}
				break;
			case UNT_REVERBERATION:
				if( unit->val1 <= 0 ){
					clif_changetraplook(bl,UNT_USED_TRAPS);
					map_foreachinrange(skill_trap_splash, bl, skill_get_splash(group->skill_id, group->skill_lv), group->bl_flag, bl, tick);
					group->limit = DIFF_TICK(tick,group->tick)+1000;
					unit->limit = DIFF_TICK(tick,group->tick)+1000;
					group->unit_id = UNT_USED_TRAPS;
				}
				break;
			case UNT_WALLOFTHORN:
				if( unit->val1 <= 0 ) {
					group->unit_id = UNT_USED_TRAPS;
					group->limit = DIFF_TICK(tick, group->tick) + 1500;
				}
				break;
		}
	}

	//Don't continue if unit or even group is expired and has been deleted.
	if( !group || !unit->alive )
		return 0;

	dissonance = skill_dance_switch(unit, 0);

	if( unit->range >= 0 && group->interval != -1 )
	{
		if( battle_config.skill_wall_check )
			map_foreachinshootrange(skill_unit_timer_sub_onplace, bl, unit->range, group->bl_flag, bl,tick);
		else
			map_foreachinrange(skill_unit_timer_sub_onplace, bl, unit->range, group->bl_flag, bl,tick);

		if(unit->range == -1) //Unit disabled, but it should not be deleted yet.
			group->unit_id = UNT_USED_TRAPS;

		if( group->unit_id == UNT_TATAMIGAESHI )
		{
			unit->range = -1; //Disable processed cell.
			if (--group->val1 <= 0) // number of live cells
	  		{	//All tiles were processed, disable skill.
				group->target_flag=BCT_NOONE;
				group->bl_flag= BL_NUL;
			}
		}
	}

  	if( dissonance ) skill_dance_switch(unit, 1);

	return 0;
}
/*==========================================
 * Executes on all skill units every SKILLUNITTIMER_INTERVAL miliseconds.
 *------------------------------------------*/
int skill_unit_timer(int tid, unsigned int tick, int id, intptr_t data)
{
	map_freeblock_lock();

	skillunit_db->foreach(skillunit_db, skill_unit_timer_sub, tick);

	map_freeblock_unlock();

	return 0;
}

static int skill_unit_temp[20];  // temporary storage for tracking skill unit skill ids as players move in/out of them
/*==========================================
 *
 *------------------------------------------*/
int skill_unit_move_sub (struct block_list* bl, va_list ap)
{
	struct skill_unit* unit = (struct skill_unit *)bl;
	struct skill_unit_group* group = unit->group;

	struct block_list* target = va_arg(ap,struct block_list*);
	unsigned int tick = va_arg(ap,unsigned int);
	int flag = va_arg(ap,int);

	bool dissonance;
	uint16 skill_id;
	int i;

	nullpo_ret(group);

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

	if( flag&1 && ( unit->group->skill_id == PF_SPIDERWEB || unit->group->skill_id == GN_THORNS_TRAP ) )
		return 0; // Fiberlock is never supposed to trigger on skill_unit_move. [Inkfish]

	dissonance = skill_dance_switch(unit, 0);

	//Necessary in case the group is deleted after calling on_place/on_out [Skotlex]
	skill_id = unit->group->skill_id;

	if( unit->group->interval != -1 && !(skill_get_unit_flag(skill_id)&UF_DUALMODE) && skill_id != BD_LULLABY ) //Lullaby is the exception, bugreport:411
	{	//Non-dualmode unit skills with a timer don't trigger when walking, so just return
		if( dissonance ) skill_dance_switch(unit, 1);
		return 0;
	}

	//Target-type check.
	if( !(group->bl_flag&target->type && battle_check_target(&unit->bl,target,group->target_flag) > 0) )
	{
		if( group->src_id == target->id && group->state.song_dance&0x2 )
		{	//Ensemble check to see if they went out/in of the area [Skotlex]
			if( flag&1 )
			{
				if( flag&2 )
				{	//Clear this skill id.
					ARR_FIND( 0, ARRAYLENGTH(skill_unit_temp), i, skill_unit_temp[i] == skill_id );
					if( i < ARRAYLENGTH(skill_unit_temp) )
						skill_unit_temp[i] = 0;
				}
			}
			else
			{
				if( flag&2 )
				{	//Store this skill id.
					ARR_FIND( 0, ARRAYLENGTH(skill_unit_temp), i, skill_unit_temp[i] == 0 );
					if( i < ARRAYLENGTH(skill_unit_temp) )
						skill_unit_temp[i] = skill_id;
					else
						ShowError("skill_unit_move_sub: Reached limit of unit objects per cell!\n");
				}

			}

			if( flag&4 )
				skill_unit_onleft(skill_id,target,tick);
		}

		if( dissonance ) skill_dance_switch(unit, 1);

		return 0;
	}
	else
	{
		if( flag&1 )
		{
			int result = skill_unit_onplace(unit,target,tick);
			if( flag&2 && result )
			{	//Clear skill ids we have stored in onout.
				ARR_FIND( 0, ARRAYLENGTH(skill_unit_temp), i, skill_unit_temp[i] == result );
				if( i < ARRAYLENGTH(skill_unit_temp) )
					skill_unit_temp[i] = 0;
			}
		}
		else
		{
			int result = skill_unit_onout(unit,target,tick);
			if( flag&2 && result )
			{	//Store this unit id.
				ARR_FIND( 0, ARRAYLENGTH(skill_unit_temp), i, skill_unit_temp[i] == 0 );
				if( i < ARRAYLENGTH(skill_unit_temp) )
					skill_unit_temp[i] = skill_id;
				else
					ShowError("skill_unit_move_sub: Reached limit of unit objects per cell!\n");
			}
		}

		//TODO: Normally, this is dangerous since the unit and group could be freed
		//inside the onout/onplace functions. Currently it is safe because we know song/dance
		//cells do not get deleted within them. [Skotlex]
		if( dissonance ) skill_dance_switch(unit, 1);

		if( flag&4 )
			skill_unit_onleft(skill_id,target,tick);

		return 1;
	}
}

/*==========================================
 * Invoked when a char has moved and unit cells must be invoked (onplace, onout, onleft)
 * Flag values:
 * flag&1: invoke skill_unit_onplace (otherwise invoke skill_unit_onout)
 * flag&2: this function is being invoked twice as a bl moves, store in memory the affected
 * units to figure out when they have left a group.
 * flag&4: Force a onleft event (triggered when the bl is killed, for example)
 *------------------------------------------*/
int skill_unit_move (struct block_list *bl, unsigned int tick, int flag)
{
	nullpo_ret(bl);

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

	if( flag&2 && !(flag&1) )
	{	//Onout, clear data
		memset(skill_unit_temp, 0, sizeof(skill_unit_temp));
	}

	map_foreachincell(skill_unit_move_sub,bl->m,bl->x,bl->y,BL_SKILL,bl,tick,flag);

	if( flag&2 && flag&1 )
	{	//Onplace, check any skill units you have left.
		int i;
		for( i = 0; i < ARRAYLENGTH(skill_unit_temp); i++ )
			if( skill_unit_temp[i] )
				skill_unit_onleft(skill_unit_temp[i], bl, tick);
	}

	return 0;
}

/*==========================================
 *
 *------------------------------------------*/
int skill_unit_move_unit_group (struct skill_unit_group *group, int16 m, int16 dx, int16 dy)
{
	int i,j;
	unsigned int tick = gettick();
	int *m_flag;
	struct skill_unit *unit1;
	struct skill_unit *unit2;

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

	if (skill_get_unit_flag(group->skill_id)&UF_ENSEMBLE)
		return 0; //Ensembles may not be moved around.

	if( group->unit_id == UNT_ICEWALL || group->unit_id == UNT_WALLOFTHORN )
		return 0; //Icewalls and Wall of Thorns don't get knocked back

	m_flag = (int *) aCalloc(group->unit_count, sizeof(int));
	//    m_flag
	//		0: Neither of the following (skill_unit_onplace & skill_unit_onout are needed)
	//		1: Unit will move to a slot that had another unit of the same group (skill_unit_onplace not needed)
	//		2: Another unit from same group will end up positioned on this unit (skill_unit_onout not needed)
	//		3: Both 1+2.
	for(i=0;i<group->unit_count;i++){
		unit1=&group->unit[i];
		if (!unit1->alive || unit1->bl.m!=m)
			continue;
		for(j=0;j<group->unit_count;j++){
			unit2=&group->unit[j];
			if (!unit2->alive)
				continue;
			if (unit1->bl.x+dx==unit2->bl.x && unit1->bl.y+dy==unit2->bl.y){
				m_flag[i] |= 0x1;
			}
			if (unit1->bl.x-dx==unit2->bl.x && unit1->bl.y-dy==unit2->bl.y){
				m_flag[i] |= 0x2;
			}
		}
	}
	j = 0;
	for (i=0;i<group->unit_count;i++) {
		unit1=&group->unit[i];
		if (!unit1->alive)
			continue;
		if (!(m_flag[i]&0x2)) {
			if (group->state.song_dance&0x1) //Cancel dissonance effect.
				skill_dance_overlap(unit1, 0);
			map_foreachincell(skill_unit_effect,unit1->bl.m,unit1->bl.x,unit1->bl.y,group->bl_flag,&unit1->bl,tick,4);
		}
		//Move Cell using "smart" criteria (avoid useless moving around)
		switch(m_flag[i])
		{
			case 0:
			//Cell moves independently, safely move it.
				map_moveblock(&unit1->bl, unit1->bl.x+dx, unit1->bl.y+dy, tick);
				break;
			case 1:
			//Cell moves unto another cell, look for a replacement cell that won't collide
			//and has no cell moving into it (flag == 2)
				for(;j<group->unit_count;j++)
				{
					if(m_flag[j]!=2 || !group->unit[j].alive)
						continue;
					//Move to where this cell would had moved.
					unit2 = &group->unit[j];
					map_moveblock(&unit1->bl, unit2->bl.x+dx, unit2->bl.y+dy, tick);
					j++; //Skip this cell as we have used it.
					break;
				}
				break;
			case 2:
			case 3:
				break; //Don't move the cell as a cell will end on this tile anyway.
		}
		if (!(m_flag[i]&0x2)) { //We only moved the cell in 0-1
			if (group->state.song_dance&0x1) //Check for dissonance effect.
				skill_dance_overlap(unit1, 1);
			clif_skill_setunit(unit1);
			map_foreachincell(skill_unit_effect,unit1->bl.m,unit1->bl.x,unit1->bl.y,group->bl_flag,&unit1->bl,tick,1);
		}
	}
	aFree(m_flag);
	return 0;
}

/*==========================================
 *
 *------------------------------------------*/
int skill_can_produce_mix (struct map_session_data *sd, int nameid, int trigger, int qty)
{
	int i,j;

	nullpo_ret(sd);

	if(nameid<=0)
		return 0;

	for(i=0;i<MAX_SKILL_PRODUCE_DB;i++){
		if(skill_produce_db[i].nameid == nameid ){
			if((j=skill_produce_db[i].req_skill)>0 &&
				pc_checkskill(sd,j) < skill_produce_db[i].req_skill_lv)
					continue; // must iterate again to check other skills that produce it. [malufett]
			if( j > 0 && sd->menuskill_id > 0 && sd->menuskill_id != j )
				continue; // special case
			break;
		}
	}

	if( i >= MAX_SKILL_PRODUCE_DB )
		return 0;

	if( pc_checkadditem(sd, nameid, qty) == ADDITEM_OVERAMOUNT )
	{// cannot carry the produced stuff
		return 0;
	}

	if(trigger>=0){
		if(trigger>20) { // Non-weapon, non-food item (itemlv must match)
			if(skill_produce_db[i].itemlv!=trigger)
				return 0;
		} else if(trigger>10) { // Food (any item level between 10 and 20 will do)
			if(skill_produce_db[i].itemlv<=10 || skill_produce_db[i].itemlv>20)
				return 0;
		} else { // Weapon (itemlv must be higher or equal)
			if(skill_produce_db[i].itemlv>trigger)
				return 0;
		}
	}

	for(j=0;j<MAX_PRODUCE_RESOURCE;j++){
		int id,x,y;
		if( (id=skill_produce_db[i].mat_id[j]) <= 0 )
			continue;
		if(skill_produce_db[i].mat_amount[j] <= 0) {
			if(pc_search_inventory(sd,id) < 0)
				return 0;
		}
		else {
			for(y=0,x=0;y<MAX_INVENTORY;y++)
				if( sd->status.inventory[y].nameid == id )
					x+=sd->status.inventory[y].amount;
			if(x<qty*skill_produce_db[i].mat_amount[j])
				return 0;
		}
	}
	return i+1;
}

