summaryrefslogblamecommitdiff
path: root/src/map/skill.c
blob: 527480a6a0befcb3b1e61a86ce01cc1713f0f247 (plain) (tree)
1
2
3
4
5
6
7
8
9
9852
9853
9854
9855
9856
9857
9858
9859
9860
9861
9862
9863
9864
9865
9866
9867
9868
9869
9870
9871
9872
9873
9874
9875
9876
9877
9878
9879
9880
9881
9882
9883
9884
9885
9886
9887
9888
9889
9890
9891
9892
9893
9894
9895
9896
9897
9898
9899
9900
9901
9902
9903
9904
9905
9906
9907
9908
9909
9910
9911
9912
9913
9914
9915
9916
9917
9918
9919
9920
9921
9922
9923
9924
9925
9926
9927
9928
9929
9930
9931
9932
9933
9934
9935
9936
9937
9938
9939
9940
9941
9942
9943
9944
9945
9946
9947
9948
9949
9950
9951
9952
9953
9954
9955
9956
9957
9958
9959
9960
9961
9962
9963
9964
9965
9966
9967
9968
9969
9970
9971
9972
9973
9974
9975
9976
9977
9978
9979
9980
9981
9982
9983
9984
9985
9986
9987
9988
9989
9990
9991
9992
9993
9994
9995
9996
9997
9998
9999
10000
10001
10002
10003
10004
10005
10006
10007
10008
10009
10010
10011
10012
10013
10014
10015
10016
10017
10018
10019
10020
10021
10022
10023
10024
10025
10026
10027
10028
10029
10030
10031
10032
10033
10034
10035
10036
10037
10038
10039
10040
10041
10042
10043
10044
10045
10046
10047
10048
10049
10050
10051
10052
10053
10054
10055
10056
10057
10058
10059
10060
10061
10062
10063
10064
10065
10066
10067
10068
10069
10070
10071
10072
10073
10074
10075
10076
10077
10078
10079
10080
10081
10082
10083
10084
10085
10086
10087
10088
10089
10090
10091
10092
10093
10094
10095
10096
10097
10098
10099
10100
10101
10102
10103
10104
10105
10106
10107
10108
10109
10110
10111
10112
10113
10114
10115
10116
10117
10118
10119
10120
10121
10122
10123
10124
10125
10126
10127
10128
10129
10130
10131
10132
10133
10134
10135
10136
10137
10138
10139
10140
10141
10142
10143
10144
10145
10146
10147
10148
10149
10150
10151
10152
10153
10154
10155
10156
10157
10158
10159
10160
10161
10162
10163
10164
10165
10166
10167
10168
10169
10170
10171
10172
10173
10174
10175
10176
10177
10178
10179
10180
10181
10182
10183
10184
10185
10186
10187
10188
10189
10190
10191
10192
10193
10194
10195
10196
10197
10198
10199
10200
10201
10202
10203
10204
10205
10206
10207
10208
10209
10210
10211
10212
10213
10214
10215
10216
10217
10218
10219
10220
10221
10222
10223
10224
10225
10226
10227
10228
10229
10230
10231
10232
10233
10234
10235
10236
10237
10238
10239
10240
10241
10242
10243
10244
10245
10246
10247
10248
10249
10250
10251
10252
10253
10254
10255
10256
10257
10258
10259
10260
10261
10262
10263
10264
10265
10266
10267
10268
10269
10270
10271
10272
10273






                                                           
                    
 




                               
                           















                    
                  
                  

                                    


                                                                             






















































































































                                                                          
                                             
                                                             

                                                    
                                                                 






                                                                    
                                                        
                                                           
                                                                    

















                                                                 

                                                                   
                                                          


                                                          





















                                                                


























































































                                                                           






















                                                             





























































































































                                                                               
                                  
                                                                  























































































                                                                            
                                                       

                                                            




























































                                                                          
                                                                                

                                                                                      
















                                                                                                


                                                                            





                                                                        
                                                                        

                                                                      


                                                                                                                                              

                                                                                     





                                                                                                    



                                                                                           
                                                                                                   



                                                                                                  
                                                                              
                                                                                                 






                                                                                                     




                                                                                                                 
                                                                                                     


                                                                                                    






                                                                                          










                                                                      



                                                                                                                                 










                                                                                                                            
                                                                                            



                                             




                                     
                                   
                                      




                                                           




                                           







                                                                                   








                                                                                            



                                                                                           
                       
                                                                                         





                              



                                                                                            
                       

          
























                                                                                                                     
                         





                                                                              

                                                                        
 


                                                         
                                    

                          
                                   
                          
 
                                                                                         










                                                                        
                                                                                                
                          

                                                                                                                       


                              





                                                                  
                                  



















                                                                                                  


                                                    


                                                            
                                                                 

                                          
          
                                             


































                                                                                                                                          

                                             

                                   






                                     





























                                                                                                  
          

                                 
 


                                                                                        
 


                                                  

                                                           
                                                                                                                         




                                                                                                                
                                                                                                                                                                              






                                                                                                            

                                                                                
                                                                                        


                                                                                                              
                                                                                       


                                                                                                              
                                                                                       



                                                                                                              




                                                                                                                                           

                                                                                                              


                                  

                                         
                                                                            
                                                               

                                                                                                                                          
                                                                                                  
                                                         

                                                                                                                     
                  
                                  
                                                                
                                                                                         
                                                                           
                                                                                                                   





                                                                             
                                                                          

                                                                                           







                                                                           
                                                                                                   


                                                         


                                                            
                                                                                              



                           
                                                              
                                                         
                                                                                                 




                                                              
                                                                                          

                                          
                                                                                              



                                                            

                                                   
                                                                
                                                                                   


                        
                                                                                         


                           
                                                                                          


                                                          
                                                                                                


                                         
                                                                                                


                                                           
                                                                                              

                       


                                                                                   


                                                         
                                                                                                


                                             
                                                                                   


                                                     

                                                                                  



                                                           
                                                                                          





                                                             
                                                                                                   
                                                                                                    



                            
                                                                                               

                                                                                                      


                               
                                                                           


                                                             
                                                                                              


                                                  

                                                               


                                                         

                                                                                               


                           
                                                                                                


                        
                                                                                              


                                             
                                                                                   



                             



                                                                             

                       

                                                                         
                                                                                                      
                       

                                     
                                


                              


                                
                                                                                                                                          





                                                                        
                                                  

                       

                                                      
                                                                           
                       
                             
                                                                          
                       
                            
                                                                         
                       
                              
                                                                           
                       

                           
                                                                                         


                              
                                                                                        


                                                          
                                                                                                   


                                                           
                                                                   
                                                                                                                 





                                                                               
                                                                                                        
                                                                                                         




                                                                              
                                                                                                                     

                       

                                                                                                                                              

                                   
                                                                                                        

                                       
                                                                                                       

                                       
                                                                                                           
                  



                                                                      
                                                                                          


                                                            
                                                                                         


                                   
                                                                                     


                          
                                                                                  
                       

                          


















                                                                                                     


                                                                                                                                   
                                                                     
                                                                                          
                       
                                                                       

                                                                      

                         

                                                                                                                                         

                              
                                                                                               
                       


                                                                                      


                                                                                                 












                                                                                                                    








                                                                                                                                                                 

                                                           

                                                                                                
                                                          
                                                                                                                  



                                                                                                                                    



                                                                                   
                                        
                                      

                                                                            
 
                                                                                                        

                                                   
                                          
 


                                                                                                           
 











                                                                                                               
                                                                                                         






                                                                                                     
                          


                                                      
                                                                             


                                                                                 
                                                                          














                                                                                                                                                  
                  

                                             

                                   










                                                                                                          



                                 

                                   
 
                         
                                



                                                                                             


                                                                   
                                                                                                            




                                                                                                                 


                                                           



                                                                                                         
                                                                                                                           
 

                                                                                                                                    
                                                                                                                           


                  














                                                                                                                                                 
                                                                                       
                                                                                                          

                                        
                                      










                                                                                                                      

                                                        





                                                         
                         
                                                                                                               

                                                                                                









                                                                                                           
                          


                                                      
                                                                               



                                                                                 



                  




                                                                            
                                                                             

















                                                                                              





                                                                                          










                                                                              
 



                                                                               
                                                       

                                                            
                                                                                                                



































                                                                                                          




                                                                                               
                                        
                                                                             




                                                                              
                                    

                             


                                                                                                             


                                                            
                                
                             
                                                                          
                                          
                               


                                                        
          



                                                                            
                                           

                                                           









                                                             


                                              



                     


                                               


                                                                 
                 
               
                                                                       
             
                                                          
 



                                                                     





















                                                                                    
                                  
                                                     
                                      



                                                  



                                                                                                                               








                                                                                                                                                                                      
         




                                                      







                                                                                                                                             



                                            
                                                                         

                                                                                                                                        
                                                                               
                                                    

                                                                    
                                        
                                                                              


                                                                                                    






















                                                                                                       
                                                                                                                                        



                                                                                                                 
                                                                                










                                                                                                            
                                                                                                                  
                  
                                                                                                                      




                                           


                                                                            


















                                                                                                                                      
                                                                  








                                                                                                                              
                                                                                               

                                                                         











                                                                                                              
                                                                                             

                                                                         







                                                                                                      
                                                                                                                                                            



                                                                                                       
                                                                                              

                                                                         







                                                                                                       
                                                                                                                                                            


                                                                                            
                                                                                            

                                                                         







                                                                                                       
                                                                                             

                                                                         





                                                                
                                                                                                                                           
                                                                                                                               
                                                                                              









                                                                                                      


                                       
                                                                                       
                                                                                                          
                                       



                                                                                                    

                                     
 

                         

                                                                 
                          
                                
                              
                                                                                                                         
                       




                                                                           
                                                                                                                                                            
                             
                                                                                                                                         
                               
                  
                                                                
                                                                                                                              

                       


                                                                                            






                                                                                                                                     





                                                                                                                  
                        
                             
                                                                                                                     
                       



                                                                       
                                                                                                                                 

                               
                 
                                                                                                                                                             




                                                  

                                                               




                                                                                                     
                                                                    




















                                                                                                     
                            
                                                                                                                                          





                                                                                                   






                                                                                                        
                                                                                      
                                                                                                                          









                                                                                                                    
                                                                                 



                                                                                                                          

          
                         
                                 
                                                                                                
                     
                                                           








                                                                                                        


                                                                    
          

                                                                                                                         



                                
                                          
























                                                                                                           














                                                                                                     

                               
                                        






































                                                                                                                            




                                                                      
                                                            





                                                                                                                    
                                                        
                              

                                                                           












































                                                                                                                                     
                                                                        
                                                                                     
































                                                                  


                                                                             



                                                        
                                                                          










































                                                                                                                              
                                                        
                                                



                                             
                            
                                         
                             
                                          
 



                                      
                                                            

                                                                               

                                           
                                                 
                                       
                                                
                                       
                                               
                                       
                                                                                                                     
                                       



                                                                              
                                                           
                                                                                              

                                                                                             























                                                                                                                                                    
                  

                                               
                                       









                                                                                                                                             
                  


                                                    








                                                                                                                                     

                              
                             


                              













                                                                                       
                  







                                                  

                              
                             

                              
                 
                                             



                                                                                       

                  
                  

  




                                                                                     


                                                                                                           




                          







                                                                                                                               
                                  
 






                                                   


                              




                                                     
 

                                                                    
 
                                                               

                                                                      

                                                                

          


                                         









                                                                     












































                                                                     
                               
                             
                              

                              






















                                                                              
                                                                                                               
                                                                    

                                                                            







                                                                                      

                                                                     

                                                                                         

                                                
                          



                            





                                                              

                                                                                      

                                                       
                       
          







                                                                                              

                                                                                               




                                                                                                                 
                                                              




                                                                
                                                                                            
                                                                                                                      
                                                                           


                                                                                                     
                                                     













                                                                                                                                   
                                                                                                                                                            
                          
                                                                      






                                                                                      
                                                                      






                                                                        








                                                                                                                                   
                                                                                       
                                           
 

                                                     



                                                      
 
                                                                                                






                                                                                      

                                                                                                                                                                                           
                                             
                                                                         

                                                                                            










                                                                                          
                                   


                                                                                                                        






                                                             
                                                          






                                                                                        
                                                   

                                                                             

                                                                            

                                                                                      











                                                                                                                                  

                                                                             

                                                                                                              

                                                                             






                                                                          






                                                                                                

                                                                            
                                                                            

                                                                                                       
                                                                                                     
















                                                                                                                   


                                                                                            





                                                                                  

                                                                                    





















                                                                                                                    
                                                                                    












                                                                                                                              

                                                                            






























                                                                                                                                   
                                                               





                                                                             
                                               

                                                                                                                                      

                                                                                               








                                                                             
                                                                                             






                                                                                            

                                                   




                                                                                                                
                         



                                                    
                                                                                               



                                                                                            

                                                  


                                                                  
                          

                                                                                                    
                                                                         



                                                                            









                                                                                                                  



                                                                             
                                                                                                          

                                                                             




                                                                               


                      
                                                                                    
                                                                                     













                                                                                                                                                

                                                                                     
                                                                                                       

                                                                             




                                                                          









                                                                            
                                                   





















                                                                                            
                                                                                         

                       






                                                                                                     
                                                                                  




                                                                    
                                                                 
                              
                               
                         
                          

                              
                      
                            
                       


                          

                                                                              
                          

                                                
                                                             



                                                                                      
                       
                           
                              









                                                                                            
                       
                          



                                                                                    
                       

                                                                              
                                                                                     

                          
                                                       

                                                                              
                         
                            


                              

                                                                             





                                                                                           
                                        






                              

                              

                           



                                
                              



                                                                             





                                                                                                               
                                                             

                                                                       






                                                                                           
                                                                                         





                                        

                                                                                                      










                                                                                                                                     
                                   

                                       
                       
         








                                                                  
                                                     
                                          
                                             

          
                                
                                                       
                                        
                                               



                             
                                                         
                          
                                                                                                                  
                          
 
















                                                                                                        
                          
                               

                                                                                                                     
                                                    

                                        
                                                                         
                                   
                                                   


                                                                                             
          








                                                                                                                      

                                 







                                                                  












                                                                                                                                                                                      
                                                                                  

                                                                   
                                                                     



























                                                                                                                                    
                                                                       












                                                                                                                                  
                                                                       


















                                                                                                         
                                                                                                                                             



































                                                                                                                                                              
                                                                
                                           
                                                                                                   
                                                                            



                                
                                                                      
                                                  
                                                                                             
                                                    
                         

                                                                             






                                                                               

                                                                        
                                                                            

                                                                         
                                                                                                
























                                                                                                                                          
                         





                                                                                                 
                               
                                             
                                                                        
                                                                       

                                                   
                                                                                    




                                                                                                    

                                                                        
















                                                                                                                   




                          
                                                            
                                                                                         




                                                               
                                                                                             










                                                                                                
                                                                  
























                                                                                                                
                                                                  

                               
                                                            
                                                                                         























                                                                                
                                                            
                                                                                        


                                                             




                                                                                         
                          
                  
                                                            
                                                                                        



                                                                      
                                                                      
                                                    
 
                                       
                                                                                                  

                                                                                                                     

                                                                  



                                                                                                             












                                                                                 
                                                            
                                                                                                     





                                                                                                          
                                                             








                                                                                          

                                    












                                                                                                    

                                                                         
                                                                                   
                         
                                                                 



                                                                                         
                                                               


                                                           
                                   


                                                                       
                                                            
                                                                                        


                           

                                 
                                                     

                                       
                                                    

                                       
                                                     

                                       
                                                    

                                       
                                                     

                                       
                                                      

                                       
                                                  

                                       
                                                            
                                                                                        


                                                               
                                                           
                                                                                        
                       






                                                                    

                                                                                               
                                                                                             
                       
                                                       











                                                             
                                            













                                                            


                              
                                
                           






                               


                              
                                                            
                                                                                        

                       


                           



                                                                            
                                                            
                                                                                                     
                       
          
 

                                                                       

                                                                                                         




                                                                                                                                                                
                                                          

                            
                                                                                       

                     

                                                                           




                                                                             
   
                                                         
                                                            
                                                                                        
                        
                                                                                             


                                                             
                                                      




                                                                               


                                                                                                                                                    




                                                                                       
                                                            
                                                                                        






                                                           
                                                            
                                                                                        




























                                                                                                                                   
                                                                    
                                                                                                

                                                                             
                                                                   



                                                         




                                                                                                                                           

                                                                                                                 
                                             
                                                                                      
                                                                            
                        
                  




                                                                 
                                             
 







                                                                                         
 


                                                                                     










                                                                                   
                                                                                                                                           













                                                                                                                 
                                                                    
                                                                                                                                                






















                                                                                        
                                                                                











                                                                                                                                               

                                       

                                                                                                                                                
                                                    













                                                                                                                                         

                          
                                                                       



























                                                                       
                                                            
                                                                                                            


                                                                 

                                                                     





                                                                            
                              
                                                               
                                                        
                                                                     















                                                                    

                                                                                     














                                                                                            

                                                                                     










                                                                                            

                                                                                 




                                                                                    






















                                                                                      
                                                                     
                       






                                                                            
                                                                   
                                                                                                


                                                              
                                                                       










                                                                            
                                                                   
                                                                                                                      


                                                             
                                                                       














                                                                            

                          
                              


                                                             
                                                                                           
                                                                       






                                         
                                                                                                                        



                                                                           
                                                                                             



                                                                 
                                                            
                                                                                         

                                          


                                                                                         
                                                             
                                                               


                                                                   


                                                             
                                                                                           
                                                                                                                  

                       

                                                                     
                             
                                                                                          


                                                                                     

                                                          



                                                             
                                                                                           


                                                          




























                                                                           
                                                  


                                                                                     

                                                                                                           
                             
                                                            
                                                                                 
                                                                                  
                                                                       



                                                               
                                 

                                                                                       

                                                                                                              

                                                                                                            
                                                                                                               
                  
                                                               


                                                               


                                                                       

















                                                                                                
                                                            
                                                                                         


                                           

                                                                    
                                                                                                  


                                                        
                                                                                                                                     
                                                                            

                                                                                                       


                                                                               
                          
                  























                                                                                                             



                                                                         
                                                        
                                       


                                                                                             
                                                               
                                                                   

                                                                         
                          
                                                                                                           

                                                                                       
                                                                 

                                                                                             
                          
                                  
                                                                                                                    
                                                                             

                                                                                                    
















                                                                       

                                                                                            









                                                                










                                                                                                                
                                                                                                             
                                         
                                                                                                                             




                                                               

                                                                    































                                                                                                 
                                                                   




                                                                
                                                                                 







                                                                                                                


                                                                            
                                                                                                                                    
                                                                                                    

                                                             
                                 
                                                                  
                                                                                          



                                                                                                    
                          

                                                  









































                                                                                                           
                                                                            
                  


                                           
                                                                                                  
















                                                                          

                                             




















                                                                                                                                                                                               

                                                                                                                                                                         






                                                                                             

                                                                                                               






                                                                                            


                                                                                                            
                                               

                                  

                                                                                               
                                                            
                                                                                               
                                                            
                                                                                             
                                                           
                                                                                           

                                                          
                                                                             
                                    

                                                                                                               
                  



                                                                       






                                                                 














                                                                                                                                    
                                                                                                                                                           










                                                                                           
                                                                                                                       





























                                                                                                                                                                    

                                                                                          
                                                                           
                                   
                                                                                








                                                                              
                                                               
                                                                  
                                                                    
                                                                                                




































                                                                                            
                                                                       




                                                                                                                                                                      




                                                                         
                                                               

                                               
                                                              



                                                                                                                         

                                                                                                                    
                                                            

                                                  
                                                                                                                              











                                                                                                               
                                                         
 

                                                          
                         

                                                                           
                                                               






                                                               
                                             








                                                                                
                                
                                                                        

                                                                            
                                                                                     
                                                                         
                                                                
                                                                                          
                                  
                                                                                                      


                                                                  
                                                               
                                  
                                 
                                                                       
                                                                      












                                                                                                                            
                                                                               
                                                            
                                                                          

                                                                    
                                                                   


                                                                          
                                                                              


                                                                                    
                                                                                       


                                                                               
                                  



                          
                                                                               









                                                                                                       
                                                                                                                     





















                                                             

                                                                                        





                                                                       

                                                                                




































                                                                                           
                                            


                                                                                      



                                                                          







                                                                                                



                          
                                                                
                                                                           


                               
                                                            
                                                                                                    







                                                                               
                                                   
                  
                                                            
                                                                                                 



                                                               
                                                                                                                                                               



                                                       
                                            



















                                                                                             
                                                                    
                                                                             















                                                                         





                                                                                                                                             




                                 
                                              


                                                                                                                    
                                                        










                                                                                                   
                                            




















                                                                                                                                
                                                     








                                                               
                          
                                                                                            



                                                                                             


                        
                                                            
                                                                                                 

                       
                            





                                                                                               











                                                                                                                                                            
                                                                               







                                                                                                                                                            










                                                                           


                                                                                                                


                       
                                                                     
                  
                                    
                                                                          
                                                      

















                                                                                                               












                                                                                   
                                                                       
























                                                                                                                                                                                         
                                                   



























                                                                                                                
                                                                                         








                                                                                                       
                                                                                           


                                                                  
                                                                                                 


                                                
                                                            

                                                                                                



                                                         





                                                                                                                                               


                                                                         
                                                                                                         

                                                                         


                                                        
 
                                                    
 

                                                                   
                                                                            
                                                                                                 
                                                                           
                                                                  









































                                                                                                                           
                                 



                                                                                           
                          
                                                                   
                                                     





                                          
                                                                     



                                                                               
                                              
                                                                              
                                                                                        
                                                                                     








                                                                       

                               
                                                                 
                                                                                                   
                                                                 



                                

                                                                                                                                                     
                          
                                                                            
                                                                                                        

















                                                                         
                                                                              

                                                       
                                                                                                              

                                                             
                                                                         



                                                                                                   
                                                                                    
                                                                                         
                                                                                                          


                                                      
                                                                                                             


                                                                           
                                                                     









                                                                                             
                                                                                                                        


                                                                 


                                                                                                             

                                                 
                                                                                                                

                                                                                        
                                                                            
                                                                                 


                                                                                                              

                                                               
                                                                            


                                                                                 
                                                                               

                                                                                 




                                                                                                              























                                                                       
                                                                                 


                                                         
                                                            
                                                                                                          
                                                                                 





                                                                                                                                
                                                            
                                                                                                     
                                                                                 


                                     
                                                                                    
                                                                                     






                                                         
                                                                    
                                                                                                


                       
                                                                                    
                                                                                     


                                                         
                                                            
                                                                                        


                       
                                                                                    
                                                                                     


                                                         
                                                            
                                                                                        
                                                                                 



                                     









                                                                                                           
                                                                                        


                              









                                                                                                           
                                                                                        


                         














                                                                                   
                                                                                        







                                                                
                                                                                            


                                                                                              





                                                                                                         
                                                                                                          
                                                                   
                                                                                                            

                                  

                                                                                        





                                                             
                                                                                                        
                                                                               
                                                                        

















































                                                                                                          
 

                                                                   
                            
                         
                                                                       
                                                         
                                                                                         

                                                          

                       
                 
                                                                                           



                                        


                                                                                                                    


                                                                                                      


                                
                                             
                                  



                                                                    




                                                         
                  
 
                            
 

                                   
 

                                     


                          














                                                                              
 



                                                                                                      

                                  


                                                                                              

          















                                                                                                     
                  















                                                                                                                         
                  
                 


                                                                                      
 

















                                                                                                                    
                         






                                                                                                  
 

                                                                                                                                      







                                                                                                            
 


                                                                                                               
                                                                  
                                                  



                                                
                                                                                                


                                                                                                                                           







                                                                                                    
 


                                                                                                                                          
 











                                                                                                                             


                  
                                             
                                    



                                                                     
                                                
                      


                                                
 
                            
 

                                   
 








                                                                                              


                          
                                                                                         
                                                                         
 


                                              
 




                                                                                                       
 









                                                                                                           

                                                                                            
                                                    
                          

                                       
                  
 



                                                                                

                                                                                                                                                                  



                                                                                                         
                  
                         

                                                                                                               
 


                                                                                                       
                                          
                                                                                        
                                                                                                                                   
                                                                                              
 






                                                                                                                             
 




                                                      
          
                                   
                  
 








                                                                                                                
                                  
               





                                                                  


                               


                                                   


                                                                  
         
                                   

                                             
                                           

                                                                    



                                                              
                                                        
                                                   
                                                           


                                                                     
                                                             



                                                                       
                            




                                                                       


                                                                               
                                                        
                                                            
                                                           
                                                               
                                                  

                                                             





























                                                                              



                                                              
                           
                                                              
                                                                                                       




                                                                         
                         


                                      

                                                                                          




                                                         
                        
                                                              
                         



                                                                
                                                                               
                                                          
                                                                       

                                                                                                      


                                                                                                     















                                                                                                                                                              
                                                                                                             


                                                                                                                                



                                


                                                                                  




























































                                                                                                                                    





                                                                                
                                                    
                                                                                
                                                                          
                                                                                









                                                                                                     

                                                                                                   










                                                                                 

                                                                                             
                                 






















                                                                                                                                         

                                                               


                                                                
                              
                                                              
                         
                       
                 




                                                                                      

          
                                                       

                                                             


                                                                                                                 













                                                                                   
                                                                      



                                                   
                                                        



                                    









                                                           
 
                                                                    









                                                                                                    

                               
 
                                                                     
                                                                                            









                                                        
                                                                                   







                                                                                    
                                           













                                                                             

                                                                                                       
                                                            
                                  
                                                




                                                                           




                                                                                                    

                                              









                                                                     

                                                                                                                       




                                                  
                                                                                               



                                                           
                                                                                            



                                                                                                        
                                               
                                                



                       
                                                 
                  
                    














                                                                                                                   
                                     
                                  




                                                 
                                                       




                                                                 
                                 


                                                                            






                                                                        
                                                             



















                                                                     
                       

                                                                                              
                                                                         
                                                                      











                                                                              

                                                                         
                                                                         
                                                                      
                                          






















                                                                                                                         
                                                  












































































                                                                                                    
                                                    
                                                                    
                       


                                                               
                             
                                                      

                            


                                                  
                  

                          
                                                 
                       

          
         
                                                                                             
                                                                                      




                                                           



                                                                                                                                                        

                                    
                                                                            




                                                                                
                                                      


































                                                                                                          
                                                                      






































                                                                                                     
                                  
                          









                                                               

                                                                         




                                                                  


                                                                            

                                                                                                        
                                                     
                                                                                                               


                                                                                                                         
                                                      
                                                                                              





                                                                                     
                                                                                           

                                                                                                  
                                                                              

                                  
                                                                              
                                                                                                   


                           
                                                   
                                                                                        




                              
                         
                                                   

                                                                             








                                  
                          
                                                                                  
                                                                                                                                 
                                             
                                                    
                                                                                           
                       







                                
                                                                                                                                 
                                  


                                              
                                                                                           





                                                                                                             
                       
                                    



                                                                                                    
   
                          
                                                    
                  
                                                                                                             





                                                                                                             
                                                    
                                                                                                             






                                                                   
                 
 
                        










                                                                                             
                                        
                                             
                           










                                                                  

                                                    
                                                     
                                
 











                                                                                                                                  








                                                                                                                   
                                                                                                        


                                                                                            
                                                                                                                    


                                                                                            

                                                                                     
                       
                                                                                                                        




                               

                                                                                             

                                                                                          





                                                                                                                             







                                                        



                                                                                                                       

                                                                                                        











                                                                                            
                                                             





                                                        
                                                                                                   

                                                                                                


                               
                                











                                                                                                                 


                                                                                                                                                 
                       




                                                                                                 
                                     
                                                                                       
                                    


                                    

                                                                                   








                                                                                                                     
                                                                       
                                                                 
                                                                                                                 


                       
                            
                             
                                                                     
                                                                              
                                                                    
                          

                                                                                          


                                                                               

                                                                



                                                                                                                   
                                                                  





                                           
                                                      
                                                                                                                                       




                                                                                       
                                                                      
                                                         
                                                                                                         







                               



                                                                                   

                                                                                   
                                        
                                              
                                                               
                                                         
                                                                                                         







                                                                     
                                                                       

                                                                      
                                                                                                                 

















































                                                                                                                     
                                                                         

                                                             
                                                                                                                     

                                                                 
                                                                                                                        

                                                                            
                                                                                                                    

                                                                           
                                                                                                                      

                                                       
                                                                                                                        

                                                       
                                                                                                                        

                                                         
                                                                                                                         

                                                    
                                                                                                                       

                                                      
                                                                                                                        

                                                         

                                                                                                                    

                                                                   
                                                                                                                      







                                                                                             
                                                                                                               
                                               
                                                 
                                                                                                                 

                                                 
                                                                                                                 

                                                  
                                                                                                                  

                                                            
                                                                                                                    

                                                     
                                                                                                                         
                                               

                                                                                                                         
                                               

                                                                                                                          

                                                           
                                                                                                                            




                                               
                              
                                                                                        

                       
                                                                                                                  


                                     

                                                                                          
                       
                                                            








                                                                               
                                                                               

                                                
                                                                               

          
                        







                                                                                     
                                  




                                       



                                







                                                                                                      
                                                    







                                                                 
                                                                                                                 






                                                                         
                                                                                                                              






















                                                                                    
                                  

                  



                                






                                                 
                                                              


                                                                 
                                 






                                         
                                                                                                            














                                                                                                                                              
                                
                                                              










                                                                 
                                                              
                          
                                                                                         

                                                                                                                              
                                                                                                                    
                                                                                                                                       


                                 
                                                              

                                                               
                                                                  



                                                                                                                                                  

                                                                                                                                         




                                          
                                                                                                                                   


































































                                                                                                   
                                                      

                                                            











                                                                                                  


















                                                                       
                                             































                                                                                           


                                                       
                    


                                                               
                 

                                                                                             

                       

                                                                                              














                                                                              



















                                                                                                         
                                                                                                          






                                                                              
                                                                                                                                







                                                                                                                                                    
                                                                              



                                                                                                     
                                                                                                             

                                                                                               
                                                                                      















                                                                 
                                                                                                               












                                                                                
                                                                          






                                                                                                        

                                                                        




                                                                                      
                                                                                  
                                                                                                                                                                      
                                                                                                        

                                                                        






                                          

                                                                        





























                                                                                                                                                
                             
                                 

                                    
                          



                                             









                                                                                                                       
           


                                             


                                             
                                                                                   
  
                                                                                      
                                             




                                                  

                               
                                            
                                                              
                                        




                                                                                                                              
                            
                                               



                                                      
                                               










                                                      
                                               

                                                                                                




                                                      
                                                                      













                                                                                   
                                                   
                                                                                                                                   







                                                              
                                         
                                   



                                                             



                                                                           

                                                     

                                                                         



                                             
                                 
                                               


                                                     
                                  

                                                   











                                                              
                                                           
                                                                                       
                                                                          


                                                     
 





                                                                         
                                                                                                         






















                                                                    
                                                                                                       








                                                                                                  
                                              












                                                                            

                                                                         


                                                                                         


                                                                                                      




                                                                                                        



















                                                                         
                                                                


                                                                                 

                                                                                                       



                                                                         
                                                                                                     


                                                                                 
                                                                                                      


                                                                                  
                                                      
                                  
                                                                                                               


                                                                                
                                                                                                                                
                                  



                                                                   
                                                        
                                      

                                                                          
                                                
                                                                             
                                                
                                                                              



























                                                                                         
                                                                                             

                                                               









                                                                               



                                                                       

                                                                                                                                                                                                                                                                      






                                                                      


                                                                                                              















                                                                                                                               






                                                                                                  
                                                                                                                     







                                                                                                                                    


                                                                 


                                                                                                  
                                                    

                                  
 
                       
                                                                                             
                                  



                                    
                                
























                                                                                                

                                                                                   
                  

                                                       



                                                                                                  
                                                                         



























                                                                                                     
                       
                                          
                                                          
                          
                           
                           
                                                                                                            




                                               
                                                                                                                                                          



                                               
                                                                                                                                                           



                                               
                                                                                                                                                           



                                               


                                                                                                  

                               



















                                                                                                 
 





                                                                     
                          
                       
 
                       



                                                       


                               
                          
                                
                       
 
                               

                                                                                
                                                                     
                       
 
                            

                                                                                     
                                                                        

                       
                            
                                
                       
 






                                                   
                       




                                                   


                                        


                              
         
                     
                       


















                                                                                                 
                                                                              

                                                          
                                                                          



                                                       


                                                                                             

                                                                                                                                  

                                          
                  







                                                                            
                                                   








































                                                       
                                                                  




                                                       
                                                                   




                                                       
                                                                                










                                                                                                                                               


                                                       




                                                                                         
                                                                                                





                                                                                  










                                                                                                                     
                                                                                             













                                                                                                
                                                                                                                                                     







                                                                                                            

                                                                              




                                                                                                


                                                                                 

























                                                                    
                                                                      
  
                                                                 

                                                         
 








                                                                                    

          








                                                             
                            



















                                                                                  
                  

                                                                          
          

                                      
 



                                             
                                                                      
  
                                                                   

                                                        

                            


                                                                                                     
                                                                                           
                     
                                                                  
                             
                                                                                                    





                                                                                   

                                                      
          
 

                                                                  
 

                                                              
 
                             
                                 
                                          




                                                                                  

                                                         
                                                                                     


                                                          
                                                                                                            


                                                           
                  

          

                                                             

  


















































































































































                                                                       
                                            

                         
                                                 

                                     

                                                               

                                            
 


                                                      
 
                                                                                                                                                          



                                                           




                                                                                                                                     
                                                          
                        
          





                                                                  





































                                                                                                      
                                                                


                                                                                                                                     
                                                                          
























































                                                                                                                                                                                    
                                    



                                                                                            
                                                                                                  



















                                                                  

                                                                                                         









                                                                  
                                     
                                         
 

                                                                    





                                                               








                                                                    







                                                                  
                   

                            
                                                         
                          
                                                      

                                         


                                                                                        




                                                        

                                                                                        










                                                              
                                     
                                         
 

                                                                                                         



















                                                                                                         
                                         
                                      
                                  




                                                      
                   

                            




                                                                  

                          
         
                                            


                                                                                    





                                                    

                                                                                    






























                                                                             
                                                          














                                                                                                    
                                                                                         
  
                                                                    


























































                                                                                     
                                                       
  
                                               

                                                            

                            
                           



                                                                                                                                      
                                                      




                                               






                                                                                                    
                  
 
          
                              

                                                  
  
         





                                                                           

                                               
                            
                              
 

                                                                 




                                               
                                                         
















































                                                                                                                                  


                                              

                                                 

                          
                                                                                     



                                                                               
                          
                 
 

                                                                    

                                                                        
                                     

                                                         
                              






                                                                                                           














                                                                             


                                                             
         

                                                       
                                                    
 
                  





























                                                                   


                                     
 

                                              
                               


                                                    









                                                                                                       
                                                                                                  

                                               
                                                                                                    












                                                                  
                                  

                            
                                               
 


                                                                                                                       
                                                         
                                                                                                               
                                                        
                                                                                                           
                                                          
                                                                                                                   
                                                           
                                                                                                             
                                                          
                                                                                                               
                                                           
                                                                              
                                                            
                                                                            



                                                           
                                                    


                                                
                                  





                                                                              

                                                    













                                                                                          

                                                                                                 
                                                                
                                                                         



                                                                             
                                                                  




















                                                                               
                                  



                                             
                                              
 
                                                           

                        

                                                                      
         
                                       
          


                                                                    


                   
                                                 


                 
                                                                                   
































                                                                                      
                                                                                     

                            
                                                                                             

                               
                                                                                                   

                          
                                                                                         

                         
                                                                                       




























                                                                                     
                                                                                     

                            
                                                                                             

                               
                                                                                                   

                          
                                                                                         

                         
                                                                                       








                                          
                                                 








                                                                     
                                                                                
  

                                                
               



                                   

                               
















                                                                                       






                                                       
                                                                                   
                                 
                                               



                                 

                                  


                                                                                                

                                                                                                      








                                                                                            
                                                                                                                                    

                                                     


                                                                                                      









                                                                                     
                                                                               
  

                              




                                 









                                                                                                                                        
                  

                                                                                                                                      
                  
          
 




                                                                                                  

                  









                                                               

                                                                                     







                                                                





                                                                              

                             











                                                                                                                               







                                                  
                                                
 
                            
 

                                                           
                  









                                                                       
                              




                                              


                              
 
                                 













































                                                                                          

                                                                            

















                                                                     











                                                      

                                            
                                                     





                                                                                               

                                  





                                                                                                     
                                                                         















                                                                                             
                                                                                                        


































































































                                                                                                                                         
 
























































                                                                                            
                                                                                                   
                          
 





































































































































































































































































































































































































































                                                                                                                                                                                                                                      
                                                                                                                         













                                                                                                   
                                                                                          































































                                                                                                                 


























                                                                              
































































































































































































































                                                                                                                                      
                                                             




















































                                                                                 

                                                    


                                  






                                                                                                                 
                                  
                 




                                                              


                                                               
 
                                                 


                                                  



                                                           
                                                          
                                                         
                                                         
                                                        


                                                        
                                                                   




















                                                                        

                                                    


                                  


                                                                 























                                                                 
























                                                                                                               

                                                




                                                                    











                                                                     

             

                                    
                     


                                                                           




                                                                                                         
                                  
                  
                                  


                                                                 



                                                              


                                                                     





















                                                                     


                                                                 



                                                                         
                                                                   


















































































































































                                                                                                                   
                                                   


                                                 


                                                                 





                                                                   



















                                                                     


                                                                 
                                  
                                                    







                                                                     

























































                                                                                                  
                        

                                                                           
                                                                             
         






                                                                    
                                                                     




                                                                                                            


                                     
                                      

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

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

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

#include "skill.h"
#include "map.h"
#include "clif.h"
#include "pc.h"
#include "status.h"
#include "pet.h"
#include "mob.h"
#include "battle.h"
#include "party.h"
#include "itemdb.h"
#include "script.h"
#include "intif.h"
#include "log.h"
#include "chrif.h"
#include "guild.h"
#include "date.h"
#include "unit.h"

#define SKILLUNITTIMER_INVERVAL	100
//Guild Skills are shifted to these to make them stick into the skill array.
#define GD_SKILLRANGEMIN 900
#define GD_SKILLRANGEMAX GD_SKILLRANGEMIN+MAX_GUILDSKILL

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

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

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]

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

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

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

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

// macros to check for out of bounds errors [celest]
// i: Skill ID, l: Skill Level, var: Value to return after checking
// for values that don't require level just put a one (putting 0 will trigger return 0; instead
// for values that might need to use a different function just skill_chk would suffice.
#define skill_chk(i, l) \
	if (i >= GD_SKILLRANGEMIN && i <= GD_SKILLRANGEMAX) { return 0; } \
	if (i >= GD_SKILLBASE) {i = GD_SKILLRANGEMIN + i - GD_SKILLBASE;} \
	if (i < 1 || i >= MAX_SKILL_DB) {return 0;} \
	if (l <= 0 || l > MAX_SKILL_LEVEL) {return 0;}
#define skill_get(var, i, l) \
	{ skill_chk(i, l); return var; }

// Skill DB
int	skill_get_hit( int id ){ skill_get (skill_db[id].hit, id, 1); }
int	skill_get_inf( int id ){ skill_get (skill_db[id].inf, id, 1); }
int	skill_get_pl( int id ){ skill_get (skill_db[id].pl, id, 1); }
int	skill_get_nk( int id ){ skill_get (skill_db[id].nk, id, 1); }
int	skill_get_max( int id ){ skill_get (skill_db[id].max, id, 1); }
int	skill_get_range( int id , int lv ){ skill_get(skill_db[id].range[lv-1], id, lv); }
int	skill_get_splash( int id , int lv ){ skill_chk (id, lv); return (skill_db[id].splash[lv-1]>=0?skill_db[id].splash[lv-1]:AREA_SIZE); }
int	skill_get_hp( int id ,int lv ){ skill_get (skill_db[id].hp[lv-1], id, lv); }
int	skill_get_sp( int id ,int lv ){ skill_get (skill_db[id].sp[lv-1], id, lv); }
int	skill_get_hp_rate(int id, int lv ){ skill_get (skill_db[id].hp_rate[lv-1], id, lv); }
int	skill_get_sp_rate(int id, int lv ){ skill_get (skill_db[id].sp_rate[lv-1], id, lv); }
int	skill_get_state(int id) { skill_get (skill_db[id].state, id, 1); }
int	skill_get_spiritball(int id, int lv) { skill_get (skill_db[id].spiritball[lv-1], id, lv); }
int	skill_get_itemid(int id, int idx) { skill_get (skill_db[id].itemid[idx], id, 1); }
int	skill_get_itemqty(int id, int idx) { skill_get (skill_db[id].amount[idx], id, 1); }
int	skill_get_zeny( int id ,int lv ){ skill_get (skill_db[id].zeny[lv-1], id, lv); }
int	skill_get_num( int id ,int lv ){ skill_get (skill_db[id].num[lv-1], id, lv); }
int	skill_get_cast( int id ,int lv ){ skill_get (skill_db[id].cast[lv-1], id, lv); }
int	skill_get_delay( int id ,int lv ){ skill_get (skill_db[id].delay[lv-1], id, lv); }
int	skill_get_walkdelay( int id ,int lv ){ skill_get (skill_db[id].walkdelay[lv-1], id, lv); }
int	skill_get_time( int id ,int lv ){ skill_get (skill_db[id].upkeep_time[lv-1], id, lv); }
int	skill_get_time2( int id ,int lv ){ skill_get (skill_db[id].upkeep_time2[lv-1], id, lv); }
int	skill_get_castdef( int id ){ skill_get (skill_db[id].cast_def_rate, id, 1); }
int	skill_get_weapontype( int id ){ skill_get (skill_db[id].weapon, id, 1); }
int	skill_get_ammotype( int id ){ skill_get (skill_db[id].ammo, id, 1); }
int	skill_get_ammo_qty( int id, int lv ){ skill_get (skill_db[id].ammo_qty[lv-1], id, lv); }
int	skill_get_inf2( int id ){ skill_get (skill_db[id].inf2, id, 1); }
int	skill_get_castcancel( int id ){ skill_get (skill_db[id].castcancel, id, 1); }
int	skill_get_maxcount( int id ){ skill_get (skill_db[id].maxcount, id, 1); }
int	skill_get_blewcount( int id ,int lv ){ skill_get (skill_db[id].blewcount[lv-1], id, lv); }
int	skill_get_mhp( int id ,int lv ){ skill_get (skill_db[id].mhp[lv-1], id, lv); }
int	skill_get_castnodex( int id ,int lv ){ skill_get (skill_db[id].castnodex[lv-1], id, lv); }
int	skill_get_delaynodex( int id ,int lv ){ skill_get (skill_db[id].delaynodex[lv-1], id, lv); }
int	skill_get_nocast ( int id ){ skill_get (skill_db[id].nocast, id, 1); }
int	skill_get_type( int id ){ skill_get (skill_db[id].skill_type, id, 1); }
int	skill_get_unit_id ( int id, int flag ){ skill_get (skill_db[id].unit_id[flag], id, 1); }
int	skill_get_unit_layout_type( int id ,int lv ){ skill_get (skill_db[id].unit_layout_type[lv-1], id, lv); }
int	skill_get_unit_interval( int id ){ skill_get (skill_db[id].unit_interval, id, 1); }
int	skill_get_unit_range( int id, int lv ){ skill_get (skill_db[id].unit_range[lv-1], id, lv); }
int	skill_get_unit_target( int id ){ skill_get ((skill_db[id].unit_target&BCT_ALL), id, 1); }
int	skill_get_unit_bl_target( int id ){ skill_get ((skill_db[id].unit_target&BL_ALL), id, 1); }
int	skill_get_unit_flag( int id ){ skill_get (skill_db[id].unit_flag, id, 1); }
const char*	skill_get_name( int id ){
	if (id >= GD_SKILLRANGEMIN && id <= GD_SKILLRANGEMAX)
		return "UNKNOWN_SKILL";
	if (id >= GD_SKILLBASE)
		id = GD_SKILLRANGEMIN + id - GD_SKILLBASE;
	if (id < 1 || id > MAX_SKILL_DB || skill_db[id].name==NULL)
		return "UNKNOWN_SKILL"; //Can't use skill_chk because we return a string.
	return skill_db[id].name; 
}

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

/* �v�?�g�^�C�v */
int skill_castend_damage_id( struct block_list* src, struct block_list *bl,int skillid,int skilllv,unsigned int tick,int flag );
int skill_frostjoke_scream(struct block_list *bl,va_list ap);
int status_change_timer_sub(struct block_list *bl, va_list ap);
int skill_attack_area(struct block_list *bl,va_list ap);
struct skill_unit_group *skill_locate_element_field(struct block_list *bl); // [Skotlex]
int skill_graffitiremover(struct block_list *bl, va_list ap); // [Valaris]
int skill_greed(struct block_list *bl, va_list ap);
int skill_landprotector(struct block_list *bl, va_list ap);
int skill_ganbatein(struct block_list *bl, va_list ap);
int skill_trap_splash(struct block_list *bl, va_list ap);
int skill_count_target(struct block_list *bl, va_list ap);
struct skill_unit_group_tickset *skill_unitgrouptickset_search(struct block_list *bl,struct skill_unit_group *sg,int tick);
static int skill_unit_onplace(struct skill_unit *src,struct block_list *bl,unsigned int tick);
static int skill_unit_onleft(int skill_id, struct block_list *bl,unsigned int tick);
int skill_unit_effect(struct block_list *bl,va_list ap);
static void skill_moonlit(struct block_list* src, struct block_list* partner, int skilllv);

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

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

//Returns actual skill range taking into account attack range and AC_OWL [Skotlex]
int skill_get_range2(struct block_list *bl, int id, int lv) {
	int range = skill_get_range(id, lv);
	if(range < 0) {
		if (battle_config.use_weapon_skill_range)
			return status_get_range(bl);
		range *=-1;
	}
	//TODO: Find a way better than hardcoding the list of skills affected by AC_VULTURE
	switch (id) {
	case AC_SHOWER:
	case AC_DOUBLE:
	case HT_BLITZBEAT:
	case AC_CHARGEARROW:
	case SN_FALCONASSAULT:
	case SN_SHARPSHOOTING:
	case HT_POWER:
		if (bl->type == BL_PC)
			range += pc_checkskill((struct map_session_data *)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_TRACKING:
	case GS_PIERCINGSHOT:
	case GS_FULLBUSTER:
	case GS_SPREADATTACK:
	case GS_GROUNDDRIFT:
		if (bl->type == BL_PC)
			range += pc_checkskill((struct map_session_data *)bl, GS_SNAKEEYE);
		else
			range += 10; //Assume level 10?
		break;
	}

	return range;
}

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

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

	return 1;
}

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

	if (i >= GD_SKILLBASE)
		i = GD_SKILLRANGEMIN + i - GD_SKILLBASE;
	
	if (i > MAX_SKILL || i < 0)
		return 1;
	
	if (sd->blockskill[i] > 0)
		return 1;

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

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

	switch (skillid) {
		case AL_WARP:
			if(map[sd->bl.m].flag.nowarp) {
				clif_skill_teleportmessage(sd,0);
				return 1;
			}
			return 0;
		break;
		case AL_TELEPORT:
			if(map[sd->bl.m].flag.noteleport) {
				clif_skill_teleportmessage(sd,0);
				return 1;
			}
			return 0;
		case TK_HIGHJUMP:
			if(map[sd->bl.m].flag.noteleport && !map_flag_gvg(sd->bl.m))
		  	{	//Can't be used on noteleport maps, except for gvg maps [Skotlex]
				clif_skill_fail(sd,skillid,0,0);
				return 1;
			}
			break;
		case WE_CALLPARTNER:
		case WE_CALLPARENT:
		case WE_CALLBABY:
			if (map[sd->bl.m].flag.nomemo) {
				clif_skill_teleportmessage(sd,1);
				return 1;
			}
			break;	
		case MC_VENDING:
		case MC_IDENTIFY:
			return 0; // always allowed
		case WZ_ICEWALL:
			// noicewall flag [Valaris]
			if (map[sd->bl.m].flag.noicewall) {
				clif_skill_fail(sd,skillid,0,0);
				return 1;
			}
	}
	return (map[sd->bl.m].flag.noskill);
}

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

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

	if (pos != -1)
		return &skill_unit_layout[pos];

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

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

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

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

	int skill,skill2;
	int rate;