/*==========================================
 *
 *------------------------------------------*/
int skill_produce_mix (struct map_session_data *sd, uint16 skill_id, int nameid, int slot1, int slot2, int slot3, int qty)
{
	int slot[3];
	int i,sc,ele,idx,equip,wlv,make_per = 0,flag = 0,skill_lv = 0;
	int num = -1; // exclude the recipe
	struct status_data *status;
	struct item_data* data;

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

	if( sd->skill_id_old == skill_id )
		skill_lv = sd->skill_lv_old;

	if( !(idx=skill_can_produce_mix(sd,nameid,-1, qty)) )
		return 0;
	idx--;

	if (qty < 1)
		qty = 1;

	if (!skill_id) //A skill can be specified for some override cases.
		skill_id = skill_produce_db[idx].req_skill;

	if( skill_id == GC_RESEARCHNEWPOISON )
		skill_id = GC_CREATENEWPOISON;

	slot[0]=slot1;
	slot[1]=slot2;
	slot[2]=slot3;

	for(i=0,sc=0,ele=0;i<3;i++){ //Note that qty should always be one if you are using these!
		int j;
		if( slot[i]<=0 )
			continue;
		j = pc_search_inventory(sd,slot[i]);
		if(j < 0)
			continue;
		if(slot[i]==1000){	/* Star Crumb */
			pc_delitem(sd,j,1,1,0,LOG_TYPE_PRODUCE);
			sc++;
		}
		if(slot[i]>=994 && slot[i]<=997 && ele==0){	/* Flame Heart . . . Great Nature */
			static const int ele_table[4]={3,1,4,2};
			pc_delitem(sd,j,1,1,0,LOG_TYPE_PRODUCE);
			ele=ele_table[slot[i]-994];
		}
	}

	if( skill_id == RK_RUNEMASTERY ) {
		int temp_qty, skill_lv = pc_checkskill(sd,skill_id);
		data = itemdb_search(nameid);

		if( skill_lv == 10 ) temp_qty = 1 + rnd()%3;
		else if( skill_lv > 5 ) temp_qty = 1 + rnd()%2;
		else temp_qty = 1;

		if (data->stack.inventory) {
			for( i = 0; i < MAX_INVENTORY; i++ ) {
				if( sd->status.inventory[i].nameid == nameid ) {
					if( sd->status.inventory[i].amount >= data->stack.amount ) {
						clif_msgtable(sd->fd,0x61b);
						return 0;
					} else {
						/**
						 * the amount fits, say we got temp_qty 4 and 19 runes, we trim temp_qty to 1.
						 **/
						if( temp_qty + sd->status.inventory[i].amount >= data->stack.amount )
							temp_qty = data->stack.amount - sd->status.inventory[i].amount;
					}
					break;
				}
			}
		}
		qty = temp_qty;
	}

	for(i=0;i<MAX_PRODUCE_RESOURCE;i++){
		int j,id,x;
		if( (id=skill_produce_db[idx].mat_id[i]) <= 0 )
			continue;
		num++;
		x=( skill_id == RK_RUNEMASTERY ? 1 : qty)*skill_produce_db[idx].mat_amount[i];
		do{
			int y=0;
			j = pc_search_inventory(sd,id);

			if(j >= 0){
				y = sd->status.inventory[j].amount;
				if(y>x)y=x;
				pc_delitem(sd,j,y,0,0,LOG_TYPE_PRODUCE);
			} else
				ShowError("skill_produce_mix: material item error\n");

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

	if( (equip = (itemdb_isequip(nameid) && skill_id != GN_CHANGEMATERIAL && skill_id != GN_MAKEBOMB )) )
		wlv = itemdb_wlv(nameid);
	if(!equip) {
		switch(skill_id){
			case BS_IRON:
			case BS_STEEL:
			case BS_ENCHANTEDSTONE:
				// Ores & Metals Refining - skill bonuses are straight from kRO website [DracoRPG]
				i = pc_checkskill(sd,skill_id);
				make_per = sd->status.job_level*20 + status->dex*10 + status->luk*10; //Base chance
				switch(nameid){
					case 998: // Iron
						make_per += 4000+i*500; // Temper Iron bonus: +26/+32/+38/+44/+50
						break;
					case 999: // Steel
						make_per += 3000+i*500; // Temper Steel bonus: +35/+40/+45/+50/+55
						break;
					case 1000: //Star Crumb
						make_per = 100000; // Star Crumbs are 100% success crafting rate? (made 1000% so it succeeds even after penalties) [Skotlex]
						break;
					default: // Enchanted Stones
						make_per += 1000+i*500; // Enchantedstone Craft bonus: +15/+20/+25/+30/+35
					break;
				}
				break;
			case ASC_CDP:
				make_per = (2000 + 40*status->dex + 20*status->luk);
				break;
			case AL_HOLYWATER:
			/**
			 * Arch Bishop
			 **/
			case AB_ANCILLA:
				make_per = 100000; //100% success
				break;
			case AM_PHARMACY: // Potion Preparation - reviewed with the help of various Ragnainfo sources [DracoRPG]
			case AM_TWILIGHT1:
			case AM_TWILIGHT2:
			case AM_TWILIGHT3:
				make_per = pc_checkskill(sd,AM_LEARNINGPOTION)*50
					+ pc_checkskill(sd,AM_PHARMACY)*300 + sd->status.job_level*20
					+ (status->int_/2)*10 + status->dex*10+status->luk*10;
				if(merc_is_hom_active(sd->hd)) {//Player got a homun
					int skill;
					if((skill=merc_hom_checkskill(sd->hd,HVAN_INSTRUCT)) > 0) //His homun is a vanil with instruction change
						make_per += skill*100; //+1% bonus per level
				}
				switch(nameid){
					case 501: // Red Potion
					case 503: // Yellow Potion
					case 504: // White Potion
						make_per += (1+rnd()%100)*10 + 2000;
						break;
					case 970: // Alcohol
						make_per += (1+rnd()%100)*10 + 1000;
						break;
					case 7135: // Bottle Grenade
					case 7136: // Acid Bottle
					case 7137: // Plant Bottle
					case 7138: // Marine Sphere Bottle
						make_per += (1+rnd()%100)*10;
						break;
					case 546: // Condensed Yellow Potion
						make_per -= (1+rnd()%50)*10;
						break;
					case 547: // Condensed White Potion
					case 7139: // Glistening Coat
						make_per -= (1+rnd()%100)*10;
					    break;
					//Common items, recieve no bonus or penalty, listed just because they are commonly produced
					case 505: // Blue Potion
					case 545: // Condensed Red Potion
					case 605: // Anodyne
					case 606: // Aloevera
					default:
						break;
				}
				if(battle_config.pp_rate != 100)
					make_per = make_per * battle_config.pp_rate / 100;
				break;
			case SA_CREATECON: // Elemental Converter Creation
				make_per = 100000; // should be 100% success rate
				break;
			/**
			 * Rune Knight
			 **/
			case RK_RUNEMASTERY:
			    {
				int A = 100 * (51 + 2 * pc_checkskill(sd, skill_id));
				int B = 100 * status->dex / 30 + 10 * (status->luk + sd->status.job_level);
				int C = 100 * cap_value(sd->itemid,0,100); //itemid depend on makerune()
				int D = 0;
				switch (nameid) { //rune rank it_diff 9 craftable rune
				    case ITEMID_BERKANA:
					D = -2000;
					break; //Rank S
				    case ITEMID_NAUTHIZ:
				    case ITEMID_URUZ:
					D = -1500;
					break; //Rank A
				    case ITEMID_ISA:
				    case ITEMID_WYRD:
					D = -1000;
					break; //Rank B
				    case ITEMID_RAIDO:
				    case ITEMID_THURISAZ:
				    case ITEMID_HAGALAZ:
				    case ITEMID_OTHILA:
					D = -500;
					break; //Rank C
				    default: D = -1500;
					break; //not specified =-15%
				}
				make_per = A + B + C + D;
				break;
			    }
			/**
			 * Guilotine Cross
			 **/
			case GC_CREATENEWPOISON:
				make_per = 3000 + 500 * pc_checkskill(sd,GC_RESEARCHNEWPOISON);
				qty = 1+rnd()%pc_checkskill(sd,GC_RESEARCHNEWPOISON);
				break;
			case GN_CHANGEMATERIAL:
				for(i=0; i<MAX_SKILL_PRODUCE_DB; i++)
					if( skill_changematerial_db[i].itemid == nameid ){
						make_per = skill_changematerial_db[i].rate * 10;
						break;
					}
				break;
			case GN_S_PHARMACY:
				{
					int difficulty = 0;

					difficulty = (620 - 20 * skill_lv);// (620 - 20 * Skill Level)

					make_per = status->int_ + status->dex/2 + status->luk + sd->status.job_level + (30+rnd()%120) + // (Caster?s INT) + (Caster?s DEX / 2) + (Caster?s LUK) + (Caster?s Job Level) + Random number between (30 ~ 150) +
								(sd->status.base_level-100) + pc_checkskill(sd, AM_LEARNINGPOTION) + pc_checkskill(sd, CR_FULLPROTECTION)*(4+rnd()%6); // (Caster?s Base Level - 100) + (Potion Research x 5) + (Full Chemical Protection Skill Level) x (Random number between 4 ~ 10)

					switch(nameid){// difficulty factor
						case 12422:	case 12425:
						case 12428:
							difficulty += 10;
							break;
						case 6212:	case 12426:
							difficulty += 15;
							break;
						case 13264:	case 12423:
						case 12427:	case 12436:
							difficulty += 20;
							break;
						case 6210:	case 6211:
						case 12437:
							difficulty += 30;
							break;
						case 12424:	case 12475:
							difficulty += 40;
							break;
					}

					if( make_per >= 400 && make_per > difficulty)
						qty = 10;
					else if( make_per >= 300 && make_per > difficulty)
						qty = 7;
					else if( make_per >= 100 && make_per > difficulty)
						qty = 6;
					else if( make_per >= 1 && make_per > difficulty)
						qty = 5;
					else
						qty = 4;
					make_per = 10000;
				}
				break;
			case GN_MAKEBOMB:
			case GN_MIX_COOKING:
				{
					int difficulty = 30 + rnd()%120; // Random number between (30 ~ 150)

					make_per = sd->status.job_level / 4 + status->luk / 2 + status->dex / 3; // (Caster?s Job Level / 4) + (Caster?s LUK / 2) + (Caster?s DEX / 3)
					qty = ~(5 + rnd()%5) + 1;

					switch(nameid){// difficulty factor
						case 13260:
							difficulty += 5;
							break;
						case 13261:	case 13262:
							difficulty += 10;
							break;
						case 12429:	case 12430:	case 12431:
						case 12432:	case 12433:	case 12434:
						case 13263:
							difficulty += 15;
							break;
						case 13264:
							difficulty += 20;
							break;
					}

					if( make_per >= 30 && make_per > difficulty)
						qty = 10 + rnd()%2;
					else if( make_per >= 10 && make_per > difficulty)
						qty = 10;
					else if( make_per == 10 && make_per > difficulty)
						qty = 8;
					else if( (make_per >= 50 || make_per < 30) && make_per < difficulty)
						;// Food/Bomb creation fails.
					else if( make_per >= 30 && make_per < difficulty)
						qty = 5;

					if( qty < 0 || (skill_lv == 1 && make_per < difficulty)){
						qty = ~qty + 1;
						make_per = 0;
					}else
						make_per = 10000;
					qty = (skill_lv > 1 ? qty : 1);
				}
				break;
			default:
				if (sd->menuskill_id ==	AM_PHARMACY &&
					sd->menuskill_val > 10 && sd->menuskill_val <= 20)
				{	//Assume Cooking Dish
					if (sd->menuskill_val >= 15) //Legendary Cooking Set.
						make_per = 10000; //100% Success
					else
						make_per = 1200 * (sd->menuskill_val - 10)
							+ 20  * (sd->status.base_level + 1)
							+ 20  * (status->dex + 1)
							+ 100 * (rnd()%(30+5*(sd->cook_mastery/400) - (6+sd->cook_mastery/80)) + (6+sd->cook_mastery/80))
							- 400 * (skill_produce_db[idx].itemlv - 11 + 1)
							- 10  * (100 - status->luk + 1)
							- 500 * (num - 1)
							- 100 * (rnd()%4 + 1);
					break;
				}
				make_per = 5000;
				break;
		}
	} else { // Weapon Forging - skill bonuses are straight from kRO website, other things from a jRO calculator [DracoRPG]
		make_per = 5000 + sd->status.job_level*20 + status->dex*10 + status->luk*10; // Base
		make_per += pc_checkskill(sd,skill_id)*500; // Smithing skills bonus: +5/+10/+15
		make_per += pc_checkskill(sd,BS_WEAPONRESEARCH)*100 +((wlv >= 3)? pc_checkskill(sd,BS_ORIDEOCON)*100:0); // Weaponry Research bonus: +1/+2/+3/+4/+5/+6/+7/+8/+9/+10, Oridecon Research bonus (custom): +1/+2/+3/+4/+5
		make_per -= (ele?2000:0) + sc*1500 + (wlv>1?wlv*1000:0); // Element Stone: -20%, Star Crumb: -15% each, Weapon level malus: -0/-20/-30
		if(pc_search_inventory(sd,989) > 0) make_per+= 1000; // Emperium Anvil: +10
		else if(pc_search_inventory(sd,988) > 0) make_per+= 500; // Golden Anvil: +5
		else if(pc_search_inventory(sd,987) > 0) make_per+= 300; // Oridecon Anvil: +3
		else if(pc_search_inventory(sd,986) > 0) make_per+= 0; // Anvil: +0?
		if(battle_config.wp_rate != 100)
			make_per = make_per * battle_config.wp_rate / 100;
	}

	if (sd->class_&JOBL_BABY) //if it's a Baby Class
		make_per = (make_per * 50) / 100; //Baby penalty is 50% (bugreport:4847)

	if(make_per < 1) make_per = 1;


	if(rnd()%10000 < make_per || qty > 1){ //Success, or crafting multiple items.
		struct item tmp_item;
		memset(&tmp_item,0,sizeof(tmp_item));
		tmp_item.nameid=nameid;
		tmp_item.amount=1;
		tmp_item.identify=1;
		if(equip){
			tmp_item.card[0]=CARD0_FORGE;
			tmp_item.card[1]=((sc*5)<<8)+ele;
			tmp_item.card[2]=GetWord(sd->status.char_id,0); // CharId
			tmp_item.card[3]=GetWord(sd->status.char_id,1);
		} else {
			//Flag is only used on the end, so it can be used here. [Skotlex]
			switch (skill_id) {
				case BS_DAGGER:
				case BS_SWORD:
				case BS_TWOHANDSWORD:
				case BS_AXE:
				case BS_MACE:
				case BS_KNUCKLE:
				case BS_SPEAR:
					flag = battle_config.produce_item_name_input&0x1;
					break;
				case AM_PHARMACY:
				case AM_TWILIGHT1:
				case AM_TWILIGHT2:
				case AM_TWILIGHT3:
					flag = battle_config.produce_item_name_input&0x2;
					break;
				case AL_HOLYWATER:
				/**
				 * Arch Bishop
				 **/
				case AB_ANCILLA:
					flag = battle_config.produce_item_name_input&0x8;
					break;
				case ASC_CDP:
					flag = battle_config.produce_item_name_input&0x10;
					break;
				default:
					flag = battle_config.produce_item_name_input&0x80;
					break;
			}
			if (flag) {
				tmp_item.card[0]=CARD0_CREATE;
				tmp_item.card[1]=0;
				tmp_item.card[2]=GetWord(sd->status.char_id,0); // CharId
				tmp_item.card[3]=GetWord(sd->status.char_id,1);
			}
		}

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

		if(equip){
			clif_produceeffect(sd,0,nameid);
			clif_misceffect(&sd->bl,3);
			if(itemdb_wlv(nameid) >= 3 && ((ele? 1 : 0) + sc) >= 3) // Fame point system [DracoRPG]
				pc_addfame(sd,10); // Success to forge a lv3 weapon with 3 additional ingredients = +10 fame point
		} else {
			int fame = 0;
			tmp_item.amount = 0;

			for (i=0; i< qty; i++) {	//Apply quantity modifiers.
				if( (skill_id == GN_MIX_COOKING || skill_id == GN_MAKEBOMB || skill_id == GN_S_PHARMACY) && make_per > 1){
					tmp_item.amount = qty;
					break;
				}
				if (rnd()%10000 < make_per || qty == 1) { //Success
					tmp_item.amount++;
					if(nameid < 545 || nameid > 547)
						continue;
					if( skill_id != AM_PHARMACY &&
						skill_id != AM_TWILIGHT1 &&
						skill_id != AM_TWILIGHT2 &&
						skill_id != AM_TWILIGHT3 )
						continue;
					//Add fame as needed.
					switch(++sd->potion_success_counter) {
						case 3:
							fame+=1; // Success to prepare 3 Condensed Potions in a row
							break;
						case 5:
							fame+=3; // Success to prepare 5 Condensed Potions in a row
							break;
						case 7:
							fame+=10; // Success to prepare 7 Condensed Potions in a row
							break;
						case 10:
							fame+=50; // Success to prepare 10 Condensed Potions in a row
							sd->potion_success_counter = 0;
							break;
					}
				} else //Failure
					sd->potion_success_counter = 0;
			}

			if (fame)
				pc_addfame(sd,fame);
			//Visual effects and the like.
			switch (skill_id) {
				case AM_PHARMACY:
				case AM_TWILIGHT1:
				case AM_TWILIGHT2:
				case AM_TWILIGHT3:
				case ASC_CDP:
					clif_produceeffect(sd,2,nameid);
					clif_misceffect(&sd->bl,5);
					break;
				case BS_IRON:
				case BS_STEEL:
				case BS_ENCHANTEDSTONE:
					clif_produceeffect(sd,0,nameid);
					clif_misceffect(&sd->bl,3);
					break;
				case RK_RUNEMASTERY:
				case GC_CREATENEWPOISON:
					clif_produceeffect(sd,2,nameid);
					clif_misceffect(&sd->bl,5);
					break;
				default: //Those that don't require a skill?
					if( skill_produce_db[idx].itemlv > 10 && skill_produce_db[idx].itemlv <= 20)
					{ //Cooking items.
						clif_specialeffect(&sd->bl, 608, AREA);
						if( sd->cook_mastery < 1999 )
							pc_setglobalreg(sd, "COOK_MASTERY",sd->cook_mastery + ( 1 << ( (skill_produce_db[idx].itemlv - 11) / 2 ) ) * 5);
					}
					break;
			}
		}
		if ( skill_id == GN_CHANGEMATERIAL && tmp_item.amount) { //Success
			int j, k = 0;
			for(i=0; i<MAX_SKILL_PRODUCE_DB; i++)
				if( skill_changematerial_db[i].itemid == nameid ){
					for(j=0; j<5; j++){
						if( rnd()%1000 < skill_changematerial_db[i].qty_rate[j] ){
							tmp_item.amount = qty * skill_changematerial_db[i].qty[j];
							if((flag = pc_additem(sd,&tmp_item,tmp_item.amount,LOG_TYPE_PRODUCE))) {
								clif_additem(sd,0,0,flag);
								map_addflooritem(&tmp_item,tmp_item.amount,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,0);
							}
							k++;
						}
					}
					break;
				}
			if( k ){
				clif_msg_skill(sd,skill_id,0x627);
				return 1;
			}
		} else if (tmp_item.amount) { //Success
			if((flag = pc_additem(sd,&tmp_item,tmp_item.amount,LOG_TYPE_PRODUCE))) {
				clif_additem(sd,0,0,flag);
				map_addflooritem(&tmp_item,tmp_item.amount,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,0);
			}
			if( skill_id == GN_MIX_COOKING || skill_id == GN_MAKEBOMB || skill_id ==  GN_S_PHARMACY )
				clif_msg_skill(sd,skill_id,0x627);
			return 1;
		}
	}
	//Failure
//	if(log_config.produce)
//		log_produce(sd,nameid,slot1,slot2,slot3,0);
//TODO update PICKLOG

	if(equip){
		clif_produceeffect(sd,1,nameid);
		clif_misceffect(&sd->bl,2);
	} else {
		switch (skill_id) {
			case ASC_CDP: //25% Damage yourself, and display same effect as failed potion.
				status_percent_damage(NULL, &sd->bl, -25, 0, true);
			case AM_PHARMACY:
			case AM_TWILIGHT1:
			case AM_TWILIGHT2:
			case AM_TWILIGHT3:
				clif_produceeffect(sd,3,nameid);
				clif_misceffect(&sd->bl,6);
				sd->potion_success_counter = 0; // Fame point system [DracoRPG]
				break;
			case BS_IRON:
			case BS_STEEL:
			case BS_ENCHANTEDSTONE:
				clif_produceeffect(sd,1,nameid);
				clif_misceffect(&sd->bl,2);
				break;
			case RK_RUNEMASTERY:
			case GC_CREATENEWPOISON:
				clif_produceeffect(sd,3,nameid);
				clif_misceffect(&sd->bl,6);
				break;
			case GN_MIX_COOKING: {
					struct item tmp_item;
					const int compensation[5] = {13265, 13266, 13267, 12435, 13268};
					int rate = rnd()%500;
					memset(&tmp_item,0,sizeof(tmp_item));
					if( rate < 50) i = 4;
					else if( rate < 100) i = 2+rnd()%1;
					else if( rate < 250 ) i = 1;
					else if( rate < 500 ) i = 0;
					tmp_item.nameid = compensation[i];
					tmp_item.amount = qty;
					tmp_item.identify = 1;
					if( pc_additem(sd,&tmp_item,tmp_item.amount,LOG_TYPE_PRODUCE) ) {
						clif_additem(sd,0,0,flag);
						map_addflooritem(&tmp_item,tmp_item.amount,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,0);
					}
					clif_msg_skill(sd,skill_id,0x628);
				}
				break;
			case GN_MAKEBOMB:
			case GN_S_PHARMACY:
			case GN_CHANGEMATERIAL:
				clif_msg_skill(sd,skill_id,0x628);
				break;
			default:
				if( skill_produce_db[idx].itemlv > 10 && skill_produce_db[idx].itemlv <= 20 )
				{ //Cooking items.
					clif_specialeffect(&sd->bl, 609, AREA);
					if( sd->cook_mastery > 0 )
						pc_setglobalreg(sd, "COOK_MASTERY", sd->cook_mastery - ( 1 << ((skill_produce_db[idx].itemlv - 11) / 2) ) - ( ( ( 1 << ((skill_produce_db[idx].itemlv - 11) / 2) ) >> 1 ) * 3 ));
				}
		}
	}
	return 0;
}