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

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

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

	if (!tsc) //skill additional effect is about adding effects to the target...
		//So if the target can't be inflicted with statuses, this is pointless.
		return 0;	

	switch(skillid){
	case 0: // Normal attacks (no skill used)
	{
		if(sd) {
			// Automatic trigger of Blitz Beat
			if (pc_isfalcon(sd) && sd->status.weapon == W_BOW && (skill=pc_checkskill(sd,HT_BLITZBEAT))>0 &&
				rand()%1000 <= sd->paramc[5]*10/3+1 ) {
				int lv=(sd->status.job_level+9)/10;
				skill_castend_damage_id(src,bl,HT_BLITZBEAT,(skill<lv)?skill:lv,tick,0xf00000);
			}
			// Gank
			if(dstmd && dstmd->state.steal_flag<battle_config.skill_steal_max_tries && sd->status.weapon != W_BOW && (skill=pc_checkskill(sd,RG_SNATCHER)) > 0 &&
				(skill*15 + 55) + (skill2 = pc_checkskill(sd,TF_STEAL))*10 > rand()%1000) {
				if(pc_steal_item(sd,bl))
					clif_skill_nodamage(src,bl,TF_STEAL,skill2,1);
				else if (battle_config.display_snatcher_skill_fail)
					clif_skill_fail(sd,skillid,0,0);
			}
			// Chance to trigger Taekwon kicks [Dralnu]
			if(sd->sc.count && sd->sc.data[SC_COMBO].timer == -1) {
				if(sd->sc.data[SC_READYSTORM].timer != -1 &&
					sc_start4(src,SC_COMBO, 15, TK_STORMKICK,0,0,0,
						(2000 - 4 * status_get_agi(src) - 2 *  status_get_dex(src))))
					; //Stance triggered
				else if(sd->sc.data[SC_READYDOWN].timer != -1 &&
					sc_start4(src,SC_COMBO, 15, TK_DOWNKICK,0,0,0,
						(2000 - 4 * status_get_agi(src) - 2 *  status_get_dex(src))))
					; //Stance triggered
				else if(sd->sc.data[SC_READYTURN].timer != -1 && 
					sc_start4(src,SC_COMBO, 15, TK_TURNKICK,0,0,0,
						(2000 - 4 * status_get_agi(src) - 2 *  status_get_dex(src))))
					; //Stance triggered
				else if(sd->sc.data[SC_READYCOUNTER].timer != -1)
				{	//additional chance from SG_FRIEND [Komurka]
					rate = 20;
					if (sd->sc.data[SC_SKILLRATE_UP].timer != -1 && sd->sc.data[SC_SKILLRATE_UP].val1 == TK_COUNTER) {
						rate += rate*sd->sc.data[SC_SKILLRATE_UP].val2/100;
						status_change_end(src,SC_SKILLRATE_UP,-1);
					} 
					sc_start4(src,SC_COMBO, rate, TK_COUNTER, bl->id,0,0,
						(2000 - 4 * status_get_agi(src) - 2 *  status_get_dex(src)));
				}
			}
		}
	
		if (sc && sc->count) {	
		// Enchant Poison gives a chance to poison attacked enemies
			if(sc->data[SC_ENCPOISON].timer != -1)
				sc_start4(bl,SC_POISON,sc->data[SC_ENCPOISON].val1,
					sc->data[SC_ENCPOISON].val1,0,0,0,skill_get_time2(AS_ENCHANTPOISON,sc->data[SC_ENCPOISON].val1));
			// Enchant Deadly Poison gives a chance to deadly poison attacked enemies
			if(sc->data[SC_EDP].timer != -1)
				sc_start4(bl,SC_DPOISON,sc->data[SC_EDP].val2,
					sc->data[SC_EDP].val1,0,0,0,skill_get_time2(ASC_EDP,sc->data[SC_EDP].val1));
		}
		if (tsc->count) {
			if (tsc->data[SC_SPLASHER].timer != -1)
				sc_start4(bl,SC_POISON,2*tsc->data[SC_SPLASHER].val1+10,
					tsc->data[SC_SPLASHER].val1,0,0,0,
					skill_get_time2(tsc->data[SC_SPLASHER].val2,tsc->data[SC_SPLASHER].val1));
		}
	}
	break;

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

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

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

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

	case WZ_STORMGUST:		/* �X�g?���K�X�g */
		tsc->data[SC_FREEZE].val3++;
		if(tsc->data[SC_FREEZE].val3 >= 3)
			status_change_start(bl,SC_FREEZE,10000,
				skilllv,0,0,0,skill_get_time2(skillid,skilllv),8);
		break;

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

	case NPC_MENTALBREAKER:
		if(dstsd) {
			int sp = dstsd->status.max_sp*(10+skilllv)/100;
			if(sp < 1) sp = 1;
			pc_damage_sp(dstsd,sp,0);
		}
		break;
	// Equipment breaking monster skills [Celest]
	case NPC_BREAKWEAPON:
		skill_break_equip(bl, EQP_WEAPON, 150*skilllv, BCT_ENEMY);
		break;
	case NPC_BREAKARMOR:
		skill_break_equip(bl, EQP_ARMOR, 150*skilllv, BCT_ENEMY);
		break;
	case NPC_BREAKHELM:
		skill_break_equip(bl, EQP_HELM, 150*skilllv, BCT_ENEMY);
		break;
	case NPC_BREAKSHIELD:
		skill_break_equip(bl, EQP_SHIELD, 150*skilllv, BCT_ENEMY);
		break;

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

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

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

	case PF_FOGWALL:		/* �z?��?�N�?�X */
		if (src != bl && tsc->data[SC_DELUGE].timer == -1)
			status_change_start(bl,SC_BLIND,10000,skilllv,0,0,0,skill_get_time2(skillid,skilllv),8);
		break;

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

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

	case ASC_METEORASSAULT:			/* �?�e�I�A�T���g */
		//Any enemies hit by this skill will receive Stun, Darkness, or external bleeding status ailment with a 5%+5*SkillLV% chance.
		switch(rand()%3) {
			case 0:
				sc_start(bl,SC_BLIND,(5+skilllv*5),skilllv,skill_get_time2(skillid,1));
				break;
			case 1:
				sc_start(bl,SC_STUN,(5+skilllv*5),skilllv,skill_get_time2(skillid,2));
				break;
			default:
				sc_start(bl,SC_BLEEDING,(5+skilllv*5),skilllv,skill_get_time2(skillid,3));
  		}
		break;

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

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

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

	case TK_DOWNKICK:
		sc_start(bl,SC_STUN,100,skilllv,skill_get_time(skillid,skilllv));
		break;
			
	case TK_JUMPKICK:
		//Cancel out Soul Linker status of the target. [Skotlex]
		if (tsc->count) {
			if (tsc->data[SC_PRESERVE].timer != -1) //preserve blocks the cleaning
				break;	
			//Remove pitched potions effect.
			if (tsc->data[SC_ASPDPOTION0].timer != -1 && tsc->data[SC_ASPDPOTION0].val4)
				status_change_end(bl, SC_ASPDPOTION0, -1);
			if (tsc->data[SC_ASPDPOTION1].timer != -1 && tsc->data[SC_ASPDPOTION1].val4)
				status_change_end(bl, SC_ASPDPOTION1, -1);
			if (tsc->data[SC_ASPDPOTION2].timer != -1 && tsc->data[SC_ASPDPOTION2].val4)
				status_change_end(bl, SC_ASPDPOTION2, -1);
			if (tsc->data[SC_ASPDPOTION3].timer != -1 && tsc->data[SC_ASPDPOTION3].val4)
				status_change_end(bl, SC_ASPDPOTION3, -1);
			if (tsc->data[SC_SPIRIT].timer != -1)
				status_change_end(bl, SC_SPIRIT, -1);
			if (tsc->data[SC_ONEHAND].timer != -1)
				status_change_end(bl, SC_ONEHAND, -1);
			if (tsc->data[SC_ADRENALINE2].timer != -1)
				status_change_end(bl, SC_ADRENALINE2, -1);
		}		
		break;
	case MO_BALKYOUNG: //Note: attack_type is passed as BF_WEAPON for the actual target, BF_MISC for the splash-affected mobs.
		if(attack_type == BF_MISC) //70% base stun chance...
			sc_start(bl,SC_STUN,70,skilllv,skill_get_time2(skillid,skilllv));
		break;
	//Until they're at right position - gs_statuschange- [Vicious]
	case GS_BULLSEYE: //0.1% coma rate.
		status_change_start(bl,SC_COMA,10,skilllv,0,0,0,0,0);
		break;
	case GS_CRACKER:
		if (!dstsd)	// according to latest patch, should not work on players [Reddozen]
			sc_start(bl,SC_STUN,(100 - 10*distance_bl(src, bl)),skilllv,skill_get_time2(skillid,skilllv)); //Temp stun rate 
		break;
	case GS_PIERCINGSHOT:
		sc_start(bl,SC_BLEEDING,(skilllv*3),skilllv,skill_get_time2(skillid,skilllv));
		break;
	case GS_FULLBUSTER:
		sc_start(bl,SC_BLIND,(2*skilllv),skilllv,skill_get_time2(skillid,1));
		break;
	case NJ_HYOUSYOURAKU:
		sc_start(bl,SC_FREEZE,(10+10*skilllv),skilllv,skill_get_time2(skillid,skilllv));
		break;

	//case GS_FLING:	// this needs to be looked at [Reddozen]
	//	if (skill == GS_FLING) { // gunslinger [marquis007]
	//		int spiritball = (sd->spiritball > 5 ? 5 : sd->spiritball);
	//	} else {
	//		int spiritball = 1;
	//	}
	//
	//	if (spiritball <= sd->spiritball && sd->spiritball != 0){
	//		pc_delspiritball(sd,spiritball,0);
	//		status_change_start(bl,SC_FLING,10000,spiritball*5,0,0,0,skill_get_time(skillid,skilllv)));
	//	}
	//	break;
	}

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

	if(sd && skillid != MC_CARTREVOLUTION && skillid != AM_DEMONSTRATION && skillid != CR_REFLECTSHIELD && attack_type&BF_WEAPON){	/* �J?�h�ɂ��lj�?�� */
		int i, type;
		for(i=SC_COMMON_MIN;i<=SC_COMMON_MAX;i++){
			type=i-SC_COMMON_MIN;
			rate = sd->addeff[type]+(sd->state.arrow_atk?sd->arrow_addeff[type]:0);
			if (!rate)
				continue; //Code Speedup.
			status_change_start(bl,i,rate,7,0,0,0,skill_get_time2(StatusSkillChangeTable[type],7),0);
		}
	}

	//Reports say that autospell effects get triggered on skills and pretty much everything including splash attacks. [Skotlex]
	//No need to check the NK value as this function is only called on attacks
	//(or stuff that should invoke these things.
	if(sd && !status_isdead(bl) && src != bl/* &&
		!(skillid && skill_get_nk(skillid)&NK_NO_DAMAGE)*/) {
		struct block_list *tbl;
		struct unit_data *ud;
		int i;
		for (i = 0; i < MAX_PC_BONUS && sd->autospell[i].id; i++) {

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

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

			if (rand()%1000 > rate)
				continue;
			if (sd->autospell[i].id < 0)
				tbl = src;
			else
				tbl = bl;
			
			if (tbl != src && !battle_check_range(src, tbl, skill_get_range2(src, skill, skill2)))
				continue; //Autoskills DO check for target-src range. [Skotlex]
			rate = skill_get_inf(skill);
			switch (skill_get_casttype(skill)) {
				case CAST_GROUND:
					skill_castend_pos2(src, tbl->x, tbl->y, skill, skill2, tick, 0);
					break;
				case CAST_NODAMAGE:
					skill_castend_nodamage_id(src, tbl, skill, skill2, tick, 0);
					break;
				case CAST_DAMAGE:
					skill_castend_damage_id(src, tbl, skill, skill2, tick, 0);
					break;
			}
			//Set canact delay. [Skotlex]
			ud = unit_bl2ud(src);
			if (ud) {
				rate = skill_delayfix(src, skill, skill2)/2;
				if (DIFF_TICK(ud->canact_tick, tick + rate) < 0)
					ud->canact_tick = tick+rate;
			}
			break; //Only one auto skill comes off at a time.
		}
	}
	return 0;
}

/* Splitted off from skill_additional_effect, which is never called when the
 * attack skill kills the enemy. Place in this function counter status effects 
 * when using skills (eg: Asura's sp regen penalty, or counter-status effects 
 * from cards) that will take effect on the source, not the target. [Skotlex]
 * Note: Currently this function only applies to Extremity Fist and BF_WEAPON 
 * type of skills, so not every instance of skill_additional_effect needs a call
 * to this one.
 */
int skill_counter_additional_effect (struct block_list* src, struct block_list *bl, int skillid, int skilllv, int attack_type, unsigned int tick)
{
	int rate;
	struct map_session_data *sd=NULL;
	struct map_session_data *dstsd=NULL;
	struct status_change *tsc;
	
	nullpo_retr(0, src);
	nullpo_retr(0, bl);

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

	tsc = status_get_sc(bl);
	if (tsc && !tsc->count)
		tsc = NULL;
	
	BL_CAST(BL_PC, src, sd);
	BL_CAST(BL_PC, bl, dstsd);

	switch(skillid){
	case 0: //Normal Attack
		if(tsc && tsc->data[SC_KAAHI].timer != -1 && tsc->data[SC_KAAHI].val4 == -1)
			tsc->data[SC_KAAHI].val4 = add_timer(
				tick+skill_get_time2(SL_KAAHI,tsc->data[SC_KAAHI].val1), 
				kaahi_heal_timer, bl->id, SC_KAAHI); //Activate heal.
		break;
	case MO_EXTREMITYFIST:			/* ��?C���e���? */
		//��?C�����g����5���Ԏ��R�񕜂��Ȃ��悤�ɂȂ�
		sc_start(src,SkillStatusChangeTable[skillid],100,skilllv,skill_get_time2(skillid,skilllv));
		break;
	}
	
	if((sd||dstsd) && skillid != MC_CARTREVOLUTION && attack_type&BF_WEAPON){	/* �J?�h�ɂ��lj�?�� */
		int i, type;

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

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

	if(sd && bl->type == BL_MOB && status_isdead(bl) && skill_get_inf(skillid)!=INF_GROUND_SKILL && (rate=pc_checkskill(sd,HW_SOULDRAIN))>0)
	{	//Soul Drain should only work on targetted spells [Skotlex]
		int sp;
		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);
		sp = (status_get_lv(bl))*(95+15*rate)/100;
		if (sp > 0) {
			if(sd->status.sp + sp > sd->status.max_sp)
				sp = sd->status.max_sp - sd->status.sp;
			sd->status.sp += sp;
			if (sp > 0 && battle_config.show_hp_sp_gain)
				clif_heal(sd->fd,SP_SP,sp);
		}
	}

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

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

			skillid = (dstsd->autospell2[i].id > 0) ? dstsd->autospell2[i].id : -dstsd->autospell2[i].id;
			skilllv = (dstsd->autospell2[i].lv > 0) ? dstsd->autospell2[i].lv : 1;
			rate = ((sd && !sd->state.arrow_atk) || (status_get_range(src)<=2)) ?
				dstsd->autospell2[i].rate : dstsd->autospell2[i].rate / 2;
			
			if (skillnotok(skillid, dstsd))
				continue;
			if (rand()%1000 > rate)
				continue;
			if (dstsd->autospell2[i].id < 0)
				tbl = bl;
			else
				tbl = src;
			
			if (tbl != bl && !battle_check_range(bl, tbl, skill_get_range2(bl, skillid, skilllv)))
				continue; //Autoskills DO check for target-src range. [Skotlex]
			
			switch (skill_get_casttype(skillid)) {
				case CAST_GROUND:
					skill_castend_pos2(bl, tbl->x, tbl->y, skillid, skilllv, tick, 0);
					break;
				case CAST_NODAMAGE:
					skill_castend_nodamage_id(bl, tbl, skillid, skilllv, tick, 0);
					break;
				case CAST_DAMAGE:
					skill_castend_damage_id(bl, tbl, skillid, skilllv, tick, 0);
					break;
			}
			//Set canact delay. [Skotlex]
			ud = unit_bl2ud(bl);
			if (ud) {
				rate = skill_delayfix(bl, skillid, skilllv)/2;
				if (DIFF_TICK(ud->canact_tick, tick + rate) < 0)
					ud->canact_tick = tick+rate;
			}
			break; //trigger only one auto-spell per hit.
		}
	}
	return 0;
}
/*=========================================================================
 Breaks equipment. On-non players causes the corresponding strip effect.
 - rate goes from 0 to 10000 (100.00%)
 - flag is a BCT_ flag to indicate which type of adjustment should be used
   (BCT_ENEMY/BCT_PARTY/BCT_SELF) are the valid values.
--------------------------------------------------------------------------*/
int skill_break_equip(struct block_list *bl, unsigned short where, int rate, int flag) {
	static int where_list[4] = {EQP_WEAPON, EQP_ARMOR, EQP_SHIELD, EQP_HELM};
	static int scatk[4] = {SC_STRIPWEAPON, SC_STRIPARMOR, SC_STRIPSHIELD, SC_STRIPHELM };
	static int scdef[4] = {SC_CP_WEAPON, SC_CP_ARMOR, SC_CP_SHIELD, SC_CP_HELM};
	struct status_change *sc = status_get_sc(bl);
	int i,j;
	TBL_PC *sd;
	BL_CAST(BL_PC, bl, sd);
	if (sc && !sc->count)
		sc = NULL;
	
	if (sd) {
		if (sd->unbreakable_equip)
			where &= ~sd->unbreakable_equip;
		if (sd->unbreakable)
			rate -= rate*sd->unbreakable/100;
		if (where&EQP_WEAPON) {
			switch (sd->status.weapon) {
				case 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_STAFF:
				case W_BOOK: //Rods and Books can't be broken [Skotlex]
					where &= ~EQP_WEAPON;
			}
		}
	}
	if (flag&BCT_ENEMY) {
		if (battle_config.equip_skill_break_rate != 100)
			rate = rate*battle_config.equip_skill_break_rate/100;
	} else if (flag&(BCT_PARTY|BCT_SELF)) {
		if (battle_config.equip_self_break_rate != 100)
			rate = rate*battle_config.equip_self_break_rate/100;
	}

	for (i = 0; i < 4; i++) {
		if (where&where_list[i]) {
			if (sc && sc->count && sc->data[scdef[i]].timer != -1)
				where&=~where_list[i];
			else if (rand()%10000 >= rate)
				where&=~where_list[i];
			else if (!sd) //Cause Strip effect.
				sc_start(bl,scatk[i],100,0,skill_get_time(StatusSkillChangeTable[scatk[i]],1));
		}
	}
	if (!where) //Nothing to break.
		return 0;
	if (sd) {
		for (i = 0; i < 11; i++) {
			j = sd->equip_index[i];
			if (j <= 0 || sd->status.inventory[j].attribute == 1 || !sd->inventory_data[j])
				continue;
			flag = 0;
			switch(i) {
				case 6: //Upper Head
					flag = (where&EQP_HELM);
					break;
				case 7: //Body
					flag = (where&EQP_ARMOR);
					break;
				case 8: //Left/Right hands
				case 9:
					flag = (
						(where&EQP_WEAPON && sd->inventory_data[j]->type == 4) ||
						(where&EQP_SHIELD && sd->inventory_data[j]->type == 5));
					break;
				default:
					continue;
			}
			if (flag) {
				sd->status.inventory[j].attribute = 1;
				pc_unequipitem(sd, j, 3);
			}
		}
		clif_equiplist(sd);
	}

	return where; //Return list of pieces broken.
}
/*=========================================================================
 Used to knock back players, monsters, traps, etc
 If count&0xf00000, the direction is send in the 6th byte.
 If count&0x10000, the direction is to the back of the target, otherwise is away from the src.
 If count&0x20000, position update packets must not be sent.
 IF count&0X40000, direction is random.
--------------------------------------------------------------------------*/
int skill_blown( struct block_list *src, struct block_list *target,int count)
{
	int dx=0,dy=0,nx,ny;
	int x=target->x,y=target->y;
	int dir,ret;
	struct skill_unit *su=NULL;

	nullpo_retr(0, src);

	if (src != target && map_flag_gvg(target->m) && target->type != BL_SKILL)
		return 0; //No knocking back in WoE, except for skills... because traps CAN be knocked back.
	if (!count&0xffff)
		return 0; //Actual knockback distance is 0.
	
	switch (target->type) {
		case BL_MOB:
			if (((TBL_MOB*)target)->class_ == MOBID_EMPERIUM)
				return 0;
			break;
		case BL_SKILL:
			su=(struct skill_unit *)target;
			break;
	}

	if (count&0xf00000)
		dir = (count>>20)&0xf;
	else if (count&0x10000 || (target->x==src->x && target->y==src->y))
		dir = unit_getdir(target);
	else if (count&0x40000) //Flag for random pushing.
		dir = rand()%8;
	else
		dir = map_calc_dir(target,src->x,src->y);
	if (dir>=0 && dir<8){
		dx = -dirx[dir];
		dy = -diry[dir];
	}

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

	if (!su)
		unit_stop_walking(target,0); 

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

	if (!dx && !dy) //Could not knockback.
		return 0;
	
	map_foreachinmovearea(clif_outsight,target->m,
		x-AREA_SIZE,y-AREA_SIZE,x+AREA_SIZE,y+AREA_SIZE,
		dx,dy,target->type==BL_PC?BL_ALL:BL_PC,target);
		
	if(su)
		skill_unit_move_unit_group(su->group,target->m,dx,dy);
	else
		map_moveblock(target, nx, ny, gettick());

	map_foreachinmovearea(clif_insight,target->m,
		nx-AREA_SIZE,ny-AREA_SIZE,nx+AREA_SIZE,ny+AREA_SIZE,
		-dx,-dy,target->type==BL_PC?BL_ALL:BL_PC,target);
	
	if(!(count&0x20000)) 
		clif_blown(target);

	return 0;
}

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

int skill_attack( int attack_type, struct block_list* src, struct block_list *dsrc,
	 struct block_list *bl,int skillid,int skilllv,unsigned int tick,int flag )
{
	struct Damage dmg;
	struct status_change *sc;
	struct map_session_data *sd=NULL, *tsd=NULL;
	int type,lv,damage,rdamage=0;
	static int tmpdmg = 0;

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

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

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

// Is this check really needed? FrostNova won't hurt you if you step right where the caster is?
	if(skillid == WZ_FROSTNOVA && dsrc->x == bl->x && dsrc->y == bl->y) //�g�p�X�L�����t�?�X�g�m���@��?Adsrc��bl������?�?��Ȃ牽�����Ȃ�
		return 0;
	if(sd && sd->chatID) //�p�҂�PC�Ń`���b�g���Ȃ牽�����Ȃ�
		return 0;

//�������Ȃ����肱���܂�

	sc= status_get_sc(bl);
	if (sc && !sc->count)
		sc = NULL; //Don't need it.
	
	if (attack_type&BF_MAGIC && sc && sc->data[SC_KAITE].timer != -1
		&& !(status_get_mode(src)&MD_BOSS) && (sd || status_get_lv(dsrc) <= 80) //Works on players or mobs with level under 80.
	) { //Bounce back the skill.
		clif_skill_nodamage(bl,bl,SL_KAITE,sc->data[SC_KAITE].val1,1);
		if (--sc->data[SC_KAITE].val2 <= 0)
			status_change_end(bl, SC_KAITE, -1);
		bl = src; //Just make the skill attack yourself @.@
		sc = status_get_sc(bl);
		tsd = (bl->type == BL_PC)?(struct map_session_data *)bl:NULL;
		if (sc && !sc->count)
			sc = NULL; //Don't need it.
		if (sc && sc->data[SC_SPIRIT].timer != -1 && sc->data[SC_SPIRIT].val2 == SL_WIZARD)
			return 0; //Spirit of Wizard blocks bounced back spells.
	}
	
	type=-1;
	lv=(flag>>20)&0xf;
	dmg=battle_calc_attack(attack_type,src,bl,skillid,skilllv,flag&0xff ); //�_�??�W�v�Z

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

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

	damage = dmg.damage + dmg.damage2;

	if (damage > 0 && src != bl && src == dsrc)
		rdamage = battle_calc_return_damage(bl, &damage, dmg.flag);
		
	if(lv==15)
		lv=-1;