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

	nullpo_ret(sd);

	if(nameid <= 0)
		return 1;

	for(i=0;i<MAX_SKILL_ARROW_DB;i++)
		if(nameid == skill_arrow_db[i].nameid) {
			index = i;
			break;
		}

	if(index < 0 || (j = pc_search_inventory(sd,nameid)) < 0)
		return 1;

	pc_delitem(sd,j,1,0,0,LOG_TYPE_PRODUCE);
	for(i=0;i<MAX_ARROW_RESOURCE;i++) {
		memset(&tmp_item,0,sizeof(tmp_item));
		tmp_item.identify = 1;
		tmp_item.nameid = skill_arrow_db[index].cre_id[i];
		tmp_item.amount = skill_arrow_db[index].cre_amount[i];
		if(battle_config.produce_item_name_input&0x4) {
			tmp_item.card[0]=CARD0_CREATE;
			tmp_item.card[1]=0;
			tmp_item.card[2]=GetWord(sd->status.char_id,0); // CharId
			tmp_item.card[3]=GetWord(sd->status.char_id,1);
		}
		if(tmp_item.nameid <= 0 || tmp_item.amount <= 0)
			continue;
		if((flag = pc_additem(sd,&tmp_item,tmp_item.amount,LOG_TYPE_PRODUCE))) {
			clif_additem(sd,0,0,flag);
			map_addflooritem(&tmp_item,tmp_item.amount,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,0);
		}
	}

	return 0;
}
int skill_poisoningweapon( struct map_session_data *sd, int nameid) {
	sc_type type;
	int chance, i;
	nullpo_ret(sd);
	if( nameid <= 0 || (i = pc_search_inventory(sd,nameid)) < 0 || pc_delitem(sd,i,1,0,0,LOG_TYPE_CONSUME) ) {
		clif_skill_fail(sd,GC_POISONINGWEAPON,USESKILL_FAIL_LEVEL,0);
		return 0;
	}
	switch( nameid )
	{ // t_lv used to take duration from skill_get_time2
		case PO_PARALYSE:      type = SC_PARALYSE;      break;
		case PO_PYREXIA:       type = SC_PYREXIA;		break;
		case PO_DEATHHURT:     type = SC_DEATHHURT;     break;
		case PO_LEECHESEND:    type = SC_LEECHESEND;    break;
		case PO_VENOMBLEED:    type = SC_VENOMBLEED;    break;
		case PO_TOXIN:         type = SC_TOXIN;         break;
		case PO_MAGICMUSHROOM: type = SC_MAGICMUSHROOM; break;
		case PO_OBLIVIONCURSE: type = SC_OBLIVIONCURSE; break;
		default:
			clif_skill_fail(sd,GC_POISONINGWEAPON,USESKILL_FAIL_LEVEL,0);
			return 0;
	}

	chance = 2 + 2 * sd->menuskill_val; // 2 + 2 * skill_lv
	sc_start4(&sd->bl, SC_POISONINGWEAPON, 100, pc_checkskill(sd, GC_RESEARCHNEWPOISON), //in Aegis it store the level of GC_RESEARCHNEWPOISON in val1
		type, chance, 0, skill_get_time(GC_POISONINGWEAPON, sd->menuskill_val));

	return 0;
}

static void skill_toggle_magicpower(struct block_list *bl, uint16 skill_id)
{
	struct status_change *sc = status_get_sc(bl);

	// non-offensive and non-magic skills do not affect the status
	if (skill_get_nk(skill_id)&NK_NO_DAMAGE || !(skill_get_type(skill_id)&BF_MAGIC))
		return;

	if (sc && sc->count && sc->data[SC_MAGICPOWER])
	{
		if (sc->data[SC_MAGICPOWER]->val4)
		{
			status_change_end(bl, SC_MAGICPOWER, INVALID_TIMER);
		}
		else
		{
			sc->data[SC_MAGICPOWER]->val4 = 1;
			status_calc_bl(bl, status_sc2scb_flag(SC_MAGICPOWER));
#ifndef RENEWAL
			if(bl->type == BL_PC){// update current display.
				clif_updatestatus(((TBL_PC *)bl),SP_MATK1);
			    clif_updatestatus(((TBL_PC *)bl),SP_MATK2);
			}
#endif
		}
	}
}


int skill_magicdecoy(struct map_session_data *sd, int nameid) {
	int x, y, i, class_, skill;
	struct mob_data *md;
	nullpo_ret(sd);
	skill = sd->menuskill_val;

	if( nameid <= 0 || !itemdb_is_element(nameid) || (i = pc_search_inventory(sd,nameid)) < 0 || !skill || pc_delitem(sd,i,1,0,0,LOG_TYPE_CONSUME) )
	{
		clif_skill_fail(sd,NC_MAGICDECOY,USESKILL_FAIL_LEVEL,0);
		return 0;
	}

	// Spawn Position
	pc_delitem(sd,i,1,0,0,LOG_TYPE_CONSUME);
	x = sd->sc.comet_x;
	y = sd->sc.comet_y;
	sd->sc.comet_x = sd->sc.comet_y = 0;
	sd->menuskill_val = 0;

	class_ = (nameid == 990 || nameid == 991) ? 2043 + nameid - 990 : (nameid == 992) ? 2046 : 2045;


	md =  mob_once_spawn_sub(&sd->bl, sd->bl.m, x, y, sd->status.name, class_, "", SZ_SMALL, AI_NONE);
	if( md ) {
		md->master_id = sd->bl.id;
		md->special_state.ai = AI_FLORA;
		if( md->deletetimer != INVALID_TIMER )
			delete_timer(md->deletetimer, mob_timer_delete);
		md->deletetimer = add_timer (gettick() + skill_get_time(NC_MAGICDECOY,skill), mob_timer_delete, md->bl.id, 0);
		mob_spawn(md);
		md->status.matk_min = md->status.matk_max = 250 + (50 * skill);
	}

	return 0;
}

// Warlock Spellbooks. [LimitLine/3CeAM]
int skill_spellbook (struct map_session_data *sd, int nameid) {
	int i, max_preserve, skill_id, point;
	struct status_change *sc;

	nullpo_ret(sd);

	sc = status_get_sc(&sd->bl);
	status_change_end(&sd->bl, SC_STOP, INVALID_TIMER);

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

	ARR_FIND(0,MAX_SKILL_SPELLBOOK_DB,i,skill_spellbook_db[i].nameid == nameid); // Search for information of this item
	if( i == MAX_SKILL_SPELLBOOK_DB ) return 0;

	if( !pc_checkskill(sd, (skill_id = skill_spellbook_db[i].skill_id)) )
	{ // User don't know the skill
		sc_start(&sd->bl, SC_SLEEP, 100, 1, skill_get_time(WL_READING_SB, pc_checkskill(sd,WL_READING_SB)));
		clif_skill_fail(sd, WL_READING_SB, USESKILL_FAIL_SPELLBOOK_DIFFICULT_SLEEP, 0);
		return 0;
	}

	max_preserve = 4 * pc_checkskill(sd, WL_FREEZE_SP) + status_get_int(&sd->bl) / 10 + sd->status.base_level / 10;
	point = skill_spellbook_db[i].point;

	if( sc && sc->data[SC_READING_SB] ){
		if( (sc->data[SC_READING_SB]->val2 + point) > max_preserve )
		{
			clif_skill_fail(sd, WL_READING_SB, USESKILL_FAIL_SPELLBOOK_PRESERVATION_POINT, 0);
			return 0;
		}
		for(i = SC_MAXSPELLBOOK; i >= SC_SPELLBOOK1; i--){ // This is how official saves spellbook. [malufett]
			if( !sc->data[i] ){
				sc->data[SC_READING_SB]->val2 += point; // increase points
				sc_start4(&sd->bl, (sc_type)i, 100, skill_id, pc_checkskill(sd,skill_id), point, 0, INVALID_TIMER);
				break;
			}
		}
	}else{
		sc_start2(&sd->bl, SC_READING_SB, 100, 0, point, INVALID_TIMER);
		sc_start4(&sd->bl, SC_MAXSPELLBOOK, 100, skill_id, pc_checkskill(sd,skill_id), point, 0, INVALID_TIMER);
	}

	return 1;
}
int skill_select_menu(struct map_session_data *sd,uint16 skill_id) {
	int id, lv, prob, aslvl = 0;
	nullpo_ret(sd);

	if (sd->sc.data[SC_STOP]) {
		aslvl = sd->sc.data[SC_STOP]->val1;
		status_change_end(&sd->bl,SC_STOP,INVALID_TIMER);
	}

	if( skill_id >= GS_GLITTERING || skill_get_type(skill_id) != BF_MAGIC ||
		(id = sd->status.skill[skill_id].id) == 0 || sd->status.skill[skill_id].flag != SKILL_FLAG_PLAGIARIZED ) {
		clif_skill_fail(sd,SC_AUTOSHADOWSPELL,0,0);
		return 0;
	}

	lv = (aslvl + 1) / 2; // The level the skill will be autocasted
	lv = min(lv,sd->status.skill[skill_id].lv);
	prob = (aslvl == 10) ? 15 : (32 - 2 * aslvl); // Probability at level 10 was increased to 15.
	sc_start4(&sd->bl,SC__AUTOSHADOWSPELL,100,id,lv,prob,0,skill_get_time(SC_AUTOSHADOWSPELL,aslvl));
	return 0;
}
int skill_elementalanalysis(struct map_session_data* sd, int n, uint16 skill_lv, unsigned short* item_list) {
	int i;

	nullpo_ret(sd);
	nullpo_ret(item_list);

	if( n <= 0 )
		return 1;

	for( i = 0; i < n; i++ ) {
		int nameid, add_amount, del_amount, idx, product, flag;
		struct item tmp_item;

		idx = item_list[i*2+0]-2;
		del_amount = item_list[i*2+1];

		if( skill_lv == 2 )
			del_amount -= (del_amount % 10);
		add_amount = (skill_lv == 1) ? del_amount * (5 + rnd()%5) : del_amount / 10 ;

		if( (nameid = sd->status.inventory[idx].nameid) <= 0 || del_amount > sd->status.inventory[idx].amount ) {
			clif_skill_fail(sd,SO_EL_ANALYSIS,USESKILL_FAIL_LEVEL,0);
			return 1;
		}

		switch( nameid ) {
				// Level 1
			case 994: product = 990; break;	// Flame Heart -> Red Blood.
			case 995: product = 991; break;	// Mystic Frozen -> Crystal Blue.
			case 996: product = 992; break; // Rough Wind -> Wind of Verdure.
			case 997: product = 993; break; // Great Nature -> Green Live.
				// Level 2
			case 990: product = 994; break;	// Red Blood -> Flame Heart.
			case 991: product = 995; break;	// Crystal Blue -> Mystic Frozen.
			case 992: product = 996; break; // Wind of Verdure -> Rough Wind.
			case 993: product = 997; break; // Green Live -> Great Nature.
			default:
				clif_skill_fail(sd,SO_EL_ANALYSIS,USESKILL_FAIL_LEVEL,0);
				return 1;
		}

		if( pc_delitem(sd,idx,del_amount,0,1,LOG_TYPE_CONSUME) ) {
			clif_skill_fail(sd,SO_EL_ANALYSIS,USESKILL_FAIL_LEVEL,0);
			return 1;
		}

		if( skill_lv == 2 && rnd()%100 < 25 ) {	// At level 2 have a fail chance. You loose your items if it fails.
			clif_skill_fail(sd,SO_EL_ANALYSIS,USESKILL_FAIL_LEVEL,0);
			return 1;
		}


		memset(&tmp_item,0,sizeof(tmp_item));
		tmp_item.nameid = product;
		tmp_item.amount = add_amount;
		tmp_item.identify = 1;

		if( tmp_item.amount ) {
			if( (flag = pc_additem(sd,&tmp_item,tmp_item.amount,LOG_TYPE_CONSUME)) ) {
				clif_additem(sd,0,0,flag);
				map_addflooritem(&tmp_item,tmp_item.amount,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,0);
			}
		}

	}

	return 0;
}

int skill_changematerial(struct map_session_data *sd, int n, unsigned short *item_list) {
	int i, j, k, c, p = 0, nameid, amount;

	nullpo_ret(sd);
	nullpo_ret(item_list);