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

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

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

//�g�p�҂�PC��?�?���?�?��������
	if(sd) {
		//Sorry for removing the Japanese comments, but they were actually distracting 
		//from the actual code and I couldn't understand a thing anyway >.< [Skotlex]
		if (skillid && sd->sc.data[SC_COMBO].timer != -1)
			status_change_end(src,SC_COMBO,-1); //Interrupt previous combo if you used a skill already. [Skotlex]
		switch(skillid)
		{
			case MO_TRIPLEATTACK:
			{
				int delay = 1000 - 4 * status_get_agi(src) - 2 *  status_get_dex(src);
				if (damage < status_get_hp(bl) &&
					pc_checkskill(sd, MO_CHAINCOMBO) > 0)
					delay += 300 * battle_config.combo_delay_rate / 100;
				sc_start4(src,SC_COMBO,100,MO_TRIPLEATTACK,skilllv,0,0,delay);
				sd->ud.attackabletime = tick + delay;
				unit_set_walkdelay(src, tick, delay, 1);
				clif_combo_delay(src, delay);
				
				if (sd->status.party_id>0) //bonus from SG_FRIEND [Komurka]
					party_skill_check(sd, sd->status.party_id, MO_TRIPLEATTACK, skilllv);
				break;
			}
			case MO_CHAINCOMBO:
			{
				int delay = 1000 - 4 * status_get_agi(src) - 2 *  status_get_dex(src);
				if(damage < status_get_hp(bl) &&
					(pc_checkskill(sd, MO_COMBOFINISH) > 0 && sd->spiritball > 0))
					delay += 300 * battle_config.combo_delay_rate /100;
				sc_start4(src,SC_COMBO,100,MO_CHAINCOMBO,skilllv,0,0,delay);
				sd->ud.attackabletime = tick + delay;
				unit_set_walkdelay(src, tick, delay, 1);
				clif_combo_delay(src,delay);
				break;
			}
			case MO_COMBOFINISH:
			{
				int delay = 700 - 4 * status_get_agi(src) - 2 *  status_get_dex(src);
				if(damage < status_get_hp(bl) &&
				(
					(pc_checkskill(sd, MO_EXTREMITYFIST) > 0 && sd->spiritball >= 4 && sd->sc.data[SC_EXPLOSIONSPIRITS].timer != -1) ||
					(pc_checkskill(sd, CH_TIGERFIST) > 0 && sd->spiritball > 0) ||
					(pc_checkskill(sd, CH_CHAINCRUSH) > 0 && sd->spiritball > 1)
				))
					delay += 300 * battle_config.combo_delay_rate /100;
				sc_start4(src,SC_COMBO,100,MO_COMBOFINISH,skilllv,0,0,delay);
				sd->ud.attackabletime = tick + delay;
				unit_set_walkdelay(src, tick, delay, 1);
				clif_combo_delay(src,delay);
				break;
			}
			case CH_TIGERFIST:
			{	//Tigerfist is now a combo-only skill. [Skotlex]
				int delay = 1000 - 4 * status_get_agi(src) - 2 *  status_get_dex(src);
				if(damage < status_get_hp(bl) &&
				(
					(pc_checkskill(sd, MO_EXTREMITYFIST) > 0 && sd->spiritball >= 3 && sd->sc.data[SC_EXPLOSIONSPIRITS].timer != -1) ||
					(pc_checkskill(sd, CH_CHAINCRUSH) > 0)
				))
					delay += 300 * battle_config.combo_delay_rate /100;
				sc_start4(src,SC_COMBO,100,CH_TIGERFIST,skilllv,0,0,delay);
				sd->ud.attackabletime = tick + delay;
				unit_set_walkdelay(src, tick, delay, 1);
				clif_combo_delay(src,delay);
				break;
			}
			case CH_CHAINCRUSH:
			{
				int delay = 1000 - 4 * status_get_agi(src) - 2 *  status_get_dex(src);
				if(damage < status_get_hp(bl))
					delay += 300 * battle_config.combo_delay_rate /100;
				sc_start4(src,SC_COMBO,100,CH_CHAINCRUSH,skilllv,0,0,delay);
				sd->ud.attackabletime = tick + delay;
				unit_set_walkdelay(src, tick, delay, 1);
				clif_combo_delay(src,delay);
				break;
			}
			case AC_DOUBLE:
			{
				int race = status_get_race(bl);
				if((race == RC_BRUTE || race == RC_INSECT) && damage < status_get_hp(bl) && pc_checkskill(sd, HT_POWER)) {
					//TODO: This code was taken from Triple Blows,is this even how it should be? [Skotlex]
					sc_start4(src,SC_COMBO,100,HT_POWER,bl->id,0,0,2000);
					clif_combo_delay(src,2000);
				}
				break;
			}
			case TK_COUNTER:
			{	//bonus from SG_FRIEND [Komurka]
				int level;
				if(sd->status.party_id>0 && (level = pc_checkskill(sd,SG_FRIEND)))
					party_skill_check(sd, sd->status.party_id, TK_COUNTER,level);
			}
				break;
			case SL_STIN:
			case SL_STUN:
				if (skilllv >= 7 && sd->sc.data[SC_COMBO].timer == -1)
					sc_start(src,SC_SMA,100,skilllv,skill_get_time(SL_SMA, skilllv));
				break;
			case GS_FULLBUSTER:
				//Can't attack nor use items until skill's delay expires. [Skotlex]
				sd->ud.attackabletime = sd->canuseitem_tick = sd->ud.canact_tick;
				break;
		}	//Switch End
	}

//����X�L���H�����܂�
	switch(skillid){
	//Skills who's damage should't show any skill-animation.
	case SM_MAGNUM:
	case AS_SPLASHER:
	case ASC_METEORASSAULT:
	case GS_SPREADATTACK:
		dmg.dmotion = clif_skill_damage(dsrc,bl,tick,dmg.amotion,dmg.dmotion, damage, dmg.div_, skillid, -1, 5);
		break;
	case KN_BRANDISHSPEAR:
	case SN_SHARPSHOOTING:
		{	//Only display skill animation for skill's target.
			struct unit_data *ud = unit_bl2ud(src);
			if (ud && ud->skilltarget == bl->id)
				dmg.dmotion = clif_skill_damage(dsrc,bl,tick,dmg.amotion,dmg.dmotion, damage, dmg.div_, skillid, (lv!=0)?lv:skilllv, type);
			else
				dmg.dmotion = clif_skill_damage(dsrc,bl,tick,dmg.amotion,dmg.dmotion, damage, dmg.div_, skillid, -1, 5);
			break;
		}
	case PA_GOSPEL: //Should look like Holy Cross [Skotlex]
		dmg.dmotion = clif_skill_damage(dsrc,bl,tick,dmg.amotion,dmg.dmotion, damage, dmg.div_, CR_HOLYCROSS, -1, 5);
		break;

	case ASC_BREAKER:	// [celest]
		if (attack_type&BF_WEAPON) { // the 1st attack won't really deal any damage
			tmpdmg = damage;	// store the temporary weapon damage
			return 0; //Wait for the second iteration to do all the work below.
		} 
		if (tmpdmg == 0 || damage == 0)	// if one or both attack(s) missed, display a 'miss'
			clif_skill_damage(dsrc, bl, tick, dmg.amotion, dmg.dmotion, 0, dmg.div_, skillid, skilllv, type);
		damage += tmpdmg;	// add weapon and magic damage
		tmpdmg = 0;	// clear the temporary weapon damage
		dmg.dmotion = clif_skill_damage(dsrc, bl, tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skillid, skilllv, type);
		break;
	case NPC_SELFDESTRUCTION:
		if(src->type==BL_PC)
			dmg.blewcount = 10;
		break;
	case KN_AUTOCOUNTER: //Skills that need be passed as a normal attack for the client to display correctly.
	case 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 CR_GRANDCROSS:
	case NPC_GRANDDARKNESS:
		//Only show animation when hitting yourself. [Skotlex]
		if (src!=bl) {
			dmg.dmotion = clif_skill_damage(dsrc,bl,tick,dmg.amotion,dmg.dmotion, damage, dmg.div_, skillid, -1, 5);
			break;
		}
	default:
		dmg.dmotion = clif_skill_damage(dsrc,bl,tick,dmg.amotion,dmg.dmotion, damage, dmg.div_, skillid, (lv!=0)?lv:skilllv, (skillid==0)? 5:type );
	}
	
	map_freeblock_lock();

	if(damage > 0 && dmg.flag&BF_SKILL && tsd
		&& pc_checkskill(tsd,RG_PLAGIARISM)
	  	&& (!sc || sc->data[SC_PRESERVE].timer == -1) 
		&& damage < tsd->status.hp)
	{	//Updated to not be able to copy skills if the blow will kill you. [Skotlex]
		if ((!tsd->status.skill[skillid].id || tsd->status.skill[skillid].flag >= 13) &&
			can_copy(tsd,skillid))	// Split all the check into their own function [Aru]
		{
			//?��?��ł���X�L����� ��ΊY?�X�L��������
			if (tsd->cloneskill_id && tsd->status.skill[tsd->cloneskill_id].flag == 13){
				tsd->status.skill[tsd->cloneskill_id].id = 0;
				tsd->status.skill[tsd->cloneskill_id].lv = 0;
				tsd->status.skill[tsd->cloneskill_id].flag = 0;
			}
			tsd->cloneskill_id = skillid;
			tsd->status.skill[skillid].id = skillid;
			tsd->status.skill[skillid].lv = skilllv;
			if ((lv = pc_checkskill(tsd,RG_PLAGIARISM)) < skilllv)
				tsd->status.skill[skillid].lv = lv;
			tsd->status.skill[skillid].flag = 13;//cloneskill flag
			pc_setglobalreg(tsd, "CLONE_SKILL", tsd->cloneskill_id);
			pc_setglobalreg(tsd, "CLONE_SKILL_LV", tsd->status.skill[skillid].lv);
			clif_skillinfoblock(tsd);
		}
	}
	if (skillid != WZ_HEAVENDRIVE && bl->type == BL_SKILL && damage > 0) {
		struct skill_unit* su = (struct skill_unit*)bl;
		if (su->group && skill_get_inf2(su->group->skill_id)&INF2_TRAP)
			damage = 0; //Only Heaven's drive may damage traps. [Skotlex]
	}
	if (!dmg.amotion) {
		battle_damage(src,bl,damage,dmg.dmotion,0); //Deal damage before knockback to allow stuff like firewall+storm gust combo.
		if (dmg.dmg_lv == ATK_DEF || damage > 0) {
			if (!status_isdead(bl))
				skill_additional_effect(src,bl,skillid,skilllv,attack_type,tick);
			//Counter status effects [Skotlex] 
			skill_counter_additional_effect(dsrc,bl,skillid,skilllv,attack_type,tick);
		}
	}

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

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

	if(sd && dmg.flag&BF_WEAPON && src != bl && src == dsrc && damage > 0) {
		if (battle_config.left_cardfix_to_right)
			battle_drain(sd, tsd, dmg.damage, dmg.damage, status_get_race(bl), status_get_mode(bl)&MD_BOSS);
		else
			battle_drain(sd, tsd, dmg.damage, dmg.damage2, status_get_race(bl), status_get_mode(bl)&MD_BOSS);
	}

	if (rdamage>0) {
		if (dmg.amotion)
			battle_delay_damage(tick+dmg.amotion,bl,src,0,0,0,rdamage,ATK_DEF,0,0);
		else
			battle_damage(bl,src,rdamage,0,0);
		clif_damage(src,src,tick, dmg.amotion,0,rdamage,1,4,0);
		//Use Reflect Shield to signal this kind of skill trigger. [Skotlex]
		skill_additional_effect(bl,src,CR_REFLECTSHIELD, 1,BF_WEAPON,tick);
	}

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

	map_freeblock_unlock();

	return damage;	/* ?�_�?��Ԃ� */
}

/*==========================================
 * �X�L����??U?�p(map_foreachinarea����Ă΂��)
 * flag�ɂ‚���?F16?i?���m�F
 * MSB <- 00fTffff ->LSB
 *	T	=�^?�Q�b�g�I?�p(BCT_*)
 *  ffff=���R�Ɏg�p�”\
 *  0	=�\��?B0�ɌŒ�
 *------------------------------------------
 */
static int skill_area_temp[8];	/* �ꎞ???B�K�v�Ȃ�g��?B */
static int skill_unit_temp[8];	/* For storing skill_unit ids as players move in/out of them. [Skotlex] */
static int skill_unit_index=0;	//Well, yeah... am too lazy to pass pointers around :X
typedef int (*SkillFunc)(struct block_list *,struct block_list *,int,int,unsigned int,int);
int skill_area_sub( struct block_list *bl,va_list ap )
{
	struct block_list *src;
	int skill_id,skill_lv,flag;
	unsigned int tick;
	SkillFunc func;

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

	src=va_arg(ap,struct block_list *); //�����ł�src�̒l��??Ƃ��Ă��Ȃ��̂�NULL�`�F�b�N�͂��Ȃ�
	skill_id=va_arg(ap,int);
	skill_lv=va_arg(ap,int);
	tick=va_arg(ap,unsigned int);
	flag=va_arg(ap,int);
	func=va_arg(ap,SkillFunc);

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

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

	unit = (struct skill_unit *)bl;

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

	if(!unit->alive)
		return 0;

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

	switch (skillid)
	{
		case MG_SAFETYWALL:
		case AL_PNEUMA:
			if(g_skillid != MG_SAFETYWALL && g_skillid != AL_PNEUMA)
				return 0;
			break;
		case AL_WARP:
		case HT_SKIDTRAP:
		case HT_LANDMINE:
		case HT_ANKLESNARE:
		case HT_SHOCKWAVE:
		case HT_SANDMAN:
		case HT_FLASHER:
		case HT_FREEZINGTRAP:
		case HT_BLASTMINE:
		case HT_CLAYMORETRAP:
		case HT_TALKIEBOX:
		case HP_BASILICA:
			//Non stackable on themselves and traps (including venom dust which does not has the trap inf2 set)
			if (skillid != g_skillid && !(skill_get_inf2(g_skillid)&INF2_TRAP) && g_skillid != AS_VENOMDUST)
				return 0;
			break;
		default: //Avoid stacking with same kind of trap. [Skotlex]
			if (g_skillid != skillid)
				return 0;
			break;
	}

	return 1;
}

int skill_check_unit_range(int m,int x,int y,int skillid,int skilllv)
{
	int range = skill_get_unit_range(skillid, skilllv);
	int layout_type = skill_get_unit_layout_type(skillid,skilllv);
	if (layout_type==-1 || layout_type>MAX_SQUARE_LAYOUT) {
		ShowError("skill_check_unit_range: unsupported layout type %d for skill %d\n",layout_type,skillid);
		return 0;
	}

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

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


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

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

	if(status_isdead(bl))
		return 0;

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

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

	return 1;
}

int skill_check_unit_range2(struct block_list *bl, int m,int x,int y,int skillid, int skilllv)
{
	int c = 0, range, type;

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

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

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

	return c;
}

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

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

	if (flag && *flag > 0) {
		if (sd->sc.count && sd->sc.data[SC_GUILDAURA].timer != -1) {
			if (sd->sc.data[SC_GUILDAURA].val4 != *flag) {
				sd->sc.data[SC_GUILDAURA].val4 = *flag;
				status_calc_pc (sd, 0);
			}
			return 0;
		}
		sc_start4(&sd->bl, SC_GUILDAURA,100, 1, id, 0, *flag, 0);
	}

	return 0;
}

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

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

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

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

	nullpo_retr(0, src);
	nullpo_retr(0, ud);
	skl = ud->skilltimerskill[data];
	nullpo_retr(0, skl);
	ud->skilltimerskill[data] = NULL;

	do {
		if(src->prev == NULL)
			break;
		if(skl->target_id) {
			target = map_id2bl(skl->target_id);
			if(!target && skl->skill_id == RG_INTIMIDATE)
				target = src; //Required since it has to warp.
			if(target == NULL)
				break;	
			if(target->prev == NULL)
				break;
			if(src->m != target->m)
				break;
			if(status_isdead(src))
				break;
			if(status_isdead(target) && skl->skill_id != RG_INTIMIDATE && skl->skill_id != WZ_WATERBALL)
				break;

			switch(skl->skill_id) {
				case RG_INTIMIDATE:
					if (unit_warp(src,-1,-1,-1,3) == 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, 3);
					}
					break;
				case BA_FROSTJOKE:			/* �����W��?�N */
				case DC_SCREAM:				/* �X�N��?�� */
					range= skill_get_splash(skl->skill_id, skl->skill_lv);
					map_foreachinarea(skill_frostjoke_scream,skl->map,skl->x-range,skl->y-range,
						skl->x+range,skl->y+range,BL_CHAR,src,skl->skill_id,skl->skill_lv,tick);
					break;

				case WZ_WATERBALL:
					if (!status_isdead(target))
						skill_attack(BF_MAGIC,src,src,target,skl->skill_id,skl->skill_lv,tick,skl->flag);
					if (skl->type>1 && !status_isdead(target)) {
						skill_addtimerskill(src,tick+150,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 && sc->data[SC_MAGICPOWER].timer != -1)
							status_change_end(src,SC_MAGICPOWER,-1);
					}
					break;
				default:
					skill_attack(skl->type,src,src,target,skl->skill_id,skl->skill_lv,tick,skl->flag);
					break;
			}
		}
		else {
			if(src->m != skl->map)
				break;
			switch(skl->skill_id) {
				case WZ_METEOR:
					if(skl->type >= 0) {
						skill_unitsetting(src,skl->skill_id,skl->skill_lv,skl->type>>16,skl->type&0xFFFF,skl->flag);
						clif_skill_poseffect(src,skl->skill_id,skl->skill_lv,skl->x,skl->y,tick);
					}
					else
						skill_unitsetting(src,skl->skill_id,skl->skill_lv,skl->x,skl->y,skl->flag);
					break;
			}
		}
	} while (0);
	//Free skl now that it is no longer needed.
	ers_free(skill_timer_ers, skl);
	return 0;
}

/*==========================================
 *
 *------------------------------------------
 */
int skill_addtimerskill(struct block_list *src,unsigned int tick,int target,int x,int y,int skill_id,int skill_lv,int type,int flag)
{
	int i;
	struct unit_data *ud;
	nullpo_retr(1, src);
	ud = unit_bl2ud(src);
	nullpo_retr(1, ud);
	
	for(i=0;i<MAX_SKILLTIMERSKILL && ud->skilltimerskill[i]; i++);
	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_retr(0, src);
	ud = unit_bl2ud(src);
	nullpo_retr(0, ud);
		
	for(i=0;i<MAX_SKILLTIMERSKILL;i++) {
		if(ud->skilltimerskill[i]) {
			delete_timer(ud->skilltimerskill[i]->timer, skill_timerskill);
			ers_free(skill_timer_ers, ud->skilltimerskill[i]);
			ud->skilltimerskill[i]=NULL;
		}
	}
	return 1;
}

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

/*==========================================
 * �X�L���g�p?i�r?�����?AID�w��?U?�n?j
 * ?i�X�p�Q�b�e�B�Ɍ����ĂP?�O?i?I(�_�?�|)?j
 *------------------------------------------
 */
int skill_castend_damage_id (struct block_list* src, struct block_list *bl,int skillid,int skilllv,unsigned int tick,int flag)
{
	struct map_session_data *sd = NULL, *tsd = NULL;
	struct status_change *sc;

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

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

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

	if (bl->prev == NULL)
		return 1;
	
	if (src->type == BL_PC)
		sd = (struct map_session_data *)src;
	if (bl->type == BL_PC)
		tsd = (struct map_session_data *)bl;

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

	if (skillid && skill_get_type(skillid) == BF_MAGIC && 
		!battle_config.gtb_pvp_only && status_isimmune(bl)) {
		if (sd) clif_skill_fail(sd,skillid,0,0);
		//GTB makes all targetted skills silently fail.
		return 1;
	}
	
	sc = status_get_sc(src);	
	if (sc && !sc->count)
		sc = NULL; //Unneeded
	
	map_freeblock_lock();

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

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

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

	case NJ_SHADOWJUMP:	//[blackhole89]
	case TK_JUMPKICK:
	{
		short x, y;
		x = bl->x;
		y = bl->y;
		if (src->x < bl->x) x--;
		else if (src->x > bl->x) x++;
		if (src->y < bl->y) y--;
		else if (src->y > bl->y) y++;
		if (map_getcell(bl->m, x, y, CELL_CHKNOPASS))
		{	x = bl->x; y = bl->y; }
		if (skillid == TK_JUMPKICK)
			skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
		if (unit_movepos(src, x, y, 0, 0))
			clif_slide(src,src->x,src->y);
		break;
	}
	case ASC_BREAKER:				/* �\�E���u��?�J? */	// [DracoRPG]
		// Separate weapon and magic attacks
		skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
		skill_attack(BF_MAGIC,src,src,bl,skillid,skilllv,tick,flag);
		break;
	
	case SN_SHARPSHOOTING:			/* �V��?�v�V��?�e�B���O */
		// Does it stop if touch an obstacle? it shouldn't shoot trough walls
			map_foreachinpath (skill_attack_area,src->m,src->x,src->y,bl->x,bl->y,
				skill_get_splash(skillid, skilllv),BL_CHAR,
				BF_WEAPON,src,src,skillid,skilllv,tick,flag,BCT_ENEMY);	// varargs		
		break;

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

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

	case MO_FINGEROFFENSIVE:	/* �w? */
		{
			skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
			if (battle_config.finger_offensive_type && sd) {
				int i;
				for (i = 1; i < sd->spiritball_old; i++)
					skill_addtimerskill(src, tick + i * 200, bl->id, 0, 0, skillid, skilllv, BF_WEAPON, flag);
//				sd->canmove_tick = tick + (sd->spiritball_old - 1) * 200; Should be handled by the canmove delay on skill_cast_db [Skotlex]
			}
			if (sc && sc->data[SC_BLADESTOP].timer != -1)
				status_change_end(src,SC_BLADESTOP,-1);
		}
		break;

	case MO_CHAINCOMBO:		/* �A��?� */
		{
			skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
			if (sc && sc->data[SC_BLADESTOP].timer != -1)
				status_change_end(src,SC_BLADESTOP,-1);
		}
		break;
	
	case KN_CHARGEATK:
	case MO_EXTREMITYFIST:	/* ��?C���e�P�? */
		{
			if (skillid == MO_EXTREMITYFIST && sc && sc->count)
			{
				if (sc->data[SC_EXPLOSIONSPIRITS].timer != -1)
					status_change_end(src, SC_EXPLOSIONSPIRITS, -1);
				if (sc->data[SC_BLADESTOP].timer != -1)
					status_change_end(src,SC_BLADESTOP,-1);
				if (sc->data[SC_COMBO].timer != -1) //This is one is here to make combo end even if skill failed. 
					status_change_end(src,SC_COMBO,-1);
			}
			if(!check_distance_bl(src, bl, 2)) { //Need to move to target.
				int dx,dy;

				dx = bl->x - src->x;
				dy = bl->y - src->y;
				if(dx > 0) dx++;
				else if(dx < 0) dx--;
				if (dy > 0) dy++;
				else if(dy < 0) dy--;

				if (skillid == KN_CHARGEATK) //Store distance in flag [Skotlex]
					flag = distance_bl(src, bl);
				
				if (!unit_movepos(src, src->x+dx, src->y+dy, 1, 1)) {
					if (sd) clif_skill_fail(sd,skillid,0,0);
					break;
				}
				clif_slide(src,src->x,src->y);
				if (skillid != MO_EXTREMITYFIST || battle_check_target(src, bl, BCT_ENEMY) > 0) //Check must be done here because EF should be broken this way.. [Skotlex]
					skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
				else if (sd)
					clif_skill_fail(sd,skillid,0,0);
				/* Should be uneeded as you "slide", not run to the target.
				struct unit_data *ud;
				ud = unit_bl2ud(src);
				if (ud) {
					if(dx < 0) dx = -dx;
					if(dy < 0) dy = -dy;
					if(dy > dx) dx = dy;
					dy = status_get_speed(src);
					ud->attackabletime = tick + 100 + dy*dx;
					unit_set_walkdelay(src, tick, 100 + dy*dx, 1);
					if(DIFF_TICK(ud->canact_tick,ud->canmove_tick)<0)
						ud->canact_tick = ud->canmove_tick;
				}
				*/
			}
			else //Assume minimum distance of 1 for Charge.
				skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,skillid == KN_CHARGEATK?1:flag);
		}
		break;

	/* �?��n��??U?�X�L�� */
	case AS_GRIMTOOTH:		/* �O�����g�D?�X */
	case MC_CARTREVOLUTION:	/* �J?�g�����H����?�V���� */
	case NPC_SPLASHATTACK:	/* �X�v���b�V���A�^�b�N */
	case AC_SHOWER:	//Targetted skill implementation.
		if(flag&1){
			/* �•ʂɃ_�??�W��?���� */
			if(bl->id!=skill_area_temp[1]){
				skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,
					0x0500);				
			}
		} else {
			skill_area_temp[1]=bl->id;
			map_foreachinrange(skill_area_sub, bl,
				skill_get_splash(skillid, skilllv), BL_CHAR,
				src,skillid,skilllv,tick, flag|BCT_ENEMY|1,
				skill_castend_damage_id);
			//Skill-attack at the end in case it has knockback. [Skotlex]
			skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,0);
		}
		break;

	case AS_SPLASHER:
		if (flag & 1) {	//Invoked from map_foreachinarea, skill_area_temp[0] holds number of targets to divide damage by.
			if (bl->id != skill_area_temp[1])
				skill_attack(BF_WEAPON, src, src, bl, skillid, skilllv, tick, skill_area_temp[0]);
			else
				skill_attack(BF_WEAPON, src, src, bl, skillid, skilllv, tick, 0);
		} else {
			skill_area_temp[0] = 0;
			skill_area_temp[1] = bl->id;
			map_foreachinrange(skill_area_sub, bl, 
				skill_get_splash(skillid, skilllv), BL_CHAR,
				src, skillid, skilllv, tick, BCT_ENEMY, skill_area_sub_count);
			skill_area_temp[0]--; //Substract one, the original target shouldn't count. [Skotlex]
			map_foreachinrange(skill_area_sub, bl,
				skill_get_splash(skillid, skilllv), BL_CHAR,
				src, skillid, skilllv, tick, BCT_ENEMY|1,
				skill_castend_damage_id);
		}
		break;


	case SM_MAGNUM:
		if(flag&1)
			skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
		else {
			//If we get here, someone changed magnum to be a enemy targetted skill,
			//so treat it as such.
			map_foreachinrange(skill_area_sub, bl,
				skill_get_splash(skillid, skilllv),BL_CHAR,
				src,skillid,skilllv,tick, flag|BCT_ENEMY|1,
				skill_castend_damage_id);
			//Initiate 10% of your damage becomes fire element.
			clif_skill_nodamage (src,bl,skillid,skilllv,1);
			sc_start4(src,SC_WATK_ELEMENT,100,3,20,0,0,skill_get_time2(skillid, skilllv));
			if (sd) skill_blockpc_start (sd, skillid, skill_get_time(skillid, skilllv));
		}
		break;

	case KN_BOWLINGBASH:	/* �{�E�����O�o�b�V�� */
		if(flag&1){
			/* �•ʂɃ_�??�W��?���� */
			if(bl->id!=skill_area_temp[1])
				skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,0x0500);
		} else {
				int i,c;	/* ��?l���畷���������Ȃ̂ŊԈ���Ă�”\?���?�?����?������?�?� */
				/* �܂��^?[�Q�b�g��?U���������� */
				c = skill_get_blewcount(skillid,skilllv);
				if(map_flag_gvg(bl->m) || status_get_mexp(bl)) 
					c = 0;
				for(i=0;i<c;i++){
					skill_blown(src,bl,0x20000|1);
					skill_area_temp[0]=0;
					map_foreachinrange(skill_area_sub,bl,
						skill_get_splash(skillid, skilllv),BL_CHAR,
						src,skillid,skilllv,tick, flag|BCT_ENEMY,
						skill_area_sub_count);
					if(skill_area_temp[0]>1) break;
				}
				clif_blown(bl); //Update target pos.
				skill_area_temp[1]=bl->id;
				/* ���̌�^?�Q�b�g�ȊO�̔�??�̓G�S?��?�?��?s�� */
				map_foreachinrange(skill_area_sub,bl,
					skill_get_splash(skillid, skilllv),BL_CHAR,
					src,skillid,skilllv,tick, flag|BCT_ENEMY|1,
					skill_castend_damage_id);
				skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,0);
		}
		break;
	
	case KN_SPEARSTAB:		/* �X�s�A�X�^�u */
		if(flag&1){
			/* �•ʂɃ_�??[�W��^���� */
			if (bl->id==skill_area_temp[1])
				break;
			if (skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,0x0500) && !status_get_mexp(bl))
				skill_blown(src,bl,skill_area_temp[2]);
		} else {
			int x=bl->x,y=bl->y,i,dir;
			/* �܂��^?[�Q�b�g��?U���������� */
			dir = map_calc_dir(bl,src->x,src->y);
			skill_area_temp[1] = bl->id;
			skill_area_temp[2] = skill_get_blewcount(skillid,skilllv)|dir<<20;
			if (skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,0) && !status_get_mexp(bl))
				skill_blown(src,bl,skill_area_temp[2]);
			for (i=0;i<4;i++) {
				map_foreachincell(skill_area_sub,bl->m,x,y,BL_CHAR,
					src,skillid,skilllv,tick,flag|BCT_ENEMY|1,
					skill_castend_damage_id);
				x += dirx[dir];
				y += diry[dir];
			}
		}
		break;

	case TK_TURNKICK:
	case MO_BALKYOUNG: //Active part of the attack. Skill-attack [Skotlex]
	{
		skill_area_temp[1] = bl->id; //NOTE: This is used in skill_castend_nodamage_id to avoid affecting the target.
		if (skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,0))
			map_foreachinrange(skill_area_sub,bl,
				skill_get_splash(skillid, skilllv),BL_CHAR,
				src,skillid,skilllv,tick,flag|BCT_ENEMY|1,
				skill_castend_nodamage_id);
	}
		break;	
	case CH_PALMSTRIKE: //	Palm Strike takes effect 1sec after casting. [Skotlex]
	//	clif_skill_nodamage(src,bl,skillid,skilllv,0); //Can't make this one display the correct attack animation delay :/
		clif_damage(src,bl,tick,status_get_amotion(src),0,0,1,4,0); //Displays MISS, but better than nothing :X
		skill_addtimerskill(src, tick + 1000, bl->id, 0, 0, skillid, skilllv, BF_WEAPON, flag);
		break;	

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

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

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

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

	/* ���@�n��??U?�X�L�� */
	case MG_NAPALMBEAT:			/* �i�p?���r?�g */
	case MG_FIREBALL:			/* �t�@�C��?�{?�� */
		if (flag & 1) {
			/* �•ʂɃ_�??�W��?���� */
			if (bl->id == skill_area_temp[1])
				break;
			if(skillid == MG_FIREBALL) //Store distance.	
				skill_area_temp[0] = distance_blxy(bl, skill_area_temp[2], skill_area_temp[3]);
			skill_attack(BF_MAGIC,src,src,bl,skillid,skilllv,tick, skill_area_temp[0]| 0x0500);
		} else {
			skill_area_temp[0]=0;
			skill_area_temp[1]=bl->id;
			switch (skillid) {
				case MG_NAPALMBEAT:
					/* �i�p?[���r?[�g�͕��U�_�??[�W�Ȃ̂œG��?���?����� */
					map_foreachinrange(skill_area_sub, bl,
						skill_get_splash(skillid, skilllv),BL_CHAR,
						src,skillid,skilllv,tick,flag|BCT_ENEMY,
						skill_area_sub_count);
					break;
				case MG_FIREBALL:
					skill_area_temp[2]=bl->x;
					skill_area_temp[3]=bl->y;
					break;
			}
			/* �^?[�Q�b�g��?U����������(�X�L���G�t�F�N�g�\��) */
			skill_attack(BF_MAGIC,src,src,bl,skillid,skilllv,tick, skill_area_temp[0]);
			/* �^?[�Q�b�g�ȊO�͈͓̔��̓G�S�̂�?��?��?s�� */
			map_foreachinrange(skill_area_sub,bl,
				skill_get_splash(skillid, skilllv),BL_CHAR,
				src,skillid,skilllv,tick, flag|BCT_ENEMY|1,
				skill_castend_damage_id);
		}
		break;

	case HW_NAPALMVULCAN: // Fixed By SteelViruZ
		if (flag & 1) {
			if (bl->id != skill_area_temp[1])
				skill_attack(BF_MAGIC, src, src, bl, skillid, skilllv, tick, skill_area_temp[0]);
		} else {
			skill_area_temp[0] = 0;
			skill_area_temp[1] = bl->id;
			map_foreachinrange(skill_area_sub, bl,
				skill_get_splash(skillid, skilllv), BL_CHAR,
				src, skillid, skilllv, tick, flag|BCT_ENEMY,
				skill_area_sub_count);
			skill_attack(BF_MAGIC, src, src, bl, skillid, skilllv, tick, skill_area_temp[0]);
			map_foreachinrange(skill_area_sub, bl,
				skill_get_splash(skillid, skilllv), BL_CHAR,
				src, skillid, skilllv, tick, flag|BCT_ENEMY|1,
				skill_castend_damage_id);
		}
		break;

	case SL_STIN:
	case SL_STUN:
	case SL_SMA:
		if (sd && !battle_config.allow_es_magic_pc && bl->type != BL_MOB) {
			status_change_start(src,SC_STUN,10000,skilllv,0,0,0,3000,8);
			clif_skill_fail(sd,skillid,0,0);
			break;
		}
		skill_attack(BF_MAGIC,src,src,bl,skillid,skilllv,tick,flag);
		break;
		
	/* ���̑� */
	case HT_BLITZBEAT:			/* �u���b�c�r?�g */
		if (flag & 1) {	//Invoked from map_foreachinarea, skill_area_temp[0] holds number of targets to divide damage by.
			skill_attack(BF_MISC, src, src, bl, skillid, skilllv, tick, skill_area_temp[0]);
		} else {
			skill_area_temp[0] = 0;
			skill_area_temp[1] = bl->id;
			if (flag & 0xf00000) //Warning, 0x100000 is currently BCT_NEUTRAL, so don't mix it when asking for the enemy. [Skotlex]
				map_foreachinrange(skill_area_sub, bl, 
					skill_get_splash(skillid, skilllv), BL_CHAR,
					src, skillid, skilllv, tick, BCT_ENEMY, skill_area_sub_count);
			map_foreachinrange(skill_area_sub, bl,
				skill_get_splash(skillid, skilllv), BL_CHAR,
				src, skillid, skilllv, tick, BCT_ENEMY|1,
				skill_castend_damage_id);
		}
		break;

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

	case SN_FALCONASSAULT:			/* �t�@���R���A�T���g */
	case PA_PRESSURE:	/* �v���b�V��? */
	case CR_ACIDDEMONSTRATION:  // Acid Demonstration
	case TF_THROWSTONE:			/* ?��� */
	case NPC_SMOKING:			/* �X��?�L���O */
	case NPC_SELFDESTRUCTION:	/* ���� */
		skill_attack(BF_MISC,src,src,bl,skillid,skilllv,tick,flag);
		break;

	// Celest
	case PF_SOULBURN:
		if (rand()%100 < (skilllv < 5 ? 30 + skilllv * 10 : 70)) {
			clif_skill_nodamage(src,bl,skillid,skilllv,1);
			if (skilllv == 5)
				skill_attack(BF_MAGIC,src,src,bl,skillid,skilllv,tick,0 );
			if (tsd) {
				tsd->status.sp = 0;
				clif_updatestatus(tsd,SP_SP);
			}
		} else {
			clif_skill_nodamage(src,src,skillid,skilllv,1);
			if (skilllv == 5)
				skill_attack(BF_MAGIC,src,src,src,skillid,skilllv,tick,0 );
			if (sd) {
				sd->status.sp = 0;
				clif_updatestatus(sd,SP_SP);
			}
		}		
		if (sd) skill_blockpc_start (sd, skillid, (skilllv < 5 ? 10000: 15000));
		break;

	/* HP�z?/HP�z?���@ */
	case NPC_BLOODDRAIN:
	case NPC_ENERGYDRAIN:
		{
			int heal = skill_attack( (skillid == NPC_BLOODDRAIN) ? BF_WEAPON : BF_MAGIC,
					src, src, bl, skillid, skilllv, tick, flag);
			if (heal > 0){
				clif_skill_nodamage(NULL, src, AL_HEAL, heal, 1);
				battle_heal(NULL, src, heal, 0, 0);
			}
		}
		break;

	//Until they're at right position - gs_damage- [Vicious]
	case GS_TRIPLEACTION:
	case GS_MAGICALBULLET:
	case GS_CRACKER:
	case GS_TRACKING:
	case GS_PIERCINGSHOT:
	case GS_RAPIDSHOWER:
	case GS_DUST:
	case GS_FULLBUSTER:
	case GS_FLING:
	case NJ_SYURIKEN:
	case NJ_KUNAI:
	case NJ_HUUMA:
		skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
		break;
	case GS_BULLSEYE:
		{
		int race = status_get_race(bl);
		if(race == RC_BRUTE || race == RC_DEMIHUMAN)
			skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
		else
			clif_skill_fail(sd,skillid,0,0);
		}
		break;
	case GS_DESPERADO:
	case GS_SPREADATTACK:
		if(flag&1)
			skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
		else {
			//If we get here, someone changed it to be a enemy targetted skill,
			//so treat it as such.
			map_foreachinrange(skill_area_sub, bl,
				skill_get_splash(skillid, skilllv),BL_CHAR,
				src,skillid,skilllv,tick, flag|BCT_ENEMY|1,
				skill_castend_damage_id);
		}
		break;
	case NJ_ZENYNAGE:
		if(sd->status.zeny < skilllv*1000)
			clif_skill_fail(sd,skillid,5,0);
		else
			skill_attack(BF_MISC,src,src,bl,skillid,skilllv,tick,flag);
		break;
	case NJ_KASUMIKIRI:
		skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
		sc_start(src,SC_HIDING,100,skilllv,skill_get_time(skillid,skilllv));
		break;
	case NJ_KIRIKAGE:
		status_change_end(src, SC_HIDING, -1);
		skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
		break;
	case NJ_KOUENKA:
	case NJ_HYOUSENSOU:
	case NJ_HYOUSYOURAKU:
	case NJ_HUUJIN:
	case NJ_RAIGEKISAI:
		skill_attack(BF_MAGIC,src,src,bl,skillid,skilllv,tick,flag);
		break;
	case NJ_KAMAITACHI:
		// Does it stop if touch an obstacle? it shouldn't shoot trough walls
		map_foreachinpath (skill_attack_area,src->m,src->x,src->y,bl->x,bl->y,
			skill_get_splash(skillid, skilllv),BL_CHAR,
			BF_WEAPON,src,src,skillid,skilllv,tick,flag,BCT_ENEMY);	// varargs
		break;
	//Not implemented yet [Vicious]
	case GS_GROUNDDRIFT:
	
	//case NJ_SYURIKEN:
	//case NJ_KUNAI:
	//case NJ_HUUMA:
	//case NJ_ZENYNAGE:
	case NJ_TATAMIGAESHI:
	//case NJ_KASUMIKIRI:
	//case NJ_KIRIKAGE:
	//case NJ_KOUENKA:
	case NJ_KAENSIN:
	//case NJ_HYOUSENSOU:
	//case NJ_HYOUSYOURAKU:
	//case NJ_HUUJIN:
	//case NJ_RAIGEKISAI:
	//case NJ_KAMAITACHI:
	case NJ_ISSEN:
		skill_attack(BF_MAGIC,src,src,bl,skillid,skilllv,tick,flag);
		break;

	case 0:
		if(sd) {
			if (flag & 3){
				if (bl->id != skill_area_temp[1])
					skill_attack(BF_WEAPON, src, src, bl, skillid, skilllv, tick, 0x0500);
			} else {
				skill_area_temp[1] = bl->id;
				map_foreachinrange(skill_area_sub, bl,
					sd->splash_range, BL_CHAR,
					src, skillid, skilllv, tick, flag | BCT_ENEMY | 1,
					skill_castend_damage_id);
			}
		}
		break;

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

	map_freeblock_unlock();	

	if (sd && !(flag&1) && sd->state.arrow_atk) //Consume arrow on last invocation to this skill.
		battle_consume_ammo(sd, skillid, skilllv);
	return 0;
}

/*==========================================
 * �X�L���g�p?i�r?�����?AID�w��x���n?j
 *------------------------------------------
 */
int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, int skillid, int skilllv, unsigned int tick, int flag)
{
	struct map_session_data *sd = NULL;
	struct map_session_data *dstsd = NULL;
	struct status_change *tsc;
	struct mob_data *md = NULL;
	struct mob_data *dstmd = NULL;
	int i,type=-1;
	
	if(skillid > 0 && skilllv <= 0) return 0;	// celest

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

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

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

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

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

	//Check for undead skills that convert a no-damage skill into a damage one. [Skotlex]
	switch (skillid) {
		case AL_HEAL:
		case ALL_RESURRECTION:
		case PR_ASPERSIO:
			if (battle_check_undead(status_get_race(bl),status_get_elem_type(bl))) {
				if (battle_check_target(src, bl, BCT_ENEMY) < 1) {
				  	//Offensive heal does not works on non-enemies. [Skotlex]
					if (sd) clif_skill_fail(sd,skillid,0,0);
					return 0;
				}
				if(!sd) {
					//Prevent non-players from casting offensive heal. [Skotlex]
					clif_emotion(src, 4); 
					return 0;
				}
				return skill_castend_damage_id (src, bl, skillid, skilllv, tick, flag);
			}
			break;
		case NPC_SMOKING: //Since it is a self skill, this one ends here rather than in damage_id. [Skotlex]
			return skill_castend_damage_id (src, bl, skillid, skilllv, tick, flag);
		//These are actually ground placed.
		case CR_GRANDCROSS:
		case NPC_GRANDDARKNESS:
		//Until they're at right position - gs_ground- [Vicious]
		case GS_DESPERADO:
		case NJ_KAENSIN:	/*�Ή��w*/
		case NJ_HYOUSYOURAKU:
		case NJ_RAIGEKISAI:
			return skill_castend_pos2(src,src->x,src->y,skillid,skilllv,tick,0);
	}

	//Self skill with target changed? We assume these are offensive auto-select-target skills. [Skotlex]
	//But only do this on the first call (flag&~1)
	if (!(flag&1) && skill_get_inf(skillid)&INF_SELF_SKILL && src != bl && !(skill_get_nk(skillid)&NK_NO_DAMAGE))
		return skill_castend_damage_id (src, bl, skillid, skilllv, tick, flag);
	
	if (skillid > 0 && skillid < MAX_SKILL)
		type = SkillStatusChangeTable[skillid];
	
	tsc = status_get_sc(bl);

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

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

			// JOB??�l�l��
			if(sd && dstsd && heal > 0 && sd != dstsd && battle_config.heal_exp > 0){
				heal_get_jobexp = heal_get_jobexp * battle_config.heal_exp / 100;
				if (heal_get_jobexp <= 0)
					heal_get_jobexp = 1;
				if (bl->type == BL_PC)	// Give heal experience only when healing players [Harbin]
					pc_gainexp (sd, 0, heal_get_jobexp);
			}
		}
		break;

	case PR_REDEMPTIO:
		if (sd && !(flag&1)) {
			if (sd->status.party_id == 0) {
				clif_skill_fail(sd,skillid,0,0);
				break;
			}
			skill_area_temp[0] = 0;
			party_foreachsamemap(skill_area_sub,
				sd,skill_get_splash(skillid, skilllv),
				src,skillid,skilllv,tick, flag|BCT_PARTY|1,
				skill_castend_nodamage_id);
			if (skill_area_temp[0] == 0) {
				clif_skill_fail(sd,skillid,0,0);
				break;
			}
			skill_area_temp[0] = 5 - skill_area_temp[0]; // The actual penalty...
			if (skill_area_temp[0] > 0 && !map[src->m].flag.nopenalty) { //Apply penalty
				sd->status.base_exp -= pc_nextbaseexp(sd) * skill_area_temp[0] * 2/1000; //0.2% penalty per each.
				sd->status.job_exp -= pc_nextjobexp(sd) * skill_area_temp[0] * 2/1000;
				clif_updatestatus(sd,SP_BASEEXP);
				clif_updatestatus(sd,SP_JOBEXP);
			}
			pc_heal(sd, 1-sd->status.hp, 1-sd->status.sp);
			break;
		} else if (dstsd && pc_isdead(dstsd) && flag&1) { //Revive
			skill_area_temp[0]++; //Count it in, then fall-through to the Resurrection code.
			skilllv = 3; //Resurrection level 3 is used
		} else //Invalid target, skip resurrection.
			break;
		
	case ALL_RESURRECTION:		/* ���U���N�V���� */
		if(sd && map_flag_gvg(bl->m))
		{	//No reviving in WoE grounds!
			clif_skill_fail(sd,skillid,0,0);
			break;
		}
		if(dstsd) {
			int per = 0;
			if (map[bl->m].flag.pvp && dstsd->pvp_point < 0)
				break;			/* PVP�ŕ����s�”\?�� */

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

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

	case AL_CRUCIS:
		if (flag & 1) {
			if (battle_check_target (src, bl, BCT_ENEMY))
				sc_start(bl,type,
					23+skilllv*4 +status_get_lv(src) -status_get_lv(bl),
					skilllv,0);
		} else {
			map_foreachinrange(skill_area_sub, src,
				skill_get_splash(skillid, skilllv), BL_CHAR,
				src, skillid, skilllv, tick, flag|BCT_ENEMY|1,
				skill_castend_nodamage_id);
			clif_skill_nodamage(src, bl, skillid, skilllv, 1);
		}
		break;

	case PR_LEXDIVINA:		/* ���b�N�X�f�B�r?�i */
		if (tsc && tsc->count && tsc->data[type].timer != -1) {
			status_change_end(bl,type, -1);
			clif_skill_nodamage (src, bl, skillid, skilllv, 1);
		} else 
			clif_skill_nodamage (src, bl, skillid, skilllv, 
		  		sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
		break;

	case SA_ABRACADABRA:
		{
			int abra_skillid = 0, abra_skilllv;
			if (sd)
			{ //Crash-fix [Skotlex]
				//require 1 yellow gemstone even with mistress card or Into the Abyss
				if ((i = pc_search_inventory(sd, 715)) < 0 )
				{ //bug fixed by Lupus (item pos can be 0, too!)
					clif_skill_fail(sd,skillid,0,0);
					break;
				}
				pc_delitem(sd, i, 1, 0);
			}
			do {
				abra_skillid = rand() % MAX_SKILL_ABRA_DB;
				if (skill_abra_db[abra_skillid].req_lv > skilllv ||
					rand()%10000 >= skill_abra_db[abra_skillid].per ||		//db�Ɋ�Â����x��?�m������
					(abra_skillid >= NPC_PIERCINGATT && abra_skillid <= NPC_SUMMONMONSTER) ||	//NPC�X�L���̓_�?
					skill_get_unit_flag(abra_skillid) & UF_DANCE)	//���t�X�L���̓_�?
						abra_skillid = 0;	// reset to get a new id
			} while (abra_skillid == 0);
			abra_skilllv = skill_get_max(abra_skillid) >  skilllv ? skilllv : skill_get_max(abra_skillid);
			clif_skill_nodamage (src, bl, skillid, skilllv, 1);
			
			if (sd)
			{	//Crash-protection against Abracadabra casting pets
				sd->skillitem = abra_skillid;
				sd->skillitemlv = abra_skilllv;
				sd->state.abra_flag = 1;
				clif_item_skill (sd, abra_skillid, abra_skilllv, "Abracadabra");
			} else
			{	// [Skotlex]
				struct unit_data *ud = unit_bl2ud(src);
				int inf = skill_get_inf(abra_skillid);
				int target_id = 0;
				if (!ud) break;
				if (inf&INF_SELF_SKILL || inf&INF_SUPPORT_SKILL) { 
					if (src->type == BL_PET)
						bl = (struct block_list*)((TBL_PET*)src)->msd;
					if (!bl) bl = src;
					unit_skilluse_id(src, bl->id, abra_skillid, abra_skilllv); 
				} else {	//Assume offensive skills
					if (ud->target)
						target_id = ud->target;
					else switch (src->type) {
						case BL_MOB:
							target_id = ((TBL_MOB*)src)->target_id;
							break;
						case BL_PET:
							target_id = ((TBL_PET*)src)->target_id;
							break;
					}
					if (!target_id)
						break;
					if (skill_get_casttype(abra_skillid) == CAST_GROUND) {
						bl = map_id2bl(target_id);
						if (!bl) bl = src;
						unit_skilluse_pos(src, bl->x, bl->y, abra_skillid, abra_skilllv); 
					} else
						unit_skilluse_id(src, target_id, abra_skillid, abra_skilllv);
				}
			}
		}
		break;