	// Search for objects that can be created.
	for( i = 0; i < MAX_SKILL_PRODUCE_DB; i++ ) {
		if( skill_produce_db[i].itemlv == 26 ) {
			p = 0;
			do {
				c = 0;
				// Verification of overlap between the objects required and the list submitted.
				for( j = 0; j < MAX_PRODUCE_RESOURCE; j++ ) {
					if( skill_produce_db[i].mat_id[j] > 0 ) {
						for( k = 0; k < n; k++ ) {
							int idx = item_list[k*2+0]-2;
							nameid = sd->status.inventory[idx].nameid;
							amount = item_list[k*2+1];
							if( nameid > 0 && sd->status.inventory[idx].identify == 0 ){
								clif_msg_skill(sd,GN_CHANGEMATERIAL,0x62D);
								return 0;
							}
							if( nameid == skill_produce_db[i].mat_id[j] && (amount-p*skill_produce_db[i].mat_amount[j]) >= skill_produce_db[i].mat_amount[j]
								&& (amount-p*skill_produce_db[i].mat_amount[j])%skill_produce_db[i].mat_amount[j] == 0 ) // must be in exact amount
								c++; // match
						}
					}
					else
						break;	// No more items required
				}
				p++;
			} while(n == j && c == n);
			p--;
			if ( p > 0 ) {
				skill_produce_mix(sd,GN_CHANGEMATERIAL,skill_produce_db[i].nameid,0,0,0,p);
				return 1;
			}
		}
	}

	if( p == 0)
		clif_msg_skill(sd,GN_CHANGEMATERIAL,0x623);

	return 0;
}
/**
 * for Royal Guard's LG_TRAMPLE
 **/
static int skill_destroy_trap( struct block_list *bl, va_list ap ) {
	struct skill_unit *su = (struct skill_unit *)bl;
	struct skill_unit_group *sg;
	unsigned int tick;

	nullpo_ret(su);
	tick = va_arg(ap, unsigned int);

	if (su->alive && (sg = su->group) && skill_get_inf2(sg->skill_id)&INF2_TRAP) {
		switch( sg->unit_id ) {
			case UNT_LANDMINE:
			case UNT_CLAYMORETRAP:
			case UNT_BLASTMINE:
			case UNT_SHOCKWAVE:
			case UNT_SANDMAN:
			case UNT_FLASHER:
			case UNT_FREEZINGTRAP:
			case UNT_CLUSTERBOMB:
			case UNT_FIRINGTRAP:
			case UNT_ICEBOUNDTRAP:
				map_foreachinrange(skill_trap_splash,&su->bl, skill_get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag, &su->bl,tick);
				break;
		}
		// Traps aren't recovered.
		skill_delunit(su);
	}
	return 0;
}
/*==========================================
 *
 *------------------------------------------*/
int skill_blockpc_end(int tid, unsigned int tick, int id, intptr_t data)
{
	struct map_session_data *sd = map_id2sd(id);
	struct skill_cd * cd = NULL;

	if (data <= 0 || data >= MAX_SKILL)
		return 0;
	if (!sd) return 0;
	if (sd->blockskill[data] != (0x1|(tid&0xFE))) return 0;

	if( ( cd = idb_get(skillcd_db,sd->status.char_id) ) ) {
		int i,cursor;
		ARR_FIND( 0, cd->cursor+1, cursor, cd->skidx[cursor] == data );
		cd->duration[cursor] = 0;
		cd->skidx[cursor] = 0;
		cd->nameid[cursor] = 0;
		// compact the cool down list
		for( i = 0, cursor = 0; i < cd->cursor; i++ ) {
			if( cd->duration[i] == 0 )
				continue;
			if( cursor != i ) {
				cd->duration[cursor] = cd->duration[i];
				cd->skidx[cursor] = cd->skidx[i];
				cd->nameid[cursor] = cd->nameid[i];
			}
			cursor++;
		}
		if( cursor == 0 )
			idb_remove(skillcd_db,sd->status.char_id);
		else
			cd->cursor = cursor;
	}

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

/**
 * flags a singular skill as being blocked from persistent usage.
 * @param   sd        the player the skill delay affects
 * @param   skill_id   the skill which should be delayed
 * @param   tick      the length of time the delay should last
 * @param   load      whether this assignment is being loaded upon player login
 * @return  0 if successful, -1 otherwise
 */
int skill_blockpc_start_(struct map_session_data *sd, uint16 skill_id, int tick, bool load)
{
	int oskill_id = skill_id;
	struct skill_cd* cd = NULL;
	uint16 idx = skill_get_index(skill_id);

	nullpo_retr (-1, sd);

	if (idx == 0)
		return -1;

	if (tick < 1) {
		sd->blockskill[idx] = 0;
		return -1;
	}

	if( battle_config.display_status_timers )
		clif_skill_cooldown(sd, idx, tick);

	if( !load )
	{// not being loaded initially so ensure the skill delay is recorded
		if( !(cd = idb_get(skillcd_db,sd->status.char_id)) )
		{// create a new skill cooldown object for map storage
			CREATE( cd, struct skill_cd, 1 );
			idb_put( skillcd_db, sd->status.char_id, cd );
		}

		// record the skill duration in the database map
		cd->duration[cd->cursor] = tick;
		cd->skidx[cd->cursor] = idx;
		cd->nameid[cd->cursor] = oskill_id;
		cd->cursor++;
	}

	sd->blockskill[idx] = 0x1|(0xFE&add_timer(gettick()+tick,skill_blockpc_end,sd->bl.id,idx));
	return 0;
}

int skill_blockhomun_end(int tid, unsigned int tick, int id, intptr_t data)	//[orn]
{
	struct homun_data *hd = (TBL_HOM*) map_id2bl(id);
	if (data <= 0 || data >= MAX_SKILL)
		return 0;
	if (hd) hd->blockskill[data] = 0;

	return 1;
}

int skill_blockhomun_start(struct homun_data *hd, uint16 skill_id, int tick)	//[orn]
{
	uint16 idx = skill_get_index(skill_id);
	nullpo_retr (-1, hd);


	if (idx == 0)
		return -1;

	if (tick < 1) {
		hd->blockskill[idx] = 0;
		return -1;
	}
	hd->blockskill[idx] = 1;
	return add_timer(gettick() + tick, skill_blockhomun_end, hd->bl.id, idx);
}

int skill_blockmerc_end(int tid, unsigned int tick, int id, intptr_t data)	//[orn]
{
	struct mercenary_data *md = (TBL_MER*)map_id2bl(id);
	if( data <= 0 || data >= MAX_SKILL )
		return 0;
	if( md ) md->blockskill[data] = 0;

	return 1;
}

int skill_blockmerc_start(struct mercenary_data *md, uint16 skill_id, int tick)
{
	uint16 idx = skill_get_index(skill_id);
	nullpo_retr (-1, md);

	if (idx == 0)
		return -1;
	if( tick < 1 )
	{
		md->blockskill[idx] = 0;
		return -1;
	}
	md->blockskill[idx] = 1;
	return add_timer(gettick() + tick, skill_blockmerc_end, md->bl.id, idx);
}
/**
 * Adds a new skill unit entry for this player to recast after map load
 **/
void skill_usave_add(struct map_session_data * sd, uint16 skill_id, uint16 skill_lv) {
	struct skill_usave * sus = NULL;

	if( idb_exists(skillusave_db,sd->status.char_id) ) {
		idb_remove(skillusave_db,sd->status.char_id);
	}

	CREATE( sus, struct skill_usave, 1 );
	idb_put( skillusave_db, sd->status.char_id, sus );

	sus->skill_id = skill_id;
	sus->skill_lv = skill_lv;

	return;
}
void skill_usave_trigger(struct map_session_data *sd) {
	struct skill_usave * sus = NULL;

	if( ! (sus = idb_get(skillusave_db,sd->status.char_id)) ) {
		return;
	}

	skill_unitsetting(&sd->bl,sus->skill_id,sus->skill_lv,sd->bl.x,sd->bl.y,0);

	idb_remove(skillusave_db,sd->status.char_id);

	return;
}
/*
 *
 */
int skill_split_str (char *str, char **val, int num)
{
	int i;

	for( i = 0; i < num && str; i++ )
	{
		val[i] = str;
		str = strchr(str,',');
		if( str )
			*str++=0;
	}

	return i;
}
/*
 *
 */
int skill_split_atoi (char *str, int *val)
{
	int i, j, diff, step = 1;

	for (i=0; i<MAX_SKILL_LEVEL; i++) {
		if (!str) break;
		val[i] = atoi(str);
		str = strchr(str,':');
		if (str)
			*str++=0;
	}
	if(i==0) //No data found.
		return 0;
	if(i==1)
	{	//Single value, have the whole range have the same value.
		for (; i < MAX_SKILL_LEVEL; i++)
			val[i] = val[i-1];
		return i;
	}
	//Check for linear change with increasing steps until we reach half of the data acquired.
	for (step = 1; step <= i/2; step++)
	{
		diff = val[i-1] - val[i-step-1];
		for(j = i-1; j >= step; j--)
			if ((val[j]-val[j-step]) != diff)
				break;

		if (j>=step) //No match, try next step.
			continue;

		for(; i < MAX_SKILL_LEVEL; i++)
		{	//Apply linear increase
			val[i] = val[i-step]+diff;
			if (val[i] < 1 && val[i-1] >=0) //Check if we have switched from + to -, cap the decrease to 0 in said cases.
			{ val[i] = 1; diff = 0; step = 1; }
		}
		return i;
	}
	//Okay.. we can't figure this one out, just fill out the stuff with the previous value.
	for (;i<MAX_SKILL_LEVEL; i++)
		val[i] = val[i-1];
	return i;
}

/*
 *
 */
void skill_init_unit_layout (void)
{
	int i,j,size,pos = 0;

	memset(skill_unit_layout,0,sizeof(skill_unit_layout));

	// standard square layouts go first
	for (i=0; i<=MAX_SQUARE_LAYOUT; i++) {
		size = i*2+1;
		skill_unit_layout[i].count = size*size;
		for (j=0; j<size*size; j++) {
			skill_unit_layout[i].dx[j] = (j%size-i);
			skill_unit_layout[i].dy[j] = (j/size-i);
		}
	}

	// afterwards add special ones
	pos = i;
	for (i=0;i<MAX_SKILL_DB;i++) {
		if (!skill_db[i].unit_id[0] || skill_db[i].unit_layout_type[0] != -1)
			continue;
		if( i >= HM_SKILLRANGEMIN && i <= EL_SKILLRANGEMAX ) {
			int skill = i;