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

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

	case CR_PROVIDENCE:		/* �v�?���B�f���X */
		if(sd && dstsd){ //Check they are not another crusader [Skotlex]
			if ((dstsd->class_&MAPID_UPPERMASK) == MAPID_CRUSADER) {	
				clif_skill_fail(sd,skillid,0,0);
				map_freeblock_unlock();
				return 1;
			}
		}
		clif_skill_nodamage(src,bl,skillid,skilllv,
			sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
		break;
		
	case CG_MARIONETTE:		/* �}���I�l�b�g�R���g�??�� */
		{
			struct status_change *sc= status_get_sc(src);
			int type2 = SC_MARIONETTE2;

			if(sc && tsc){
				if (sc->data[type].timer == -1 && tsc->data[type2].timer == -1) {
					sc_start4(src,type,100,skilllv,0,bl->id,0,skill_get_time(skillid,skilllv));
					sc_start4(bl,type2,100,skilllv,0,src->id,0,skill_get_time(skillid,skilllv));
					clif_marionette(src, bl);
				}
				else if (sc->data[type].timer != -1 && tsc->data[type2].timer != -1 &&
					sc->data[type].val3 == bl->id && tsc->data[type2].val3 == src->id) {
					status_change_end(src, type, -1);
					status_change_end(bl, type2, -1);
					clif_marionette(src, 0);
				}
				else {
					if (sd) clif_skill_fail(sd,skillid,0,0);
					map_freeblock_unlock();
					return 1;
				}
				clif_skill_nodamage(src,bl,skillid,skilllv,1);
			}
		}
		break;

	case RG_CLOSECONFINE:
		clif_skill_nodamage(src,bl,skillid,skilllv,
			sc_start4(bl,type,100,skilllv,src->id,0,0,skill_get_time(skillid,skilllv)));
		break;
	case SA_FLAMELAUNCHER:	// added failure chance and chance to break weapon if turned on [Valaris]
	case SA_FROSTWEAPON:
	case SA_LIGHTNINGLOADER:
	case SA_SEISMICWEAPON:
		if (dstsd) {
			if(dstsd->status.weapon == W_FIST ||
				(dstsd->sc.count && dstsd->sc.data[type].timer == -1 &&
				(	//Allow re-enchanting to lenghten time. [Skotlex]
					dstsd->sc.data[SC_FIREWEAPON].timer != -1 ||
					dstsd->sc.data[SC_WATERWEAPON].timer != -1 ||
					dstsd->sc.data[SC_WINDWEAPON].timer != -1 ||
					dstsd->sc.data[SC_EARTHWEAPON].timer != -1 ||
					dstsd->sc.data[SC_SHADOWWEAPON].timer != -1 ||
					dstsd->sc.data[SC_GHOSTWEAPON].timer != -1 ||
					dstsd->sc.data[SC_ENCPOISON].timer != -1
				))
				) {
				if (sd) clif_skill_fail(sd,skillid,0,0);
				clif_skill_nodamage(src,bl,skillid,skilllv,0);
				break;
			}
		}
		if (sd) {
			int i = pc_search_inventory (sd, skill_db[skillid].itemid[0]);
			if(i < 0 || sd->status.inventory[i].amount < skill_db[skillid].amount[0]) {
				clif_skill_fail(sd,skillid,0,0);
				break;
			}
			pc_delitem(sd, i, skill_db[skillid].amount[0], 0);
		}
		// 100% success rate at lv4 & 5, but lasts longer at lv5
		i = skilllv <4?(60+skilllv*10):100;
		i = sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv));
		if(!i) {
			if (sd) clif_skill_fail(sd,skillid,0,0);
			if (skill_break_equip(bl, EQP_WEAPON, 10000, BCT_PARTY) &&
				sd && sd != dstsd)
				clif_displaymessage(sd->fd,"You broke target's weapon");
		}
		clif_skill_nodamage(src,bl,skillid,skilllv,i);
		break;

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

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

	case PR_KYRIE:			/* �L���G�G���C�\�� */
		clif_skill_nodamage(bl,bl,skillid,skilllv,
			sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
		break;
	//Passive Magnum, should had been casted on yourself.
	case SM_MAGNUM:
		map_foreachinrange(skill_area_sub, src,
			skill_get_splash(skillid, skilllv),BL_CHAR,
			src,skillid,skilllv,tick, flag|BCT_ENEMY|1,
			skill_castend_damage_id);
 //Initiate 10% of your damage becomes fire element.
		clif_skill_nodamage (src,src,skillid,skilllv,1);
		sc_start4(src,SC_WATK_ELEMENT,100,3,20,0,0,skill_get_time2(skillid, skilllv));
		if (sd) skill_blockpc_start (sd, skillid, skill_get_time(skillid, skilllv));
		break;
	case LK_BERSERK:		/* �o?�T?�N */
	case KN_AUTOCOUNTER:		/* �I?�g�J�E���^? */
	case KN_TWOHANDQUICKEN:	/* �c?�n���h�N�C�b�P�� */
	case KN_ONEHAND:
	case CR_SPEARQUICKEN:	/* �X�s�A�N�C�b�P�� */
	case CR_REFLECTSHIELD:
	case AS_POISONREACT:	/* �|�C�Y�����A�N�g */
	case MC_LOUD:			/* ���E�h�{�C�X */
	case MG_ENERGYCOAT:		/* �G�i�W?�R?�g */
	case MG_SIGHT:			/* �T�C�g */
	case AL_RUWACH:			/* ���A�t */
	case MO_EXPLOSIONSPIRITS:	// �����g��
	case MO_STEELBODY:		// ��?�
	case MO_BLADESTOP:	// ��?n���
	case LK_AURABLADE:		/* �I?���u��?�h */
	case LK_PARRYING:		/* �p���C���O */
	case LK_CONCENTRATION:	/* �R���Z���g��?�V���� */
	case WS_CARTBOOST:		/* �J?�g�u?�X�g */
	case SN_SIGHT:			/* �g�D��?�T�C�g */
	case WS_MELTDOWN:		/* �?���g�_�E�� */
	case WS_OVERTHRUSTMAX:	// Overthrust Max [Celest]
	case ST_REJECTSWORD:	/* ���W�F�N�g�\?�h */
	case HW_MAGICPOWER:		/* ���@��?�? */
	case PF_MEMORIZE:		/* �?�����C�Y */
	case PA_SACRIFICE:
	case ASC_EDP:			// [Celest]
	case NPC_STOP:
	case WZ_SIGHTBLASTER:
	case SG_SUN_COMFORT:
	case SG_MOON_COMFORT:
	case SG_STAR_COMFORT:
	case NPC_HALLUCINATION:
	case HP_ASSUMPTIO:
	case GS_MADNESSCANCEL:
	case GS_ADJUSTMENT:
	case GS_INCREASING:
	case GS_CRACKER:
	case GS_GROUNDDRIFT:
	case NJ_TATAMIGAESHI:
	case NJ_KASUMIKIRI:
	case NJ_UTSUSEMI:
	case NJ_BUNSINJYUTSU:
	case NJ_NEN:
		clif_skill_nodamage(src,bl,skillid,skilllv,
			sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
		break;

	case SG_SUN_WARM:
	case SG_MOON_WARM:
	case SG_STAR_WARM:
	{
		struct skill_unit_group *sg;
		if (!tsc) break;
		sg = skill_unitsetting(bl,skillid,skilllv,src->x,src->y,0);
		clif_skill_nodamage(src,bl,skillid,skilllv,
			sc_start4(bl,type,100,skilllv,0,0,(int)sg,skill_get_time(skillid,skilllv)));
		break;
	}

	case CG_MOONLIT:		/* ������̐�ɗ�����Ԃт� */
		clif_skill_nodamage(src,bl,skillid,skilllv,1);
		if (sd && battle_config.player_skill_partner_check &&
			(!battle_config.gm_skilluncond || pc_isGM(sd) < battle_config.gm_skilluncond)) {
			skill_check_pc_partner(sd, skillid, &skilllv, 1, 1);
		} else
			skill_moonlit(bl, NULL, skilllv); //The knockback must be invoked before starting the effect which places down the map cells. [Skotlex]
		
		break;
/* Was modified to only affect targetted char.	[Skotlex]
	case HP_ASSUMPTIO:
		if (flag&1)
			sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv));
		else
		{
			map_foreachinrange(skill_area_sub, bl,
				skill_get_splash(skillid, skilllv), BL_PC,
				src, skillid, skilllv, tick, flag|BCT_ALL|1,
				skill_castend_nodamage_id);
			clif_skill_nodamage(src,bl,skillid,skilllv,1);
		}
		break;
*/
	case SM_ENDURE:			/* �C���f���A */
		clif_skill_nodamage(src,bl,skillid,skilllv,
			sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
		if (sd)
			skill_blockpc_start (sd, skillid, skill_get_time2(skillid,skilllv));
		break;

	case AS_ENCHANTPOISON: // Prevent spamming [Valaris]
		if (sd && dstsd && dstsd->sc.count) {
			if(dstsd->sc.data[SC_FIREWEAPON].timer != -1 ||
				dstsd->sc.data[SC_WATERWEAPON].timer != -1 ||
				dstsd->sc.data[SC_WINDWEAPON].timer != -1 ||
				dstsd->sc.data[SC_EARTHWEAPON].timer != -1 ||
				dstsd->sc.data[SC_SHADOWWEAPON].timer != -1 ||
				dstsd->sc.data[SC_GHOSTWEAPON].timer != -1
			//	dstsd->sc.data[SC_ENCPOISON].timer != -1 //People say you should be able to recast to lengthen the timer. [Skotlex]
			) {
					clif_skill_nodamage(src,bl,skillid,skilllv,0);
					clif_skill_fail(sd,skillid,0,0);
					break;
			}
		}
		clif_skill_nodamage(src,bl,skillid,skilllv,
			sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
		break;

	case LK_TENSIONRELAX:	/* �e���V���������b�N�X */
		if (sd) {
			pc_setsit(sd);
			clif_sitting(sd);
		}
		clif_skill_nodamage(src,bl,skillid,skilllv,
			sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
		break;

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

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

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

	case SM_PROVOKE:		/* �v�?�{�b�N */
		/* MVPmob�ƕs���ɂ�?���Ȃ� */
		if((status_get_mode(bl)&MD_BOSS) || battle_check_undead(status_get_race(bl),status_get_elem_type(bl))) { //�s���ɂ�?���Ȃ�
			map_freeblock_unlock();
			return 1;
		}
		//TODO: How much does base level affects? Dummy value of 1% per level difference used. [Skotlex]
		clif_skill_nodamage(src,bl,skillid,skilllv,
			(i=sc_start(bl,type,
				50 +3*skilllv +status_get_lv(src) -status_get_lv(bl),
				skilllv,skill_get_time(skillid,skilllv))));
		if (!i)
		{
			if (sd) 
				clif_skill_fail(sd,skillid,0,0);
			map_freeblock_unlock();
			return 0;
		}
		unit_skillcastcancel(bl, 2);

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

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

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

			int lv = sd->status.base_level - dstsd->status.base_level;
			if (lv < 0) lv = -lv;
			if (lv > battle_config.devotion_level_difference ||
				(dstsd->sc.data[type].timer != -1 && dstsd->sc.data[type].val1 != src->id) || //Avoid overriding [Skotlex]
				(dstsd->class_&MAPID_UPPERMASK) == MAPID_CRUSADER) {
				clif_skill_fail(sd,skillid,0,0);
				map_freeblock_unlock();
				return 1;
			}
			//Look for an empty slot (or reuse in case you cast it twice in the same char. [Skotlex]
			for (i = 0; i < skilllv && i < 5 && sd->devotion[i]!=bl->id && sd->devotion[i]; i++);
			if (i == skilllv)
			{
				clif_skill_fail(sd,skillid,0,0);
				map_freeblock_unlock();
				return 1;
			}
			sd->devotion[i] = bl->id;
			clif_skill_nodamage(src,bl,skillid,skilllv,
				sc_start4(bl,type,100,src->id,i,skill_get_range2(src,skillid,skilllv),skill_get_time2(skillid, skilllv),1000));
			clif_devotion(sd);
		}
		else
			if (sd)
				clif_skill_fail(sd,skillid,0,0);
		break;

	case MO_CALLSPIRITS:	// ?��
		if(sd) {
			clif_skill_nodamage(src,bl,skillid,skilllv,1);
			pc_addspiritball(sd,skill_get_time(skillid,skilllv),skilllv);
		}
		break;

	case CH_SOULCOLLECT:	// ��?��
		if(sd) {
			clif_skill_nodamage(src,bl,skillid,skilllv,1);
			for (i = 0; i < 5; i++)
				pc_addspiritball(sd,skill_get_time(skillid,skilllv),5);
		}
		break;

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

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

	case MO_ABSORBSPIRITS:	// ?�D
		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 * 10;
			pc_delspiritball(dstsd,dstsd->spiritball,0);
		} else if (dstmd && !(status_get_mode(bl)&MD_BOSS) && rand() % 100 < 20)
		{	// check if target is a monster and not a Boss, for the 20% chance to absorb 2 SP per monster's level [Reddozen]
			i = 2 * dstmd->db->lv;
			mob_target(dstmd,src,0);
		}
		if (sd){
			if (i > 0x7FFF)
				i = 0x7FFF;
			if (sd->status.sp + i > sd->status.max_sp)
				i = sd->status.max_sp - sd->status.sp;
			if (i) {
				sd->status.sp += i;
				clif_heal(sd->fd,SP_SP,i);
			}
		}
			clif_skill_nodamage(src,bl,skillid,skilllv,0);
		break;

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

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

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

	case BS_HAMMERFALL:		/* �n���}?�t�H?�� */
		if(dstsd && dstsd->special_state.no_weapon_damage) {
			clif_skill_nodamage(src,bl,skillid,skilllv,0);
			break;
		}
		clif_skill_nodamage(src,bl,skillid,skilllv,
			sc_start(bl,SC_STUN,(20 + 10 * skilllv),skilllv,skill_get_time2(skillid,skilllv)));
		break;
	case RG_RAID:			/* �T�v���C�Y�A�^�b�N */
		clif_skill_nodamage(src,bl,skillid,skilllv,1);
		map_foreachinrange(skill_area_sub, bl,
			skill_get_splash(skillid, skilllv), BL_CHAR,
			src,skillid,skilllv,tick, flag|BCT_ENEMY|1,
			skill_castend_damage_id);
		status_change_end(src, SC_HIDING, -1);	// �n�C�f�B���O��?�
		break;

	case ASC_METEORASSAULT:	/* �?�e�I�A�T���g */
	case GS_SPREADATTACK:
		clif_skill_nodamage(src,bl,skillid,skilllv,1);
		map_foreachinrange(skill_area_sub, src,
			skill_get_splash(skillid, skilllv), BL_CHAR,
			src,skillid,skilllv,tick, flag|BCT_ENEMY|1,
			skill_castend_damage_id);
		break;

	case KN_BRANDISHSPEAR:	/*�u�����f�B�b�V���X�s�A*/
		{
			int c,n=4,ar;
			int dir = map_calc_dir(src,bl->x,bl->y);
			struct square tc;
			int x=bl->x,y=bl->y;
			ar=skilllv/3;
			skill_brandishspear_first(&tc,dir,x,y);
			skill_brandishspear_dir(&tc,dir,4);
			/* ��?�C */
			if(skilllv == 10){
				for(c=1;c<4;c++){
					map_foreachincell(skill_area_sub,
						bl->m,tc.val1[c],tc.val2[c],BL_CHAR,
						src,skillid,skilllv,tick, flag|BCT_ENEMY|n,
						skill_castend_damage_id);
				}
			}
			/* ��?�B�A */
			if(skilllv > 6){
				skill_brandishspear_dir(&tc,dir,-1);
				n--;
			}else{
				skill_brandishspear_dir(&tc,dir,-2);
				n-=2;
			}

			if(skilllv > 3){
				for(c=0;c<5;c++){
					map_foreachincell(skill_area_sub,
						bl->m,tc.val1[c],tc.val2[c],BL_CHAR,
						src,skillid,skilllv,tick, flag|BCT_ENEMY|n,
						skill_castend_damage_id);
					if(skilllv > 6 && n==3 && c==4){
						skill_brandishspear_dir(&tc,dir,-1);
						n--;c=-1;
					}
				}
			}
			/* ��?�@ */
			for(c=0;c<10;c++){
				if(c==0||c==5) skill_brandishspear_dir(&tc,dir,-1);
				map_foreachincell(skill_area_sub,
					bl->m,tc.val1[c%5],tc.val2[c%5],BL_CHAR,
					src,skillid,skilllv,tick, flag|BCT_ENEMY|1,
					skill_castend_damage_id);
			}
		}
		break;
	
	case WZ_SIGHTRASHER:
		//Passive side of the attack.
		status_change_end(src,SC_SIGHT,-1);
		clif_skill_nodamage(src,bl,skillid,skilllv,1);
		map_foreachinrange(skill_area_sub,src,
			skill_get_splash(skillid, skilllv),BL_CHAR,
			src,skillid,skilllv,tick, flag|BCT_ENEMY|1,
			skill_castend_damage_id);
		break;

	case WZ_FROSTNOVA:
		map_foreachinrange(skill_attack_area, src,
			skill_get_splash(skillid, skilllv), BL_CHAR,
			BF_MAGIC, src, src, skillid, skilllv, tick, flag, BCT_ENEMY);
		break;

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

	/* �p?�e�B�X�L�� */
	case AL_ANGELUS:		/* �G���W�F���X */
	case PR_MAGNIFICAT:		/* �}�O�j�t�B�J?�g */
	case PR_GLORIA:			/* �O�?���A */
	case SN_WINDWALK:		/* �E�C���h�E�H?�N */
		if (sd == NULL || sd->status.party_id == 0 || (flag & 1)) {
			clif_skill_nodamage(bl,bl,skillid,skilllv,
				sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
		} else if (sd) {
			/* �p?�e�B�S?�ւ�?�? */
			party_foreachsamemap (skill_area_sub,
				sd,skill_get_splash(skillid, skilllv),
				src,skillid,skilllv,tick, flag|BCT_PARTY|1,
				skill_castend_nodamage_id);
		}
		break;

	case BS_ADRENALINE:		/* �A�h���i�������b�V�� */
	case BS_ADRENALINE2:
	case BS_WEAPONPERFECT:	/* �E�F�|���p?�t�F�N�V���� */
	case BS_OVERTHRUST:		/* �I?�o?�g���X�g */
		if (sd == NULL || sd->status.party_id == 0 || (flag & 1)) {
			/* �•ʂ�?�? */
			clif_skill_nodamage(bl,bl,skillid,skilllv,
				sc_start4(bl,type,100,skilllv,(src == bl)? 1:0,0,0,skill_get_time(skillid,skilllv)));
		} else if (sd) {
			/* �p?�e�B�S?�ւ�?�? */
			party_foreachsamemap(skill_area_sub,
				sd,skill_get_splash(skillid, skilllv),
				src,skillid,skilllv,tick, flag|BCT_PARTY|1,
				skill_castend_nodamage_id);
		}
		break;

	case BS_MAXIMIZE:
	case NV_TRICKDEAD:
	case CR_DEFENDER:
	case CR_AUTOGUARD:
	case TK_READYSTORM:
	case TK_READYDOWN:
	case TK_READYTURN:
	case TK_READYCOUNTER:
	case TK_DODGE:
	case CR_SHRINK:
	case ST_PRESERVE:
	case SG_FUSION:
	case GS_GATLINGFEVER:
		if (tsc && tsc->data[type].timer != -1)
			i = status_change_end(bl, type, -1);
		else
			i = sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv));
			clif_skill_nodamage(src,bl,skillid,skilllv,i);
		break;
	case SL_KAITE:
	case SL_KAAHI:
	case SL_KAIZEL:
	case SL_KAUPE:
		if (sd) {
			if (!dstsd || !(
				(sd->sc.data[SC_SPIRIT].timer != -1 && sd->sc.data[SC_SPIRIT].val2 == SL_SOULLINKER) ||
				dstsd->char_id == sd->char_id ||
				dstsd->char_id == sd->status.partner_id ||
				dstsd->char_id == sd->status.child
			)) {
				status_change_start(src,SC_STUN,10000,skilllv,0,0,0,3000,8);
				clif_skill_fail(sd,skillid,0,0);
				break;
			}
		}
		clif_skill_nodamage(src,bl,skillid,skilllv,
			sc_start(bl,type,100,skilllv,skill_get_time(skillid, skilllv)));
		break;
	case SM_AUTOBERSERK:	// Celest
		if (tsc && tsc->data[type].timer != -1)
			i = status_change_end(bl, type, -1);				
		else
			i = sc_start(bl,type,100,skilllv,0);
		clif_skill_nodamage(src,bl,skillid,skilllv,i);
		break;
	case TF_HIDING:			/* �n�C�f�B���O */
	case ST_CHASEWALK:			/* �n�C�f�B���O */
		if (tsc && tsc->data[type].timer != -1)
			i = status_change_end(bl, type, -1);
		else
			i = sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv));
		clif_skill_nodamage(src,bl,skillid,-1,i); // Don't display the skill name as it is a hiding skill
		break;
	case TK_RUN:
			if (tsc && tsc->data[type].timer != -1)
				i = status_change_end(bl, type, -1);
			else
				i = sc_start4(bl,type,100,skilllv,unit_getdir(bl),0,0,0);
//			If the client receives a skill-use packet inmediately before
//			a walkok packet, it will discard the walk packet! [Skotlex]
//			clif_skill_nodamage(src,bl,skillid,skilllv,i);
		break;
	case AS_CLOAKING:		/* �N�??�L���O */
		if(tsc && tsc->data[type].timer!=-1 )
			/* ��?����� */
			i = status_change_end(bl, type, -1);
		else
			i = sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv));
		clif_skill_nodamage(src,bl,skillid,-1,i);
		if (!i && sd)
			clif_skill_fail(sd,skillid,0,0);
		break;

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

	case HP_BASILICA:			/* �o�W���J */
	case CG_HERMODE:			// Wand of Hermod
		{
			struct skill_unit_group *sg;
			unit_stop_walking(src,1);
			skill_clear_unitgroup(src);
			sg = skill_unitsetting(src,skillid,skilllv,src->x,src->y,0);
			if(skillid == CG_HERMODE)
				i = sc_start4(src,SC_DANCING,100,
						skillid,0,0,sg->group_id,skill_get_time(skillid,skilllv));
			else
				i = sc_start4(src,type,100,
						skilllv,0,BCT_SELF,sg->group_id,
						skill_get_time(skillid,skilllv));
			clif_skill_nodamage(src,bl,skillid,skilllv,i);
		}
		break;

	case PA_GOSPEL:				/* �S�X�y�� */
		if (!tsc) break;
		if (tsc->data[type].timer != -1 && tsc->data[type].val4 == BCT_SELF) {
			i = status_change_end(bl,SC_GOSPEL,-1);
		} else {
			struct skill_unit_group *sg = skill_unitsetting(src,skillid,skilllv,src->x,src->y,0);
			if (tsc->data[type].timer != -1)
				status_change_end(bl,type,-1); //Was under someone else's Gospel. [Skotlex]
			i = sc_start4(bl,type,100,skilllv,0,(int)sg,BCT_SELF,skill_get_time(skillid,skilllv));
		}
		clif_skill_nodamage(src,bl,skillid,skilllv,i);
		break;

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

	case BA_FROSTJOKE:			/* �����W��?�N */
	case DC_SCREAM:				/* �X�N��?�� */
		clif_skill_nodamage(src,bl,skillid,skilllv,1);
		skill_addtimerskill(src,tick+2000,bl->id,src->x,src->y,skillid,skilllv,0,flag);
		if (md) {	// Mob�͒?��Ȃ�����?A�X�L���������΂��Ă݂�
			char temp[128];
			if (strlen(md->name) + strlen(skill_db[skillid].desc) > 120)
				break; //Message won't fit on buffer. [Skotlex]
			sprintf(temp,"%s : %s !!",md->name,skill_db[skillid].desc);
			clif_GlobalMessage(&md->bl,temp);
		}
		break;


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

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

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

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

	case MG_STONECURSE:			/* �X�g?���J?�X */
		{
			if (status_get_mode(bl)&MD_BOSS) {
				if (sd) clif_skill_fail(sd,skillid,0,0);
				break;
			}
			if(status_isimmune(bl) || !tsc)
				break;
			if (dstmd)
				mob_target(dstmd,src,skill_get_range2(src,skillid,skilllv));
			
			if (tsc->data[SC_STONE].timer != -1) {
				status_change_end(bl,SC_STONE,-1);
				if (sd) clif_skill_fail(sd,skillid,0,0);
				break;
			}
			if (sc_start(bl,SC_STONE,(skilllv*4+20),skilllv,skill_get_time2(skillid,skilllv)))
					clif_skill_nodamage(src,bl,skillid,skilllv,1);
			else if(sd) {
				clif_skill_fail(sd,skillid,0,0);
				// Level 6-10 doesn't consume a red gem if it fails [celest]
				if (skilllv > 5) break;
			}
			if (sd) {
				if (sd->sc.data[SC_SPIRIT].timer != -1 && sd->sc.data[SC_SPIRIT].val2 == SL_WIZARD)
					break; //Do not delete the gemstone.
				if ((i=pc_search_inventory(sd, skill_db[skillid].itemid[0])) >= 0 )
					pc_delitem(sd, i, skill_db[skillid].amount[0], 0);
			}
		}
		break;

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

	case AL_CURE:				/* �L���A? */
		if(status_isimmune(bl)) {
			clif_skill_nodamage(src,bl,skillid,skilllv,0);
			break;
		}
		status_change_end(bl, SC_SILENCE	, -1 );
		status_change_end(bl, SC_BLIND	, -1 );
		status_change_end(bl, SC_CONFUSION, -1 );
		if( battle_check_undead(status_get_race(bl),status_get_elem_type(bl)))
			sc_start(bl, SC_CONFUSION,100,1,skill_get_time2(skillid, skilllv));
		clif_skill_nodamage(src,bl,skillid,skilllv,1);
		break;

	case TF_DETOXIFY:			/* ��� */
		clif_skill_nodamage(src,bl,skillid,skilllv,1);
		status_change_end(bl, SC_POISON	, -1 );
		status_change_end(bl, SC_DPOISON	, -1 );
		break;

	case PR_STRECOVERY:			/* ���J�o��? */
		if(status_isimmune(bl)) {
			clif_skill_nodamage(src,bl,skillid,skilllv,0);
			break;
		}
		status_change_end(bl, SC_FREEZE	, -1 );
		status_change_end(bl, SC_STONE	, -1 );
		status_change_end(bl, SC_SLEEP	, -1 );
		status_change_end(bl, SC_STUN	, -1 );
		//Is this equation really right? It looks so... special.
		if( battle_check_undead(status_get_race(bl),status_get_elem_type(bl)) ){//�A���f�b�h�Ȃ�È�?��
			status_change_start(bl, SC_BLIND,
				100*(100-(status_get_int(bl)/2+status_get_vit(bl)/3+status_get_luk(bl)/10)),
				1,0,0,0,
				skill_get_time2(skillid, skilllv) * (100-(status_get_int(bl)+status_get_vit(bl))/2)/100,10);
		}
		clif_skill_nodamage(src,bl,skillid,skilllv,1);
		if(dstmd){
			dstmd->attacked_id=0;
			dstmd->target_id=0;
			dstmd->state.skillstate=MSS_IDLE;
			dstmd->next_walktime=tick+rand()%3000+3000;
		}
		break;

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

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

	case MC_IDENTIFY:			/* �A�C�e���Ӓ� */
		if(sd)
			clif_item_identify_list(sd);
		break;

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

	case MC_VENDING:			/* �I�X�J?� */
		if(sd)
		{	//Prevent vending of GMs with unnecessary Level to trade/drop. [Skotlex]
			if ( pc_can_give_items(pc_isGM(sd)) )
				clif_skill_fail(sd,skillid,0,0);
			else
				clif_openvendingreq(sd,2+skilllv);
		}
		break;

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

	case AL_HOLYWATER:			/* �A�N�A�x�l�f�B�N�^ */
		if(sd) {
			if (skill_produce_mix(sd, skillid, 523, 0, 0, 0, 1))
				clif_skill_nodamage(src,bl,skillid,skilllv,1);
			else
				clif_skill_fail(sd,skillid,0,0);
		}
		break;
		
	case TF_PICKSTONE:
		if(sd) {
			int eflag;
			struct item item_tmp;
			struct block_list tbl;
			clif_skill_nodamage(src,bl,skillid,skilllv,1);
			memset(&item_tmp,0,sizeof(item_tmp));
			memset(&tbl,0,sizeof(tbl)); // [MouseJstr]
			item_tmp.nameid = 7049;
			item_tmp.identify = 1;
			tbl.id = 0;
			clif_takeitem(&sd->bl,&tbl);
			eflag = pc_additem(sd,&item_tmp,1);
			if(eflag) {
				clif_additem(sd,0,0,eflag);
				map_addflooritem(&item_tmp,1,sd->bl.m,sd->bl.x,sd->bl.y,NULL,NULL,NULL,0);
			}
		}
		break;
	case ASC_CDP:
     	if(sd) {
			clif_skill_nodamage(src,bl,skillid,skilllv,1);
			skill_produce_mix(sd, skillid, 678, 0, 0, 0, 1); //Produce a Deadly Poison Bottle.
		}
		break;

	case RG_STRIPWEAPON:		/* �X�g���b�v�E�F�|�� */
	case RG_STRIPSHIELD:		/* �X�g���b�v�V?[���h */
	case RG_STRIPARMOR:			/* �X�g���b�v�A?[�}?[ */
	case RG_STRIPHELM:			/* �X�g���b�v�w���� */
	case ST_FULLSTRIP:			// Rewritten most of the code [DracoRPG]
	case GS_DISARM:				// Added disarm. [Reddozen]
		{
		int strip_fix, equip = 0;
		int sclist[4] = {0,0,0,0};

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

		strip_fix = status_get_dex(src) - status_get_dex(bl);
		if(strip_fix < 0)
			strip_fix=0;
		if (rand()%100 >= 5+2*skilllv+strip_fix/5)
		{
			if (sd)
				clif_skill_fail(sd,skillid,0,0);
			break;
		}
		if (dstsd) {
			for (i=0;i<11;i++) {
				if (dstsd->equip_index[i]<0 || !dstsd->inventory_data[dstsd->equip_index[i]])
					continue;
				switch (i) {
				case 8: //Shield / left-hand weapon
					if(dstsd->inventory_data[dstsd->equip_index[8]]->type == 5)
					{ //Shield
						if (equip&EQP_SHIELD &&
							!(dstsd->unstripable_equip&EQP_SHIELD) &&
						  	!(tsc && tsc->data[SC_CP_SHIELD].timer != -1)
						){
							sclist[1] = SC_STRIPSHIELD; // Okay, we found a shield to strip - It is really a shield, not a two-handed weapon or a left-hand weapon
							pc_unequipitem(dstsd,dstsd->equip_index[i],3);
						}
						continue;
					}
					//Continue to weapon
				case 9:
					if (equip &EQP_WEAPON &&
						!(dstsd->unstripable_equip&EQP_WEAPON) &&
				  		!(tsc && tsc->data[SC_CP_WEAPON].timer != -1)
					) {
						sclist[0] = SC_STRIPWEAPON; // Okay, we found a weapon to strip - It can be a right-hand, left-hand or two-handed weapon
						pc_unequipitem(dstsd,dstsd->equip_index[i],3);
					}
					break;
				case 7: //Armor
					if (equip &EQP_ARMOR && 
						!(dstsd->unstripable_equip &EQP_ARMOR) &&
					  	!(tsc && tsc->data[SC_CP_ARMOR].timer != -1)
					) {
						sclist[2] = SC_STRIPARMOR; // Okay, we found an armor to strip
						pc_unequipitem(dstsd,dstsd->equip_index[i],3);
					}
					break;
				case 6: //Helm  
					if (equip &EQP_HELM &&
						!(dstsd->unstripable_equip &EQP_HELM) &&
						!(tsc && tsc->data[SC_CP_HELM].timer != -1)
					 ) {
						sclist[3] = SC_STRIPHELM; // Okay, we found a helm to strip
						pc_unequipitem(dstsd,dstsd->equip_index[i],3);
					}
					break;
				}
			}
		} else if (!(status_get_mode(bl)&MD_BOSS)) {
			if (equip&EQP_WEAPON && !(tsc && tsc->data[SC_CP_WEAPON].timer != -1))
				sclist[0] = SC_STRIPWEAPON;
			if (equip&EQP_SHIELD && !(tsc && tsc->data[SC_CP_SHIELD].timer != -1))
				sclist[1] = SC_STRIPSHIELD;
			if (equip&EQP_ARMOR && !(tsc && tsc->data[SC_CP_ARMOR].timer != -1))
				sclist[2] = SC_STRIPARMOR;
			if (equip&EQP_HELM && !(tsc && tsc->data[SC_CP_HELM].timer != -1))
				sclist[3] = SC_STRIPHELM;
		}
		equip = 0; //Reuse equip to hold how many stats are invoked.
		for (i=0;i<4;i++) {
			if (sclist[i]) // Start the SC only if an equipment was stripped from this location
			equip+=sc_start(bl,sclist[i],100,skilllv,skill_get_time(skillid,skilllv)+strip_fix/2);
		}
		if (equip)
			clif_skill_nodamage(src,bl,skillid,skilllv,1);
		else if (sd) //Nothing stripped.
			clif_skill_fail(sd,skillid,0,0);
		break;
		}

	/* PotionPitcher */
	case AM_BERSERKPITCHER:
	case AM_POTIONPITCHER:		/* �|?�V�����s�b�`��? */
		{
			int i,x,hp = 0,sp = 0,bonus=100;
			if(sd) {
				x = skilllv%11 - 1;
				i = pc_search_inventory(sd,skill_db[skillid].itemid[x]);
				if(i < 0 || skill_db[skillid].itemid[x] <= 0) {
					clif_skill_fail(sd,skillid,0,0);
					map_freeblock_unlock();
					return 1;
				}
				if(sd->inventory_data[i] == NULL || sd->status.inventory[i].amount < skill_db[skillid].amount[x]) {
					clif_skill_fail(sd,skillid,0,0);
					map_freeblock_unlock();
					return 1;
				}
				if(skillid == AM_BERSERKPITCHER) { //Does not override use-level, and cannot be used on bows.
					if (dstsd && (dstsd->status.base_level<(unsigned int)sd->inventory_data[i]->elv || dstsd->weapontype1 == W_BOW)) {
						clif_skill_fail(sd,skillid,0,0);
						map_freeblock_unlock();
						return 1;
					 }
				}
				potion_flag = 1;
				potion_hp = potion_sp = potion_per_hp = potion_per_sp = 0;
				potion_target = bl->id;
				run_script(sd->inventory_data[i]->script,0,sd->bl.id,0);
				pc_delitem(sd,i,skill_db[skillid].amount[x],0);
				potion_flag = potion_target = 0;
				if (sd->sc.data[SC_SPIRIT].timer != -1 && sd->sc.data[SC_SPIRIT].val2 == SL_ALCHEMIST)
					bonus += sd->status.base_level;
				if(potion_per_hp > 0 || potion_per_sp > 0) {
					hp = status_get_max_hp(bl) * potion_per_hp / 100;
					hp = hp * (100 + pc_checkskill(sd,AM_POTIONPITCHER)*10 + pc_checkskill(sd,AM_LEARNINGPOTION)*5)*bonus/10000;
					if(dstsd) {
						sp = dstsd->status.max_sp * potion_per_sp / 100;
						sp = sp * (100 + pc_checkskill(sd,AM_POTIONPITCHER)*10 + pc_checkskill(sd,AM_LEARNINGPOTION)*5)*bonus/10000;
					}
				}
				else {
					if(potion_hp > 0) {
						hp = potion_hp * (100 + pc_checkskill(sd,AM_POTIONPITCHER)*10 + pc_checkskill(sd,AM_LEARNINGPOTION)*5)*bonus/10000;
						hp = hp * (100 + (status_get_vit(bl)<<1)) / 100;
						if(dstsd)
							hp = hp * (100 + pc_checkskill(dstsd,SM_RECOVERY)*10) / 100;
					}
					if(potion_sp > 0) {
						sp = potion_sp * (100 + pc_checkskill(sd,AM_POTIONPITCHER)*10 + pc_checkskill(sd,AM_LEARNINGPOTION)*5)*bonus/10000;
						sp = sp * (100 + (status_get_int(bl)<<1)) / 100;
						if(dstsd)
							sp = sp * (100 + pc_checkskill(dstsd,MG_SRECOVERY)*10) / 100;
					}
				}
			}
			else {
				hp = (1 + rand()%400) * (100 + skilllv*10) / 100;
				hp = hp * (100 + (status_get_vit(bl)<<1)) / 100;
				if(dstsd)
					hp = hp * (100 + pc_checkskill(dstsd,SM_RECOVERY)*10) / 100;
			}
			clif_skill_nodamage(src,bl,skillid,skilllv,1);
			if(hp > 0 || (skillid == AM_POTIONPITCHER && hp <= 0 && sp <= 0))
				clif_skill_nodamage(NULL,bl,AL_HEAL,hp,1);
			if(sp > 0)
				clif_skill_nodamage(NULL,bl,MG_SRECOVERY,sp,1);
			battle_heal(src,bl,hp,sp,0);
		}
		break;
	case AM_CP_WEAPON:
	case AM_CP_SHIELD:
	case AM_CP_ARMOR:
	case AM_CP_HELM:
		{
			int scid = SC_STRIPWEAPON + (skillid - AM_CP_WEAPON);
			if(tsc && tsc->data[scid].timer != -1)
				status_change_end(bl, scid, -1 );
			clif_skill_nodamage(src,bl,skillid,skilllv,
				sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
		}
		break;
	case AM_TWILIGHT1:
		if (sd) {
			clif_skill_nodamage(src,bl,skillid,skilllv,1);
			//Prepare 200 White Potions.
			if (!skill_produce_mix(sd, skillid, 504, 0, 0, 0, 200))
				clif_skill_fail(sd,skillid,0,0);
		}
		break;
	case AM_TWILIGHT2:
		if (sd) {
			clif_skill_nodamage(src,bl,skillid,skilllv,1);
			//Prepare 200 Slim White Potions.
			if (!skill_produce_mix(sd, skillid, 547, 0, 0, 0, 200))
				clif_skill_fail(sd,skillid,0,0);
		}
		break;
	case AM_TWILIGHT3:
		if (sd) {
			//check if you can produce all three, if not, then fail:
			if (!skill_can_produce_mix(sd,970,-1, 100) //100 Alcohol
				|| !skill_can_produce_mix(sd,7136,-1, 50) //50 Acid Bottle
				|| !skill_can_produce_mix(sd,7135,-1, 50) //50 Flame Bottle
			) {
				clif_skill_fail(sd,skillid,0,0);
				break;
			}
			clif_skill_nodamage(src,bl,skillid,skilllv,1);
			skill_produce_mix(sd, skillid, 970, 0, 0, 0, 100);
			skill_produce_mix(sd, skillid, 7136, 0, 0, 0, 50);
			skill_produce_mix(sd, skillid, 7135, 0, 0, 0, 50);
		}
		break;
	case SA_DISPELL:			/* �f�B�X�y�� */
		{
			int i;
			clif_skill_nodamage(src,bl,skillid,skilllv,1);
			i = status_get_sc_def_mdef(bl);
			if (i >= 10000 ||
				tsc == NULL || (tsc->data[SC_SPIRIT].timer != -1 && tsc->data[SC_SPIRIT].val2 == SL_ROGUE) || //Rogue's spirit defends againt dispel.
			//Fixed & changed to use a proportionnal reduction (no info, but seems far more logical) [DracoRPG]
				rand()%10000 >= (10000-i)*(50+10*skilllv)/100)
			{
				if (sd)
					clif_skill_fail(sd,skillid,0,0);
				break;
			}
			if(status_isimmune(bl) || !tsc->count)
				break;
			for(i=0;i<SC_MAX;i++){
				if (tsc->data[i].timer == -1)
					continue;
				if(i==SC_HALLUCINATION || i==SC_WEIGHT50 || i==SC_WEIGHT90
					|| i==SC_STRIPWEAPON || i==SC_STRIPSHIELD || i==SC_STRIPARMOR || i==SC_STRIPHELM
					|| i==SC_CP_WEAPON || i==SC_CP_SHIELD || i==SC_CP_ARMOR || i==SC_CP_HELM
					|| i==SC_COMBO || i==SC_DANCING || i==SC_GUILDAURA || i==SC_EDP
					|| i==SC_AUTOBERSERK  || i==SC_CARTBOOST || i==SC_MELTDOWN || i==SC_MOONLIT
					|| i==SC_SAFETYWALL
					)
					continue;
				if(i==SC_BERSERK) tsc->data[i].val4=1; //Mark a dispelled berserk to avoid setting hp to 100.
				status_change_end(bl,i,-1);
			}
		}
		break;

	case TF_BACKSLIDING: //This is the correct implementation as per packet logging information. [Skotlex]
		clif_skill_nodamage(src,bl,skillid,skilllv,1);
		skill_blown(src,bl,skill_get_blewcount(skillid,skilllv)|0x10000);
		break;

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

			x = src->x + dirx[dir]*skilllv*2;
			y = src->y + diry[dir]*skilllv*2;
			
			clif_skill_nodamage(src,bl,TK_HIGHJUMP,skilllv,1);
			if(map_getcell(src->m,x,y,CELL_CHKPASS)) {
				unit_movepos(src, x, y, 1, 0);
				clif_slide(src,x,y);
			}
		}
		break;

	case SA_CASTCANCEL:
		clif_skill_nodamage(src,bl,skillid,skilllv,1);
		unit_skillcastcancel(src,1);
		if(sd) {
			int sp = skill_get_sp(sd->skillid_old,sd->skilllv_old);
			sp = sp * (90 - (skilllv-1)*20) / 100;
			if(sp < 0) sp = 0;
			pc_heal(sd,0,-sp);
		}
		break;
	case SA_SPELLBREAKER:	// �X�y���u���C�J?
		{
			int sp;
			if(tsc && tsc->data[SC_MAGICROD].timer != -1) {
				if(dstsd) {
					sp = skill_get_sp(skillid,skilllv);
					sp = sp * tsc->data[SC_MAGICROD].val2 / 100;
					if(sp > SHRT_MAX) sp = SHRT_MAX;
					else if(sp < 1) sp = 1;
					clif_heal(dstsd->fd,SP_SP,pc_heal(dstsd, 0, sp));
				}
				clif_skill_nodamage(bl,bl,SA_MAGICROD,tsc->data[SC_MAGICROD].val1,1);
				if(sd) {
					sp = sd->status.max_sp/5;
					if(sp < 1) sp = 1;
					pc_damage_sp(sd,sp,0);
				}
			} else {
				struct unit_data *ud = unit_bl2ud(bl);
				int bl_skillid=0,bl_skilllv=0,hp = 0;
				if (!ud || ud->skilltimer == -1) break; //Nothing to cancel.
				bl_skillid = ud->skillid;
				bl_skilllv = ud->skilllv;
				if (status_get_mode(bl) & MD_BOSS)
				{	//Only 10% success chance against bosses. [Skotlex]
					if (rand()%100 < 90)
					{
						if (sd) clif_skill_fail(sd,skillid,0,0);
						break;
					}
				} else if (!dstsd || map_flag_vs(bl->m)) //HP damage only on pvp-maps when against players.
					hp = status_get_max_hp(bl)/50; //Recover 2% HP [Skotlex]
				
				clif_skill_nodamage(src,bl,skillid,skilllv,1);
				unit_skillcastcancel(bl,0);
				sp = skill_get_sp(bl_skillid,bl_skilllv);
				if (dstsd)
					pc_damage_sp(dstsd, sp, 0);
				battle_damage(NULL, bl, hp, 0, 1);
				if(sd && sp) {
					sp = sp*(25*(skilllv-1))/100;
					if(skilllv > 1 && sp < 1) sp = 1;
					else if(sp > SHRT_MAX) sp = SHRT_MAX;
					clif_heal(sd->fd,SP_SP,pc_heal(sd, 0, sp));
				}
				if (hp && skilllv >= 5)
				{	//Recover half damaged HP at level 5 [Skotlex]
					hp = battle_heal(bl, src, hp/2, 0, 0);
					if (sd && sd->fd)
						clif_heal(sd->fd,SP_HP,hp);
				}
			}
		}
		break;
	case SA_MAGICROD:
		sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv));
		break;
	case SA_AUTOSPELL:			/* �I?�g�X�y�� */
		clif_skill_nodamage(src,bl,skillid,skilllv,1);
		if(sd)
			clif_autospell(sd,skilllv);
		else {
			int maxlv=1,spellid=0;
			static const int spellarray[3] = { MG_COLDBOLT,MG_FIREBOLT,MG_LIGHTNINGBOLT };
			if(skilllv >= 10) {
				spellid = MG_FROSTDIVER;
//				if (tsc && tsc->data[SC_SPIRIT].timer != -1 && tsc->data[SC_SPIRIT].val2 == SA_SAGE)
//					maxlv = 10;
//				else
					maxlv = skilllv - 9;
			}
			else if(skilllv >=8) {
				spellid = MG_FIREBALL;
				maxlv = skilllv - 7;
			}
			else if(skilllv >=5) {
				spellid = MG_SOULSTRIKE;
				maxlv = skilllv - 4;
			}
			else if(skilllv >=2) {
				int i = rand()%3;
				spellid = spellarray[i];
				maxlv = skilllv - 1;
			}
			else if(skilllv > 0) {
				spellid = MG_NAPALMBEAT;
				maxlv = 3;
			}
			if(spellid > 0)
				sc_start4(src,SC_AUTOSPELL,100,skilllv,spellid,maxlv,0,
					skill_get_time(SA_AUTOSPELL,skilllv));
		}
		break;

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

	case SA_ELEMENTWATER:
	case SA_ELEMENTFIRE:
	case SA_ELEMENTGROUND:
	case SA_ELEMENTWIND:
		if(dstmd && !(status_get_mode(bl)&MD_BOSS)){
			clif_skill_nodamage(src,bl,skillid,skilllv,1);
			dstmd->def_ele = skill_get_pl(skillid);
			dstmd->def_ele += (1+rand()%4)*20;
		}
		break;

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

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

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

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

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

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

	case NPC_SUICIDE:			/* ���� */
		clif_skill_nodamage(src,bl,skillid,skilllv,1);
		battle_damage(NULL, src,status_get_hp(src),0,3); //Suicidal Mobs should give neither exp nor items. (flag&2 passed to battle_damage) [Skotlex]
		break;

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

	case NPC_CALLSLAVE:		//��芪���Ăі߂�
		mob_warpslave(src,AREA_SIZE/2);
		break;

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

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

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

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

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

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

	case NPC_POWERUP:
		sc_start(bl,SC_INCATKRATE,100,40*skilllv,skill_get_time(skillid, skilllv));
//From experience it appears powerup is more hit, not +all stats.
		sc_start(bl,SC_INCDEX,100,10*skilllv,skill_get_time(skillid, skilllv));
//		sc_start(bl,SC_INCALLSTATUS,100,skilllv*5,skill_get_time(skillid, skilllv));
		clif_skill_nodamage(src,bl,skillid,skilllv,1);
		break;

	case NPC_AGIUP:
		clif_skill_nodamage(src,bl,skillid,skilllv,
			sc_start(bl,SC_INCAGI,100,10*skilllv,skill_get_time(skillid, skilllv)));
		break;

	case NPC_INVISIBLE:
		//val4 passed as 1 is for "infinite cloak".
		clif_skill_nodamage(src,bl,skillid,skilllv,
			sc_start4(bl,type,100,skilllv,0,0,1,skill_get_time(skillid,skilllv)));
		break;
		
	case NPC_SIEGEMODE:
		// not sure what it does
		clif_skill_nodamage(src,bl,skillid,skilllv,1);
		break;