			if( i >= EL_SKILLRANGEMIN && i <= EL_SKILLRANGEMAX ) {
				skill -= EL_SKILLRANGEMIN;
				skill += EL_SKILLBASE;
			}
			if( skill == EL_FIRE_MANTLE ) {
				static const int dx[] = {-1, 0, 1, 1, 1, 0,-1,-1};
				static const int dy[] = { 1, 1, 1, 0,-1,-1,-1, 0};
				skill_unit_layout[pos].count = 8;
				memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
				memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
			}
		} else {
			switch (i) {
				case MG_FIREWALL:
				case WZ_ICEWALL:
				case WL_EARTHSTRAIN://Warlock
					// these will be handled later
					break;
				case PR_SANCTUARY:
				case NPC_EVILLAND: {
						static const int dx[] = {
							-1, 0, 1,-2,-1, 0, 1, 2,-2,-1,
							 0, 1, 2,-2,-1, 0, 1, 2,-1, 0, 1};
						static const int dy[]={
							-2,-2,-2,-1,-1,-1,-1,-1, 0, 0,
							 0, 0, 0, 1, 1, 1, 1, 1, 2, 2, 2};
						skill_unit_layout[pos].count = 21;
						memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
						memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
					}
					break;
				case PR_MAGNUS: {
						static const int dx[] = {
							-1, 0, 1,-1, 0, 1,-3,-2,-1, 0,
							 1, 2, 3,-3,-2,-1, 0, 1, 2, 3,
							-3,-2,-1, 0, 1, 2, 3,-1, 0, 1,-1, 0, 1};
						static const int dy[] = {
							-3,-3,-3,-2,-2,-2,-1,-1,-1,-1,
							-1,-1,-1, 0, 0, 0, 0, 0, 0, 0,
							 1, 1, 1, 1, 1, 1, 1, 2, 2, 2, 3, 3, 3};
						skill_unit_layout[pos].count = 33;
						memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
						memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
					}
					break;
				case MH_POISON_MIST:
				case AS_VENOMDUST: {
						static const int dx[] = {-1, 0, 0, 0, 1};
						static const int dy[] = { 0,-1, 0, 1, 0};
						skill_unit_layout[pos].count = 5;
						memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
						memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
					}
					break;
				case CR_GRANDCROSS:
				case NPC_GRANDDARKNESS: {
						static const int dx[] = {
							 0, 0,-1, 0, 1,-2,-1, 0, 1, 2,
							-4,-3,-2,-1, 0, 1, 2, 3, 4,-2,
							-1, 0, 1, 2,-1, 0, 1, 0, 0};
						static const int dy[] = {
							-4,-3,-2,-2,-2,-1,-1,-1,-1,-1,
							 0, 0, 0, 0, 0, 0, 0, 0, 0, 1,
							 1, 1, 1, 1, 2, 2, 2, 3, 4};
						skill_unit_layout[pos].count = 29;
						memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
						memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
					}
					break;
				case PF_FOGWALL: {
						static const int dx[] = {
							-2,-1, 0, 1, 2,-2,-1, 0, 1, 2,-2,-1, 0, 1, 2};
						static const int dy[] = {
							-1,-1,-1,-1,-1, 0, 0, 0, 0, 0, 1, 1, 1, 1, 1};
						skill_unit_layout[pos].count = 15;
						memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
						memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
					}
					break;
				case PA_GOSPEL: {
						static const int dx[] = {
							-1, 0, 1,-1, 0, 1,-3,-2,-1, 0,
							 1, 2, 3,-3,-2,-1, 0, 1, 2, 3,
							-3,-2,-1, 0, 1, 2, 3,-1, 0, 1,
							-1, 0, 1};
						static const int dy[] = {
							-3,-3,-3,-2,-2,-2,-1,-1,-1,-1,
							-1,-1,-1, 0, 0, 0, 0, 0, 0, 0,
							 1, 1, 1, 1, 1, 1, 1, 2, 2, 2,
							 3, 3, 3};
						skill_unit_layout[pos].count = 33;
						memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
						memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
					}
					break;
				case NJ_KAENSIN: {
						static const int dx[] = {-2,-1, 0, 1, 2,-2,-1, 0, 1, 2,-2,-1, 1, 2,-2,-1, 0, 1, 2,-2,-1, 0, 1, 2};
						static const int dy[] = { 2, 2, 2, 2, 2, 1, 1, 1, 1, 1, 0, 0, 0, 0,-1,-1,-1,-1,-1,-2,-2,-2,-2,-2};
						skill_unit_layout[pos].count = 24;
						memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
						memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
					}
					break;
				case NJ_TATAMIGAESHI: {
						//Level 1 (count 4, cross of 3x3)
						static const int dx1[] = {-1, 1, 0, 0};
						static const int dy1[] = { 0, 0,-1, 1};
						//Level 2-3 (count 8, cross of 5x5)
						static const int dx2[] = {-2,-1, 1, 2, 0, 0, 0, 0};
						static const int dy2[] = { 0, 0, 0, 0,-2,-1, 1, 2};
						//Level 4-5 (count 12, cross of 7x7
						static const int dx3[] = {-3,-2,-1, 1, 2, 3, 0, 0, 0, 0, 0, 0};
						static const int dy3[] = { 0, 0, 0, 0, 0, 0,-3,-2,-1, 1, 2, 3};
						//lv1
						j = 0;
						skill_unit_layout[pos].count = 4;
						memcpy(skill_unit_layout[pos].dx,dx1,sizeof(dx1));
						memcpy(skill_unit_layout[pos].dy,dy1,sizeof(dy1));
						skill_db[i].unit_layout_type[j] = pos;
						//lv2/3
						j++;
						pos++;
						skill_unit_layout[pos].count = 8;
						memcpy(skill_unit_layout[pos].dx,dx2,sizeof(dx2));
						memcpy(skill_unit_layout[pos].dy,dy2,sizeof(dy2));
						skill_db[i].unit_layout_type[j] = pos;
						skill_db[i].unit_layout_type[++j] = pos;
						//lv4/5
						j++;
						pos++;
						skill_unit_layout[pos].count = 12;
						memcpy(skill_unit_layout[pos].dx,dx3,sizeof(dx3));
						memcpy(skill_unit_layout[pos].dy,dy3,sizeof(dy3));
						skill_db[i].unit_layout_type[j] = pos;
						skill_db[i].unit_layout_type[++j] = pos;
						//Fill in the rest using lv 5.
						for (;j<MAX_SKILL_LEVEL;j++)
							skill_db[i].unit_layout_type[j] = pos;
						//Skip, this way the check below will fail and continue to the next skill.
						pos++;
					}
					break;
				case GN_WALLOFTHORN: {
						static const int dx[] = {-1,-2,-2,-2,-2,-2,-1, 0, 1, 2, 2, 2, 2, 2, 1, 0};
						static const int dy[] = { 2, 2, 1, 0,-1,-2,-2,-2,-2,-2,-1, 0, 1, 2, 2, 2};
						skill_unit_layout[pos].count = 16;
						memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
						memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
					}
					break;
				default:
					ShowError("unknown unit layout at skill %d\n",i);
					break;
			}
		}
		if (!skill_unit_layout[pos].count)
			continue;
		for (j=0;j<MAX_SKILL_LEVEL;j++)
			skill_db[i].unit_layout_type[j] = pos;
		pos++;
	}

	// firewall and icewall have 8 layouts (direction-dependent)
	firewall_unit_pos = pos;
	for (i=0;i<8;i++) {
		if (i&1) {
			skill_unit_layout[pos].count = 5;
			if (i&0x2) {
				int dx[] = {-1,-1, 0, 0, 1};
				int dy[] = { 1, 0, 0,-1,-1};
				memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
				memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
			} else {
				int dx[] = { 1, 1 ,0, 0,-1};
				int dy[] = { 1, 0, 0,-1,-1};
				memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
				memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
			}
		} else {
			skill_unit_layout[pos].count = 3;
			if (i%4==0) {
				int dx[] = {-1, 0, 1};
				int dy[] = { 0, 0, 0};
				memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
				memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
			} else {
				int dx[] = { 0, 0, 0};
				int dy[] = {-1, 0, 1};
				memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
				memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
			}
		}
		pos++;
	}
	icewall_unit_pos = pos;
	for (i=0;i<8;i++) {
		skill_unit_layout[pos].count = 5;
		if (i&1) {
			if (i&0x2) {
				int dx[] = {-2,-1, 0, 1, 2};
				int dy[] = { 2, 1, 0,-1,-2};
				memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
				memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
			} else {
				int dx[] = { 2, 1 ,0,-1,-2};
				int dy[] = { 2, 1, 0,-1,-2};
				memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
				memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
			}
		} else {
			if (i%4==0) {
				int dx[] = {-2,-1, 0, 1, 2};
				int dy[] = { 0, 0, 0, 0, 0};
				memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
				memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
			} else {
				int dx[] = { 0, 0, 0, 0, 0};
				int dy[] = {-2,-1, 0, 1, 2};
				memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
				memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
			}
		}
		pos++;
	}
	earthstrain_unit_pos = pos;
	for( i = 0; i < 8; i++ )
	{ // For each Direction
		skill_unit_layout[pos].count = 15;
		switch( i )
		{
		case 0: case 1: case 3: case 4: case 5: case 7:
			{
				int dx[] = {-7, -6, -5, -4, -3, -2, -1, 0, 1, 2, 3, 4, 5, 6, 7};
				int dy[] = { 0,  0,  0,  0,  0,  0,  0, 0, 0, 0, 0, 0, 0, 0, 0};
				memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
				memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
			}
			break;
		case 2:
		case 6:
			{
				int dx[] = { 0,  0,  0,  0,  0,  0,  0, 0, 0, 0, 0, 0, 0, 0, 0};
				int dy[] = {-7, -6, -5, -4, -3, -2, -1, 0, 1, 2, 3, 4, 5, 6, 7};
				memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
				memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
			}
			break;
		}
		pos++;
	}

}

int skill_block_check(struct block_list *bl, sc_type type , uint16 skill_id) {
	int inf = 0;
	struct status_change *sc = status_get_sc(bl);

	if( !sc || !bl || !skill_id )
		return 0; // Can do it

	switch(type){
		case SC_STASIS:
			inf = skill_get_inf2(skill_id);
			if( inf == INF2_SONG_DANCE || /*skill_get_inf2(skill_id) == INF2_CHORUS_SKILL ||*/ inf == INF2_SPIRIT_SKILL )
				return 1; // Can't do it.
			switch( skill_id )
			{
				case NV_FIRSTAID:		case TF_HIDING:			case AS_CLOAKING:		case WZ_SIGHTRASHER:
				case RG_STRIPWEAPON:		case RG_STRIPSHIELD:		case RG_STRIPARMOR:		case WZ_METEOR:
				case RG_STRIPHELM:		case SC_STRIPACCESSARY:		case ST_FULLSTRIP:		case WZ_SIGHTBLASTER:
				case ST_CHASEWALK:		case SC_ENERVATION:		case SC_GROOMY:			case WZ_ICEWALL:
				case SC_IGNORANCE:		case SC_LAZINESS:		case SC_UNLUCKY:		case WZ_STORMGUST:
				case SC_WEAKNESS:		case AL_RUWACH:			case AL_PNEUMA:			case WZ_JUPITEL:
				case AL_HEAL:			case AL_BLESSING:		case AL_INCAGI:			case WZ_VERMILION:
				case AL_TELEPORT:		case AL_WARP:			case AL_HOLYWATER:		case WZ_EARTHSPIKE:
				case AL_HOLYLIGHT:		case PR_IMPOSITIO:		case PR_ASPERSIO:		case WZ_HEAVENDRIVE:
				case PR_SANCTUARY:		case PR_STRECOVERY:		case PR_MAGNIFICAT:		case WZ_QUAGMIRE:
				case ALL_RESURRECTION:		case PR_LEXDIVINA:		case PR_LEXAETERNA:		case HW_GRAVITATION:
				case PR_MAGNUS:			case PR_TURNUNDEAD:		case MG_SRECOVERY:		case HW_MAGICPOWER:
				case MG_SIGHT:			case MG_NAPALMBEAT:		case MG_SAFETYWALL:		case HW_GANBANTEIN:
				case MG_SOULSTRIKE:		case MG_COLDBOLT:		case MG_FROSTDIVER:		case WL_DRAINLIFE:
				case MG_STONECURSE:		case MG_FIREBALL:		case MG_FIREWALL:		case WL_SOULEXPANSION:
				case MG_FIREBOLT:		case MG_LIGHTNINGBOLT:		case MG_THUNDERSTORM:		case MG_ENERGYCOAT:
				case WL_WHITEIMPRISON:		case WL_SUMMONFB:		case WL_SUMMONBL:		case WL_SUMMONWB:
				case WL_SUMMONSTONE:		case WL_SIENNAEXECRATE:		case WL_RELEASE:		case WL_EARTHSTRAIN:
				case WL_RECOGNIZEDSPELL: 	case WL_READING_SB:		case SA_MAGICROD:		case SA_SPELLBREAKER:
				case SA_DISPELL:		case SA_FLAMELAUNCHER:		case SA_FROSTWEAPON:		case SA_LIGHTNINGLOADER:
				case SA_SEISMICWEAPON:		case SA_VOLCANO:		case SA_DELUGE:			case SA_VIOLENTGALE:
				case SA_LANDPROTECTOR:		case PF_HPCONVERSION:		case PF_SOULCHANGE:		case PF_SPIDERWEB:
				case PF_FOGWALL:		case TK_RUN:			case TK_HIGHJUMP:		case TK_SEVENWIND:
				case SL_KAAHI:			case SL_KAUPE:			case SL_KAITE:

				// Skills that need to be confirmed.
				case SO_FIREWALK:		case SO_ELECTRICWALK:		case SO_SPELLFIST:		case SO_EARTHGRAVE:
				case SO_DIAMONDDUST:		case SO_POISON_BUSTER:		case SO_PSYCHIC_WAVE:		case SO_CLOUD_KILL:
				case SO_STRIKING:		case SO_WARMER:			case SO_VACUUM_EXTREME:		case SO_VARETYR_SPEAR:
				case SO_ARRULLO:
					return 1;	// Can't do it.
			}
			break;
		case SC_KAGEHUMI:
			switch(skill_id){
				case TF_HIDING:		case AS_CLOAKING:	case GC_CLOAKINGEXCEED:	case SC_SHADOWFORM:
				case MI_HARMONIZE:	case CG_MARIONETTE:	case AL_TELEPORT:		case TF_BACKSLIDING:
				case RA_CAMOUFLAGE: case ST_CHASEWALK:	case GD_EMERGENCYCALL:
					return 1; // needs more info
			}
			break;
	}

	return 0;
}

int skill_get_elemental_type( uint16 skill_id , uint16 skill_lv ) {
	int type = 0;

	switch( skill_id ) {
		case SO_SUMMON_AGNI:	type = 2114; break;
		case SO_SUMMON_AQUA:	type = 2117; break;
		case SO_SUMMON_VENTUS:	type = 2120; break;
		case SO_SUMMON_TERA:	type = 2123; break;
	}

	type += skill_lv - 1;

	return type;
}

/**
 * reload stored skill cooldowns when a player logs in.
 * @param   sd     the affected player structure
 */
void skill_cooldown_load(struct map_session_data * sd)
{
	int i;
	struct skill_cd* cd = NULL;

	// always check to make sure the session properly exists
	nullpo_retv(sd);

	if( !(cd = idb_get(skillcd_db, sd->status.char_id)) )
	{// no skill cooldown is associated with this character
		return;
	}

	// process each individual cooldown associated with the character
	for( i = 0; i < cd->cursor; i++ )
	{
		// block the skill from usage but ensure it is not recorded (load = true)
		skill_blockpc_start_( sd, cd->nameid[i], cd->duration[i], true );
	}
}

/*==========================================
 * sub-function of DB reading.
 * skill_db.txt
 *------------------------------------------*/

static bool skill_parse_row_skilldb(char* split[], int columns, int current)
{// id,range,hit,inf,element,nk,splash,max,list_num,castcancel,cast_defence_rate,inf2,maxcount,skill_type,blow_count,name,description
	uint16 skill_id = atoi(split[0]);
	uint16 idx;
	if( (skill_id >= GD_SKILLRANGEMIN && skill_id <= GD_SKILLRANGEMAX)
	||  (skill_id >= HM_SKILLRANGEMIN && skill_id <= HM_SKILLRANGEMAX)
	||  (skill_id >= MC_SKILLRANGEMIN && skill_id <= MC_SKILLRANGEMAX)
	||  (skill_id >= EL_SKILLRANGEMIN && skill_id <= EL_SKILLRANGEMAX) ) {
		ShowWarning("skill_parse_row_skilldb: Skill id %d is forbidden (interferes with guild/homun/mercenary skill mapping)!\n", skill_id);
		return false;
	}

	idx = skill_get_index(skill_id);
	if( !idx ) // invalid skill id
		return false;

	skill_split_atoi(split[1],skill_db[idx].range);
	skill_db[idx].hit = atoi(split[2]);
	skill_db[idx].inf = atoi(split[3]);
	skill_split_atoi(split[4],skill_db[idx].element);
	skill_db[idx].nk = (int)strtol(split[5], NULL, 0);
	skill_split_atoi(split[6],skill_db[idx].splash);
	skill_db[idx].max = atoi(split[7]);
	skill_split_atoi(split[8],skill_db[idx].num);

	if( strcmpi(split[9],"yes") == 0 )
		skill_db[idx].castcancel = 1;
	else
		skill_db[idx].castcancel = 0;
	skill_db[idx].cast_def_rate = atoi(split[10]);
	skill_db[idx].inf2 = (int)strtol(split[11], NULL, 0);
	skill_split_atoi(split[12],skill_db[idx].maxcount);
	if( strcmpi(split[13],"weapon") == 0 )
		skill_db[idx].skill_type = BF_WEAPON;
	else if( strcmpi(split[13],"magic") == 0 )
		skill_db[idx].skill_type = BF_MAGIC;
	else if( strcmpi(split[13],"misc") == 0 )
		skill_db[idx].skill_type = BF_MISC;
	else
		skill_db[idx].skill_type = 0;
	skill_split_atoi(split[14],skill_db[idx].blewcount);
	safestrncpy(skill_db[idx].name, trim(split[15]), sizeof(skill_db[idx].name));
	safestrncpy(skill_db[idx].desc, trim(split[16]), sizeof(skill_db[idx].desc));
	strdb_iput(skilldb_name2id, skill_db[idx].name, skill_id);

	return true;
}

static bool skill_parse_row_requiredb(char* split[], int columns, int current)
{// skill_id,HPCost,MaxHPTrigger,SPCost,HPRateCost,SPRateCost,ZenyCost,RequiredWeapons,RequiredAmmoTypes,RequiredAmmoAmount,RequiredState,SpiritSphereCost,RequiredItemID1,RequiredItemAmount1,RequiredItemID2,RequiredItemAmount2,RequiredItemID3,RequiredItemAmount3,RequiredItemID4,RequiredItemAmount4,RequiredItemID5,RequiredItemAmount5,RequiredItemID6,RequiredItemAmount6,RequiredItemID7,RequiredItemAmount7,RequiredItemID8,RequiredItemAmount8,RequiredItemID9,RequiredItemAmount9,RequiredItemID10,RequiredItemAmount10
	char* p;
	int j;

	uint16 skill_id = atoi(split[0]);
	uint16 idx = skill_get_index(skill_id);
	if( !idx ) // invalid skill id
		return false;

	skill_split_atoi(split[1],skill_db[idx].hp);
	skill_split_atoi(split[2],skill_db[idx].mhp);
	skill_split_atoi(split[3],skill_db[idx].sp);
	skill_split_atoi(split[4],skill_db[idx].hp_rate);
	skill_split_atoi(split[5],skill_db[idx].sp_rate);
	skill_split_atoi(split[6],skill_db[idx].zeny);

    //Wich weapon type are required, see doc/item_db for types
	p = split[7];
	for( j = 0; j < 32; j++ )
	{
		int l = atoi(p);
		if( l == 99 ) // Any weapon
		{
			skill_db[idx].weapon = 0;
			break;
		}
		else
			skill_db[idx].weapon |= 1<<l;
		p = strchr(p,':');
		if(!p)
			break;
		p++;
	}

	//FIXME: document this
	p = split[8];
	for( j = 0; j < 32; j++ )
	{
		int l = atoi(p);
		if( l == 99 ) // Any ammo type
		{
			skill_db[idx].ammo = 0xFFFFFFFF;
			break;
		}
		else if( l ) // 0 stands for no requirement
			skill_db[idx].ammo |= 1<<l;
		p = strchr(p,':');
		if( !p )
			break;
		p++;
	}
	skill_split_atoi(split[9],skill_db[idx].ammo_qty);

	if(      strcmpi(split[10],"hiding")==0 ) skill_db[idx].state = ST_HIDING;
	else if( strcmpi(split[10],"cloaking")==0 ) skill_db[idx].state = ST_CLOAKING;
	else if( strcmpi(split[10],"hidden")==0 ) skill_db[idx].state = ST_HIDDEN;
	else if( strcmpi(split[10],"riding")==0 ) skill_db[idx].state = ST_RIDING;
	else if( strcmpi(split[10],"falcon")==0 ) skill_db[idx].state = ST_FALCON;
	else if( strcmpi(split[10],"cart")==0 ) skill_db[idx].state = ST_CART;
	else if( strcmpi(split[10],"shield")==0 ) skill_db[idx].state = ST_SHIELD;
	else if( strcmpi(split[10],"sight")==0 ) skill_db[idx].state = ST_SIGHT;
	else if( strcmpi(split[10],"explosionspirits")==0 ) skill_db[idx].state = ST_EXPLOSIONSPIRITS;
	else if( strcmpi(split[10],"cartboost")==0 ) skill_db[idx].state = ST_CARTBOOST;
	else if( strcmpi(split[10],"recover_weight_rate")==0 ) skill_db[idx].state = ST_RECOV_WEIGHT_RATE;
	else if( strcmpi(split[10],"move_enable")==0 ) skill_db[idx].state = ST_MOVE_ENABLE;
	else if( strcmpi(split[10],"water")==0 ) skill_db[idx].state = ST_WATER;
	/**
	 * New States
	 **/
	else if( strcmpi(split[10],"dragon")==0 ) skill_db[idx].state = ST_RIDINGDRAGON;
	else if( strcmpi(split[10],"warg")==0 ) skill_db[idx].state = ST_WUG;
	else if( strcmpi(split[10],"ridingwarg")==0 ) skill_db[idx].state = ST_RIDINGWUG;
	else if( strcmpi(split[10],"mado")==0 ) skill_db[idx].state = ST_MADO;
	else if( strcmpi(split[10],"elementalspirit")==0 ) skill_db[idx].state = ST_ELEMENTALSPIRIT;
	else if (strcmpi(split[10], "poisonweapon") == 0) skill_db[idx].state = ST_POISONINGWEAPON;
	else if (strcmpi(split[10], "rollingcutter") == 0) skill_db[idx].state = ST_ROLLINGCUTTER;
        else if (strcmpi(split[10], "mh_fighting") == 0) skill_db[idx].state = ST_MH_FIGHTING;
        else if (strcmpi(split[10], "mh_grappling") == 0) skill_db[idx].state = ST_MH_GRAPPLING;

	/**
	 * Unknown or no state
	 **/
	else skill_db[idx].state = ST_NONE;

	skill_split_atoi(split[11],skill_db[idx].spiritball);
	for( j = 0; j < MAX_SKILL_ITEM_REQUIRE; j++ ) {
		skill_db[idx].itemid[j] = atoi(split[12+ 2*j]);
		skill_db[idx].amount[j] = atoi(split[13+ 2*j]);
	}

	return true;
}

static bool skill_parse_row_castdb(char* split[], int columns, int current)
{// skill_id,CastingTime,AfterCastActDelay,AfterCastWalkDelay,Duration1,Duration2
	uint16 skill_id = atoi(split[0]);
	uint16 idx = skill_get_index(skill_id);
	if( !idx ) // invalid skill id
		return false;

	skill_split_atoi(split[1],skill_db[idx].cast);
	skill_split_atoi(split[2],skill_db[idx].delay);
	skill_split_atoi(split[3],skill_db[idx].walkdelay);
	skill_split_atoi(split[4],skill_db[idx].upkeep_time);
	skill_split_atoi(split[5],skill_db[idx].upkeep_time2);
	skill_split_atoi(split[6],skill_db[idx].cooldown);
#ifdef RENEWAL_CAST
	skill_split_atoi(split[7],skill_db[idx].fixed_cast);
#endif
	return true;
}

static bool skill_parse_row_castnodexdb(char* split[], int columns, int current)
{// Skill id,Cast,Delay (optional)
	uint16 skill_id = atoi(split[0]);
	uint16 idx = skill_get_index(skill_id);
	if( !idx ) // invalid skill id
		return false;

	skill_split_atoi(split[1],skill_db[idx].castnodex);
	if( split[2] ) // optional column
		skill_split_atoi(split[2],skill_db[idx].delaynodex);

	return true;
}

static bool skill_parse_row_nocastdb(char* split[], int columns, int current)
{// skill_id,Flag
	uint16 skill_id = atoi(split[0]);
	uint16 idx = skill_get_index(skill_id);
	if( !idx ) // invalid skill id
		return false;

	skill_db[idx].nocast |= atoi(split[1]);

	return true;
}

static bool skill_parse_row_unitdb(char* split[], int columns, int current)
{// ID,unit ID,unit ID 2,layout,range,interval,target,flag
	uint16 skill_id = atoi(split[0]);
	uint16 idx = skill_get_index(skill_id);
	if( !idx ) // invalid skill id
		return false;

	skill_db[idx].unit_id[0] = strtol(split[1],NULL,16);
	skill_db[idx].unit_id[1] = strtol(split[2],NULL,16);
	skill_split_atoi(split[3],skill_db[idx].unit_layout_type);
	skill_split_atoi(split[4],skill_db[idx].unit_range);
	skill_db[idx].unit_interval = atoi(split[5]);

	if( strcmpi(split[6],"noenemy")==0 ) skill_db[idx].unit_target = BCT_NOENEMY;
	else if( strcmpi(split[6],"friend")==0 ) skill_db[idx].unit_target = BCT_NOENEMY;
	else if( strcmpi(split[6],"party")==0 ) skill_db[idx].unit_target = BCT_PARTY;
	else if( strcmpi(split[6],"ally")==0 ) skill_db[idx].unit_target = BCT_PARTY|BCT_GUILD;
	else if( strcmpi(split[6],"guild")==0 ) skill_db[idx].unit_target = BCT_GUILD;
	else if( strcmpi(split[6],"all")==0 ) skill_db[idx].unit_target = BCT_ALL;
	else if( strcmpi(split[6],"enemy")==0 ) skill_db[idx].unit_target = BCT_ENEMY;
	else if( strcmpi(split[6],"self")==0 ) skill_db[idx].unit_target = BCT_SELF;
	else if( strcmpi(split[6],"noone")==0 ) skill_db[idx].unit_target = BCT_NOONE;
	else skill_db[idx].unit_target = strtol(split[6],NULL,16);

	skill_db[idx].unit_flag = strtol(split[7],NULL,16);

	if (skill_db[idx].unit_flag&UF_DEFNOTENEMY && battle_config.defnotenemy)
		skill_db[idx].unit_target = BCT_NOENEMY;

	//By default, target just characters.
	skill_db[idx].unit_target |= BL_CHAR;
	if (skill_db[idx].unit_flag&UF_NOPC)
		skill_db[idx].unit_target &= ~BL_PC;
	if (skill_db[idx].unit_flag&UF_NOMOB)
		skill_db[idx].unit_target &= ~BL_MOB;
	if (skill_db[idx].unit_flag&UF_SKILL)
		skill_db[idx].unit_target |= BL_SKILL;

	return true;
}

static bool skill_parse_row_producedb(char* split[], int columns, int current)
{// ProduceItemID,ItemLV,RequireSkill,Requireskill_lv,MaterialID1,MaterialAmount1,......
	int x,y;

	int i = atoi(split[0]);
	if( !i )
		return false;

	skill_produce_db[current].nameid = i;
	skill_produce_db[current].itemlv = atoi(split[1]);
	skill_produce_db[current].req_skill = atoi(split[2]);
	skill_produce_db[current].req_skill_lv = atoi(split[3]);

	for( x = 4, y = 0; x+1 < columns && split[x] && split[x+1] && y < MAX_PRODUCE_RESOURCE; x += 2, y++ )
	{
		skill_produce_db[current].mat_id[y] = atoi(split[x]);
		skill_produce_db[current].mat_amount[y] = atoi(split[x+1]);
	}

	return true;
}

static bool skill_parse_row_createarrowdb(char* split[], int columns, int current)
{// SourceID,MakeID1,MakeAmount1,...,MakeID5,MakeAmount5
	int x,y;

	int i = atoi(split[0]);
	if( !i )
		return false;

	skill_arrow_db[current].nameid = i;

	for( x = 1, y = 0; x+1 < columns && split[x] && split[x+1] && y < MAX_ARROW_RESOURCE; x += 2, y++ )
	{
		skill_arrow_db[current].cre_id[y] = atoi(split[x]);
		skill_arrow_db[current].cre_amount[y] = atoi(split[x+1]);
	}

	return true;
}
static bool skill_parse_row_spellbookdb(char* split[], int columns, int current)
{// skill_id,PreservePoints

	uint16 skill_id = atoi(split[0]);
	int points = atoi(split[1]);
	int nameid = atoi(split[2]);

	if( !skill_get_index(skill_id) || !skill_get_max(skill_id) )
		ShowError("spellbook_db: Invalid skill ID %d\n", skill_id);
	if ( !skill_get_inf(skill_id) )
		ShowError("spellbook_db: Passive skills cannot be memorized (%d/%s)\n", skill_id, skill_get_name(skill_id));
	if( points < 1 )
		ShowError("spellbook_db: PreservePoints have to be 1 or above! (%d/%s)\n", skill_id, skill_get_name(skill_id));
	else
	{
		skill_spellbook_db[current].skill_id = skill_id;
		skill_spellbook_db[current].point = points;
		skill_spellbook_db[current].nameid = nameid;

		return true;
	}

	return false;
}
static bool skill_parse_row_improvisedb(char* split[], int columns, int current)
{// SkillID,Rate
	uint16 skill_id = atoi(split[0]);
	short j = atoi(split[1]);

	if( !skill_get_index(skill_id) || !skill_get_max(skill_id) ) {
		ShowError("skill_improvise_db: Invalid skill ID %d\n", skill_id);
		return false;
	}
	if ( !skill_get_inf(skill_id) ) {
		ShowError("skill_improvise_db: Passive skills cannot be casted (%d/%s)\n", skill_id, skill_get_name(skill_id));
		return false;
	}
	if( j < 1 ) {
		ShowError("skill_improvise_db: Chances have to be 1 or above! (%d/%s)\n", skill_id, skill_get_name(skill_id));
		return false;
	}
	if( current >= MAX_SKILL_IMPROVISE_DB ) {
		ShowError("skill_improvise_db: Maximum amount of entries reached (%d), increase MAX_SKILL_IMPROVISE_DB\n",MAX_SKILL_IMPROVISE_DB);
	}
	skill_improvise_db[current].skill_id = skill_id;
	skill_improvise_db[current].per = j; // Still need confirm it.

	return true;
}
static bool skill_parse_row_magicmushroomdb(char* split[], int column, int current)
{// SkillID
	uint16 skill_id = atoi(split[0]);

	if( !skill_get_index(skill_id) || !skill_get_max(skill_id) )
	{
		ShowError("magicmushroom_db: Invalid skill ID %d\n", skill_id);
		return false;
	}
	if ( !skill_get_inf(skill_id) )
	{
		ShowError("magicmushroom_db: Passive skills cannot be casted (%d/%s)\n", skill_id, skill_get_name(skill_id));
		return false;
	}

	skill_magicmushroom_db[current].skill_id = skill_id;

	return true;
}

static bool skill_parse_row_reproducedb(char* split[], int column, int current) {
	uint16 skill_id = atoi(split[0]);
	uint16 idx = skill_get_index(skill_id);
	if( !idx )
		return false;

	skill_reproduce_db[idx] = true;

	return true;
}


static bool skill_parse_row_abradb(char* split[], int columns, int current)
{// skill_id,DummyName,RequiredHocusPocusLevel,Rate
	uint16 skill_id = atoi(split[0]);
	if( !skill_get_index(skill_id) || !skill_get_max(skill_id) )
	{
		ShowError("abra_db: Invalid skill ID %d\n", skill_id);
		return false;
	}
	if ( !skill_get_inf(skill_id) )
	{
		ShowError("abra_db: Passive skills cannot be casted (%d/%s)\n", skill_id, skill_get_name(skill_id));
		return false;
	}

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

	return true;
}

static bool skill_parse_row_changematerialdb(char* split[], int columns, int current)
{// ProductID,BaseRate,MakeAmount1,MakeAmountRate1...,MakeAmount5,MakeAmountRate5
	uint16 skill_id = atoi(split[0]);
	short j = atoi(split[1]);
	int x,y;

	for(x=0; x<MAX_SKILL_PRODUCE_DB; x++){
		if( skill_produce_db[x].nameid == skill_id )
			if( skill_produce_db[x].req_skill == GN_CHANGEMATERIAL )
				break;
	}

	if( x >= MAX_SKILL_PRODUCE_DB ){
		ShowError("changematerial_db: Not supported item ID(%d) for Change Material. \n", skill_id);
		return false;
	}

	if( current >= MAX_SKILL_PRODUCE_DB ) {
		ShowError("skill_changematerial_db: Maximum amount of entries reached (%d), increase MAX_SKILL_PRODUCE_DB\n",MAX_SKILL_PRODUCE_DB);
	}

	skill_changematerial_db[current].itemid = skill_id;
	skill_changematerial_db[current].rate = j;

	for( x = 2, y = 0; x+1 < columns && split[x] && split[x+1] && y < 5; x += 2, y++ )
	{
		skill_changematerial_db[current].qty[y] = atoi(split[x]);
		skill_changematerial_db[current].qty_rate[y] = atoi(split[x+1]);
	}

	return true;
}

/*===============================
 * DB reading.
 * skill_db.txt
 * skill_require_db.txt
 * skill_cast_db.txt
 * skill_castnodex_db.txt
 * skill_nocast_db.txt
 * skill_unit_db.txt
 * produce_db.txt
 * create_arrow_db.txt
 * abra_db.txt
 *------------------------------*/
static void skill_readdb(void)
{
	// init skill db structures
	db_clear(skilldb_name2id);
	memset(skill_db,0,sizeof(skill_db));
	memset(skill_produce_db,0,sizeof(skill_produce_db));
	memset(skill_arrow_db,0,sizeof(skill_arrow_db));
	memset(skill_abra_db,0,sizeof(skill_abra_db));
	memset(skill_spellbook_db,0,sizeof(skill_spellbook_db));
	memset(skill_magicmushroom_db,0,sizeof(skill_magicmushroom_db));
	memset(skill_reproduce_db,0,sizeof(skill_reproduce_db));
	memset(skill_changematerial_db,0,sizeof(skill_changematerial_db));

	// load skill databases
	safestrncpy(skill_db[0].name, "UNKNOWN_SKILL", sizeof(skill_db[0].name));
	safestrncpy(skill_db[0].desc, "Unknown Skill", sizeof(skill_db[0].desc));

	sv_readdb(db_path, DBPATH"skill_db.txt"          , ',',  17, 17, MAX_SKILL_DB, skill_parse_row_skilldb);
	sv_readdb(db_path, DBPATH"skill_require_db.txt"  , ',',  32, 32, MAX_SKILL_DB, skill_parse_row_requiredb);
#ifdef RENEWAL_CAST
	sv_readdb(db_path, "re/skill_cast_db.txt"     , ',',   8,  8, MAX_SKILL_DB, skill_parse_row_castdb);
#else
	sv_readdb(db_path, "pre-re/skill_cast_db.txt"     , ',',   7,  7, MAX_SKILL_DB, skill_parse_row_castdb);
#endif
	sv_readdb(db_path, DBPATH"skill_castnodex_db.txt", ',',   2,  3, MAX_SKILL_DB, skill_parse_row_castnodexdb);
	sv_readdb(db_path, DBPATH"skill_unit_db.txt"     , ',',   8,  8, MAX_SKILL_DB, skill_parse_row_unitdb);

	sv_readdb(db_path, DBPATH"skill_nocast_db.txt"   , ',',   2,  2, MAX_SKILL_DB, skill_parse_row_nocastdb);

	skill_init_unit_layout();
	sv_readdb(db_path, "produce_db.txt"        , ',',   4,  4+2*MAX_PRODUCE_RESOURCE, MAX_SKILL_PRODUCE_DB, skill_parse_row_producedb);
	sv_readdb(db_path, "create_arrow_db.txt"   , ',', 1+2,  1+2*MAX_ARROW_RESOURCE, MAX_SKILL_ARROW_DB, skill_parse_row_createarrowdb);
	sv_readdb(db_path, "abra_db.txt"           , ',',   4,  4, MAX_SKILL_ABRA_DB, skill_parse_row_abradb);
	//Warlock
	sv_readdb(db_path, "spellbook_db.txt"      , ',',   3,  3, MAX_SKILL_SPELLBOOK_DB, skill_parse_row_spellbookdb);
	//Guillotine Cross
	sv_readdb(db_path, "magicmushroom_db.txt"  , ',',   1,  1, MAX_SKILL_MAGICMUSHROOM_DB, skill_parse_row_magicmushroomdb);
	sv_readdb(db_path, "skill_reproduce_db.txt", ',',   1,  1, MAX_SKILL_DB, skill_parse_row_reproducedb);
	sv_readdb(db_path, "skill_improvise_db.txt"      , ',',   2,  2, MAX_SKILL_IMPROVISE_DB, skill_parse_row_improvisedb);
	sv_readdb(db_path, "skill_changematerial_db.txt"      , ',',   4,  4+2*5, MAX_SKILL_PRODUCE_DB, skill_parse_row_changematerialdb);

}

void skill_reload (void) {
	struct s_mapiterator *iter;
	struct map_session_data *sd;
	skill_readdb();
	/* lets update all players skill tree : so that if any skill modes were changed they're properly updated */
	iter = mapit_getallusers();
	for( sd = (TBL_PC*)mapit_first(iter); mapit_exists(iter); sd = (TBL_PC*)mapit_next(iter) )
		clif_skillinfoblock(sd);
	mapit_free(iter);

}

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

	group_db = idb_alloc(DB_OPT_BASE);
	skillunit_db = idb_alloc(DB_OPT_BASE);
	skillcd_db = idb_alloc(DB_OPT_RELEASE_DATA);
	skillusave_db = idb_alloc(DB_OPT_RELEASE_DATA);
	skill_unit_ers = ers_new(sizeof(struct skill_unit_group),"skill.c::skill_unit_ers",ERS_OPT_NONE);
	skill_timer_ers  = ers_new(sizeof(struct skill_timerskill),"skill.c::skill_timer_ers",ERS_OPT_NONE);

	add_timer_func_list(skill_unit_timer,"skill_unit_timer");
	add_timer_func_list(skill_castend_id,"skill_castend_id");
	add_timer_func_list(skill_castend_pos,"skill_castend_pos");
	add_timer_func_list(skill_timerskill,"skill_timerskill");
	add_timer_func_list(skill_blockpc_end, "skill_blockpc_end");

	add_timer_interval(gettick()+SKILLUNITTIMER_INTERVAL,skill_unit_timer,0,0,SKILLUNITTIMER_INTERVAL);

	return 0;
}

int do_final_skill(void)
{
	db_destroy(skilldb_name2id);
	db_destroy(group_db);
	db_destroy(skillunit_db);
	db_destroy(skillcd_db);
	db_destroy(skillusave_db);
	ers_destroy(skill_unit_ers);
	ers_destroy(skill_timer_ers);
	return 0;
}