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

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

	case PF_HPCONVERSION:			/* ���C�t�u������ */
		{
			int hp, sp;
			hp = status_get_max_hp(src) / 10; //��{��HP��10%
			sp = hp * 10 * skilllv / 100;
			if (hp >= status_get_hp(bl)) {
				if (sd) clif_skill_fail(sd,skillid,0,0);
				break;
			}
			clif_skill_nodamage(src, bl, skillid, skilllv, 1);
			if (dstsd) {
				if (sp > dstsd->status.max_sp - dstsd->status.sp)
					sp = dstsd->status.max_sp - dstsd->status.sp;
				// we need to check with the sp that was taken away when casting too
				if (skill_get_sp(skillid, skilllv) >= dstsd->status.max_sp - dstsd->status.sp)
					hp = sp = 0;
			}
			battle_heal(src,bl,-hp, sp, 0);
			if (dstsd && dstsd->fd)
		  	{
				clif_heal(dstsd->fd, SP_SP, sp);
				clif_updatestatus(dstsd, SP_SP);
			}
		}
		break;
	case HT_REMOVETRAP:				/* ����?�u�g���b�v */
		clif_skill_nodamage(src,bl,skillid,skilllv,1);
		{
			struct skill_unit *su=NULL;
			struct item item_tmp;
			int flag;
			if((bl->type==BL_SKILL) &&
			   (su=(struct skill_unit *)bl) &&
			   (su->group->src_id == src->id || map_flag_vs(bl->m)) &&
				(skill_get_inf2(su->group->skill_id) & INF2_TRAP))
			{	
				if(sd && !su->group->state.into_abyss)
				{	//Avoid collecting traps when it does not costs to place them down. [Skotlex]
					if(battle_config.skill_removetrap_type){
						for(i=0;i<10;i++) {
							if(skill_db[su->group->skill_id].itemid[i] > 0){
								memset(&item_tmp,0,sizeof(item_tmp));
								item_tmp.nameid = skill_db[su->group->skill_id].itemid[i];
								item_tmp.identify = 1;
								if(item_tmp.nameid && (flag=pc_additem(sd,&item_tmp,skill_db[su->group->skill_id].amount[i]))){
									clif_additem(sd,0,0,flag);
									map_addflooritem(&item_tmp,skill_db[su->group->skill_id].amount[i],sd->bl.m,sd->bl.x,sd->bl.y,NULL,NULL,NULL,0);
								}
							}
						}
					}else{
						memset(&item_tmp,0,sizeof(item_tmp));
						item_tmp.nameid = 1065;
						item_tmp.identify = 1;
						if(item_tmp.nameid && (flag=pc_additem(sd,&item_tmp,1))){
							clif_additem(sd,0,0,flag);
							map_addflooritem(&item_tmp,1,sd->bl.m,sd->bl.x,sd->bl.y,NULL,NULL,NULL,0);
						}
					}
				}
				if(su->group->unit_id == UNT_ANKLESNARE && su->group->val2){
					struct block_list *target=map_id2bl(su->group->val2);
					if(target)
						status_change_end(target,SC_ANKLE,-1);
				}
				skill_delunit(su);
			}
		}
		break;
	case HT_SPRINGTRAP:				/* �X�v�����O�g���b�v */
		clif_skill_nodamage(src,bl,skillid,skilllv,1);
		{
			struct skill_unit *su=NULL;
			if((bl->type==BL_SKILL) && (su=(struct skill_unit *)bl) && (su->group) ){
				switch(su->group->unit_id){
					case UNT_ANKLESNARE:	// ankle snare
						if (su->group->val2 != 0)
							// if it is already trapping something don't spring it,
							// remove trap should be used instead
							break;
						// otherwise fallthrough to below
					case UNT_BLASTMINE:
					case UNT_SKIDTRAP:
					case UNT_LANDMINE:
					case UNT_SHOCKWAVE:
					case UNT_SANDMAN:
					case UNT_FLASHER:
					case UNT_FREEZINGTRAP:
					case UNT_CLAYMORETRAP:
					case UNT_TALKIEBOX:
						su->group->unit_id = UNT_USED_TRAPS;
						clif_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:					/* �A���R?�� */
		clif_skill_nodamage(src,bl,skillid,skilllv,1);
		if(sd)
			unit_skilluse_id(src,src->id,sd->skillid_dance,sd->skilllv_dance);
		break;

	case AS_SPLASHER:		/* �x�i���X�v���b�V��? */
		if(status_get_max_hp(bl)*3/4 < status_get_hp(bl)) { //HP��2/3��?�?���Ă����玸�s
			map_freeblock_unlock();
			return 1;
		}
		clif_skill_nodamage(src,bl,skillid,skilllv,
			sc_start4(bl,type,100,
				skilllv,skillid,src->id,skill_get_time(skillid,skilllv),1000));
		break;

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

			unit_skillcastcancel(bl,0);

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

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

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

	// Slim Pitcher
	case CR_SLIMPITCHER:
		if (potion_hp) {
			int hp = potion_hp;
			hp = hp * (100 + (status_get_vit(bl)<<1))/100;
			if (dstsd) {
				hp = hp * (100 + pc_checkskill(dstsd,SM_RECOVERY)*10)/100;
			}
			clif_skill_nodamage(NULL,bl,AL_HEAL,hp,1);
			battle_heal(NULL,bl,hp,0,0);
		}
		break;
	// Full Chemical Protection
	case CR_FULLPROTECTION:
		{
			int i, skilltime;
			skilltime = skill_get_time(skillid,skilllv);
			if (!tsc) {
				clif_skill_nodamage(src,bl,skillid,skilllv,0);
				break;
			}
			for (i=0; i<4; i++) {
				if(tsc->data[SC_STRIPWEAPON + i].timer != -1)
					status_change_end(bl, SC_STRIPWEAPON + i, -1 );
				sc_start(bl,SC_CP_WEAPON + i,100,skilllv,skilltime);
			}
			clif_skill_nodamage(src,bl,skillid,skilllv,1);
		}
		break;

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


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

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

	case CG_TAROTCARD:
		{
			int eff, count = -1;
			if (rand() % 100 > skilllv * 8) {
				if (sd) clif_skill_fail(sd,skillid,0,0);
				map_freeblock_unlock();
				return 0;
			}
			do {
				eff = rand() % 14;
				clif_specialeffect(bl, 523 + eff, 0);
				switch (eff)
				{
				case 0:	// heals SP to 0
					if (dstsd) pc_damage_sp(dstsd,0,100);
					break;
				case 1:	// matk halved
					sc_start(bl,SC_INCMATKRATE,100,-50,skill_get_time2(skillid,skilllv));
					break;
				case 2:	// all buffs removed
					status_change_clear_buffs(bl,1);
					break;
				case 3:	// 1000 damage, random armor destroyed
					{
						int where[] = { EQP_ARMOR, EQP_SHIELD, EQP_HELM };
						battle_damage(src, bl, 1000, 0, 0);
						clif_damage(src,bl,tick,0,0,1000,0,0,0);
						skill_break_equip(bl, where[rand()%3], 10000, BCT_ENEMY);
					}
					break;
				case 4:	// atk halved
					sc_start(bl,SC_INCATKRATE,100,-50,skill_get_time2(skillid,skilllv));
					break;
				case 5:	// 2000HP heal, random teleported
					battle_heal(src, src, 2000, 0, 0);
					unit_warp(src, -1,-1,-1, 3);
					break;
				case 6:	// random 2 other effects
					if (count == -1)
						count = 3;
					else
						count++; //Should not retrigger this one.
					break;
				case 7:	// stop freeze or stoned
					{
						int sc[] = { SC_STOP, SC_FREEZE, SC_STONE };
						sc_start(bl,sc[rand()%3],100,skilllv,skill_get_time2(skillid,skilllv));
					}
					break;
				case 8:	// curse coma and poison
					sc_start(bl,SC_COMA,100,skilllv,skill_get_time2(skillid,skilllv));
					sc_start(bl,SC_CURSE,100,skilllv,skill_get_time2(skillid,skilllv));
					sc_start(bl,SC_POISON,100,skilllv,skill_get_time2(skillid,skilllv));
					break;
				case 9:	// chaos
					sc_start(bl,SC_CONFUSION,100,skilllv,skill_get_time2(skillid,skilllv));
					break;
				case 10:	// 6666 damage, atk matk halved, cursed
					battle_damage(src, bl, 6666, 0, 0);
					clif_damage(src,bl,tick,0,0,6666,0,0,0);
					sc_start(bl,SC_INCATKRATE,100,-50,skill_get_time2(skillid,skilllv));
					sc_start(bl,SC_INCMATKRATE,100,-50,skill_get_time2(skillid,skilllv));
					sc_start(bl,SC_CURSE,skilllv,100,skill_get_time2(skillid,skilllv));
					break;
				case 11:	// 4444 damage
					battle_damage(src, bl, 4444, 0, 0);
					clif_damage(src,bl,tick,0,0,4444,0,0,0);
					break;
				case 12:	// stun
					sc_start(bl,SC_STUN,100,skilllv,5000);
					break;
				case 13:	// atk,matk,hit,flee,def reduced
					sc_start(bl,SC_INCATKRATE,100,-20,skill_get_time2(skillid,skilllv));
					sc_start(bl,SC_INCMATKRATE,100,-20,skill_get_time2(skillid,skilllv));
					sc_start(bl,SC_INCHITRATE,100,-20,skill_get_time2(skillid,skilllv));
					sc_start(bl,SC_INCFLEERATE,100,-20,skill_get_time2(skillid,skilllv));
					sc_start(bl,SC_INCDEFRATE,100,-20,skill_get_time2(skillid,skilllv));
					break;
				default:
					break;			
				}			
			} while ((--count) > 0);
			clif_skill_nodamage(src,bl,skillid,skilllv,1);
		}
		break;

	case SL_ALCHEMIST:
	case SL_ASSASIN:
	case SL_BARDDANCER:
	case SL_BLACKSMITH:
	case SL_CRUSADER:
	case SL_HUNTER:
	case SL_KNIGHT:
	case SL_MONK:
	case SL_PRIEST:
	case SL_ROGUE:
	case SL_SAGE:
	case SL_SOULLINKER:
	case SL_STAR:
	case SL_SUPERNOVICE:
	case SL_WIZARD:
		if (sd && !(dstsd && (dstsd->class_&MAPID_UPPERMASK) == type)) {
			clif_skill_fail(sd,skillid,0,0);
			break;
		}
		clif_skill_nodamage(src,bl,skillid,skilllv,
			sc_start4(bl,SC_SPIRIT,100,skilllv,skillid,0,0,skill_get_time(skillid,skilllv)));
		sc_start(src,SC_SMA,100,skilllv,skill_get_time(SL_SMA,skilllv));
		break;
	case SL_HIGH:
		if (sd && !(dstsd && (dstsd->class_&JOBL_UPPER) && !(dstsd->class_&JOBL_2) && dstsd->status.base_level < 70)) {
			clif_skill_fail(sd,skillid,0,0);
			break;
		}
		clif_skill_nodamage(src,bl,skillid,skilllv,
			sc_start4(bl,type,100,skilllv,skillid,0,0,skill_get_time(skillid,skilllv)));
		sc_start(src,SC_SMA,100,skilllv,skill_get_time(SL_SMA,skilllv));
		break;

	case SL_SKA: // [marquis007]
		if (sd && !battle_config.allow_es_magic_pc && bl->type != BL_MOB) {
			status_change_start(src,SC_STUN,10000,skilllv,0,0,0,3000,8);
			clif_skill_fail(sd,skillid,0,0);
			break;
		}
		if (sd && status_get_mode(bl)&MD_BOSS)
			clif_skill_fail(sd,skillid,0,0);
		else
		{
			clif_skill_nodamage(src,bl,skillid,skilllv,
				sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
		}
		break;
	case SL_SWOO:
		if (sd && !battle_config.allow_es_magic_pc && bl->type != BL_MOB) {
			status_change_start(src,SC_STUN,10000,skilllv,0,0,0,3000,8);
			clif_skill_fail(sd,skillid,0,0);
			break;
		}
		clif_skill_nodamage(src,bl,skillid,skilllv,
			sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
		break;

	case SL_SKE:
		if (sd && !battle_config.allow_es_magic_pc && bl->type != BL_MOB) {
			status_change_start(src,SC_STUN,10000,skilllv,0,0,0,3000,8);
			clif_skill_fail(sd,skillid,0,0);
			break;
		}
		clif_skill_nodamage(src,bl,skillid,skilllv,
			sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
		sc_start(src,SC_SMA,100,skilllv,skill_get_time(SL_SMA,skilllv));
		break;
		
	// New guild skills [Celest]
	case GD_BATTLEORDER:
		if(flag&1) {
			if (status_get_guild_id(src) == status_get_guild_id(bl))
				sc_start(bl,SC_BATTLEORDERS,100,skilllv,skill_get_time(skillid, skilllv));
		} else if (status_get_guild_id(src)) {
			clif_skill_nodamage(src,bl,skillid,skilllv,1);
			map_foreachinrange(skill_area_sub, src,
				skill_get_splash(skillid, skilllv), BL_CHAR,
				src,skillid,skilllv,tick, flag|BCT_GUILD|1,
				skill_castend_nodamage_id);
			if (sd)
				guild_block_skill(sd,skill_get_time2(skillid,skilllv));
		}
		break;
	case GD_REGENERATION:
		if(flag&1) {
			if (status_get_guild_id(src) == status_get_guild_id(bl))
				sc_start(bl,SC_REGENERATION,100,skilllv,skill_get_time(skillid, skilllv));
		} else if (status_get_guild_id(src)) {
			clif_skill_nodamage(src,bl,skillid,skilllv,1);
			map_foreachinrange(skill_area_sub, src,
				skill_get_splash(skillid, skilllv), BL_CHAR,
				src,skillid,skilllv,tick, flag|BCT_GUILD|1,
				skill_castend_nodamage_id);
			if (sd)
				guild_block_skill(sd,skill_get_time2(skillid,skilllv));
		}
		break;
	case GD_RESTORE:
		if(flag&1) {
			if (status_get_guild_id(src) == status_get_guild_id(bl)) {
				int hp, sp;
				hp = status_get_max_hp(bl)*9/10;
				sp = dstsd?dstsd->status.max_sp*9/10:0;
				clif_skill_nodamage(src,bl,AL_HEAL,hp,1);
				battle_heal(NULL,bl,hp,sp,0);
			}
		} else if (status_get_guild_id(src)) {
			clif_skill_nodamage(src,bl,skillid,skilllv,1);
			map_foreachinrange(skill_area_sub, src,
				skill_get_splash(skillid, skilllv), BL_CHAR,
				src,skillid,skilllv,tick, flag|BCT_GUILD|1,
				skill_castend_nodamage_id);
			if (sd)
				guild_block_skill(sd,skill_get_time2(skillid,skilllv));
		}
		break;
	case GD_EMERGENCYCALL:
		{
			int dx[9]={-1, 1, 0, 0,-1, 1,-1, 1, 0};
			int dy[9]={ 0, 0, 1,-1, 1,-1,-1, 1, 0};
			int j = 0;
			struct guild *g = NULL;
			// i don't know if it actually summons in a circle, but oh well. ;P
			g = sd?sd->state.gmaster_flag:guild_search(status_get_guild_id(src));
			if (!g)
				break;
			for(i = 0; i < g->max_member; i++, j++) {
				if (j>8) j=0;
				if ((dstsd = g->member[i].sd) != NULL && sd != dstsd) {
					 if (map[dstsd->bl.m].flag.nowarp && !map_flag_gvg(dstsd->bl.m))
						 continue;
					clif_skill_nodamage(src,bl,skillid,skilllv,1);
					if(map_getcell(src->m,src->x+dx[j],src->y+dy[j],CELL_CHKNOREACH))
						dx[j] = dy[j] = 0;
					pc_setpos(dstsd, map[src->m].index, src->x+dx[j], src->y+dy[j], 2);
				}
			}
			if (sd)
				guild_block_skill(sd,skill_get_time2(skillid,skilllv));
		}
		break;

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

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

	//Until they're at right position - gs_nodamage- [Vicious]
	//Not implemented yet [Vicious]
	case GS_GLITTERING:
		if(sd) {
			clif_skill_nodamage(src,bl,skillid,skilllv,1);
			if(rand()%100 < (50+10*skilllv))
				pc_addspiritball(sd,skill_get_time(skillid,skilllv),10);
			else if(sd->spiritball > 0)
				pc_delspiritball(sd,1,0);
		}
		break;
	default:
		ShowWarning("skill_castend_nodamage_id: Unknown skill used:%d\n",skillid);
		map_freeblock_unlock();
		return 1;
	}

	if (dstmd) //Mob skill event for no damage skills (damage ones are handled in battle_calc_damage) [Skotlex]
		mobskill_event(dstmd, src, tick, MSC_SKILLUSED|(skillid<<16));
	
	if (sd && !(flag&1) && sd->state.arrow_atk) //Consume arrow on last invocation to this skill.
		battle_consume_ammo(sd, skillid, skilllv);

	map_freeblock_unlock();
	return 0;
}
/*==========================================
 * �X�L���g�p�i�r�������AID�w��j
 *------------------------------------------
 */
int skill_castend_id( int tid, unsigned int tick, int id,int data )
{
	struct block_list *target, *src = map_id2bl(id);
	struct map_session_data* sd = NULL;
	struct mob_data* md = NULL;
	struct unit_data* ud = unit_bl2ud(src);
	struct status_change *sc;
	int inf2;

	nullpo_retr(0, ud);

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

	if( src->prev == NULL ) {
		ud->skilltimer = -1;
		return 0;
	}

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

	if(ud->skillid != SA_CASTCANCEL ) {
		if( ud->skilltimer != tid ) {
			ShowError("skill_castend_id: Timer mismatch %d!=%d!\n", ud->skilltimer, tid);
			ud->skilltimer = -1;
			return 0;
		}
		if( sd && ud->skilltimer != -1 && (inf2 = pc_checkskill(sd,SA_FREECAST)) > 0)
			status_quick_recalc_speed(sd, SA_FREECAST, inf2, 0);
		ud->skilltimer=-1;
	}

	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;

		if(ud->skillid == RG_BACKSTAP) {
			int dir = map_calc_dir(src,target->x,target->y),t_dir = unit_getdir(target);
			if(check_distance_bl(src, target, 0) || map_check_dir(dir,t_dir)) {
				break;
			}
		}
		if (ud->skillid == PR_LEXDIVINA)
		{
			sc = status_get_sc(target);
			if (battle_check_target(src,target, BCT_ENEMY)<=0 &&
				(!sc || sc->data[SC_SILENCE].timer == -1))
			{	//If it's not an enemy, and not silenced, you can't use the skill on them. [Skotlex]
				clif_skill_nodamage (src, target, ud->skillid, ud->skilllv, 0);
				break;
			}
		} else {
			inf2 = skill_get_inf(ud->skillid);
			if((inf2&INF_ATTACK_SKILL ||
				(inf2&INF_SELF_SKILL && skill_get_inf2(ud->skillid)&INF2_NO_TARGET_SELF)) //Combo skills
				&& battle_check_target(src, target, BCT_ENEMY)<=0
			)
				break;
		}
		
		//Avoid doing double checks for instant-cast skills.
		if (tid != -1 && !status_check_skilluse(src, target, ud->skillid, 1))
			break;

		//���ق��Ԉُ�Ȃ�
		if(md) {
			if(ud->skillid != NPC_EMOTION)//Set afterskill delay.
				md->last_thinktime=tick + (tid==-1?status_get_adelay(src):status_get_amotion(src));
			if(md->skillidx >= 0) {
				md->skilldelay[md->skillidx]=tick;
				if (md->db->skill[md->skillidx].emotion >= 0)
					clif_emotion(src, md->db->skill[md->skillidx].emotion);
			}
		}

		inf2 = skill_get_inf2(ud->skillid);
		if(inf2 & (INF2_PARTY_ONLY|INF2_GUILD_ONLY) && src != target) {
			int fail_flag = 1;
			if(inf2 & INF2_PARTY_ONLY && battle_check_target(src, target, BCT_PARTY) > 0)
				fail_flag = 0;
			else if(inf2 & INF2_GUILD_ONLY && battle_check_target(src, target, BCT_GUILD) > 0)
				fail_flag = 0;
			
			if (ud->skillid == PF_SOULCHANGE && map_flag_vs(target->m))
				//Soul Change overrides this restriction during pvp/gvg [Skotlex]
				fail_flag = 0;
			
			if(fail_flag)
				break;
		}

		if(src != target && battle_config.skill_add_range &&
			!check_distance_bl(src, target, skill_get_range2(src,ud->skillid,ud->skilllv)+battle_config.skill_add_range))
		{
			if (sd) {
				clif_skill_fail(sd,ud->skillid,0,0);
				if(battle_config.skill_out_range_consume) //Consume items anyway. [Skotlex]
					skill_check_condition(sd,ud->skillid, ud->skilllv,1);
			}
			break;
		}

		if(sd && !skill_check_condition(sd,ud->skillid, ud->skilllv,1))		/* �g�p�����`�F�b�N */
			break;
			
		if (ud->walktimer != -1 && ud->skillid != TK_RUN)
			unit_stop_walking(src,1);
		
		if (ud->skillid == SA_MAGICROD)
			ud->canact_tick = tick;
		else
			ud->canact_tick = tick + skill_delayfix(src, ud->skillid, ud->skilllv);
	
		if (skill_get_state(ud->skillid) != ST_MOVE_ENABLE)
			unit_set_walkdelay(src, tick, battle_config.default_skill_delay+skill_get_walkdelay(ud->skillid, ud->skilllv), 1);
		
		if(battle_config.skill_log && battle_config.skill_log&src->type)
			ShowInfo("Type %d, ID %d skill castend id [id =%d, lv=%d, target ID %d)\n",
				src->type, src->id, ud->skillid, ud->skilllv, target->id);
		if (skill_get_casttype(ud->skillid) == CAST_NODAMAGE)
			skill_castend_nodamage_id(src,target,ud->skillid,ud->skilllv,tick,0);
		else
			skill_castend_damage_id(src,target,ud->skillid,ud->skilllv,tick,0);

		sc = status_get_sc(src);
		if(sc && sc->count && sc->data[SC_MAGICPOWER].timer != -1 && ud->skillid != HW_MAGICPOWER && ud->skillid != WZ_WATERBALL)
			status_change_end(src,SC_MAGICPOWER,-1);		

		if (ud->skilltimer == -1) {
			if(md) md->skillidx = -1;
			else ud->skillid = 0; //Non mobs can't clear this one as it is used for skill condition 'afterskill'
			ud->skilllv = ud->skilltarget = 0;
		}
		return 1;
	} while(0);
	//Skill failed.
	ud->skillid = ud->skilllv = ud->skilltarget = 0;
	ud->canact_tick = tick;
	if(sd) sd->skillitem = sd->skillitemlv = -1;
	if(md) md->skillidx  = -1;
	return 0;
}

/*==========================================
 * �X�L���g�p�i�r�������A�ꏊ�w��j
 *------------------------------------------
 */
int skill_castend_pos( int tid, unsigned int tick, int id,int data )
{
	struct block_list* src = map_id2bl(id);
	int maxcount;
	struct map_session_data *sd = NULL;
	struct unit_data *ud = unit_bl2ud(src);
	struct mob_data *md = NULL;

	nullpo_retr(0, ud);

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

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

	if(sd && ud->skilltimer != -1 && (maxcount = pc_checkskill(sd,SA_FREECAST) > 0))
		status_quick_recalc_speed(sd, SA_FREECAST, maxcount, 0);

	ud->skilltimer=-1;
	do {
		if(status_isdead(src)) break;

		if (!(battle_config.skill_reiteration && src->type&battle_config.skill_reiteration) &&
			skill_get_unit_flag(ud->skillid)&UF_NOREITERATION &&
			skill_check_unit_range(src->m,ud->skillx,ud->skilly,ud->skillid,ud->skilllv)
		)
			break;

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

		if(tid != -1)
		{	//Avoid double checks on instant cast skills. [Skotlex]
			if (!status_check_skilluse(src, NULL, ud->skillid, 1))
				break;
			if(battle_config.skill_add_range &&
				!check_distance_blxy(src, ud->skillx, ud->skilly, skill_get_range2(src,ud->skillid,ud->skilllv)+battle_config.skill_add_range)) {
				if (sd && battle_config.skill_out_range_consume) //Consume items anyway.
					skill_check_condition(sd,ud->skillid, ud->skilllv,1);
				break;
			}
		}
			
		if(sd && !skill_check_condition(sd,ud->skillid, ud->skilllv, 1))	/* �g�p�����`�F�b�N */
			break;

		if(battle_config.skill_log && battle_config.skill_log&src->type)
			ShowInfo("Type %d, ID %d skill castend pos [id =%d, lv=%d, (%d,%d)]\n",
				src->type, src->id, ud->skillid, ud->skilllv, ud->skillx, ud->skilly);
		unit_stop_walking(src,1);
		ud->canact_tick = tick + skill_delayfix(src, ud->skillid, ud->skilllv);
		unit_set_walkdelay(src, tick, battle_config.default_skill_delay+skill_get_walkdelay(ud->skillid, ud->skilllv), 1);
		skill_castend_pos2(src,ud->skillx,ud->skilly,ud->skillid,ud->skilllv,tick,0);

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

	ud->canact_tick = tick;
	ud->skillid = ud->skilllv = 0;
	if(sd) {
		clif_skill_fail(sd,ud->skillid,0,0);
		sd->skillitem = sd->skillitemlv = -1;
	}
	if(md) md->skillidx  = -1;
	return 0;

}

/*==========================================
 * �X�L���g�p?i�r?�����?A?�?��w���??ۂ�?�??j
 *------------------------------------------
 */
int skill_castend_pos2( struct block_list *src, int x,int y,int skillid,int skilllv,unsigned int tick,int flag)
{
	struct map_session_data *sd=NULL;
	struct status_change *sc;
	int i;

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

	nullpo_retr(0, src);

	if(status_isdead(src))
		return 0;

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

	sc = status_get_sc(src); //Needed for Magic Power checks.
	if (sc && !sc->count)
		sc = NULL; //Unneeded.
	
	if(skillid != WZ_METEOR &&
		skillid != AM_CANNIBALIZE &&
		skillid != AM_SPHEREMINE &&
		skillid != CR_CULTIVATION)
		clif_skill_poseffect(src,skillid,skilllv,x,y,tick);

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

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

	case HT_DETECTING:				/* �f�B�e�N�e�B���O */
		i = skill_get_splash(skillid, skilllv);
		map_foreachinarea( status_change_timer_sub,
			src->m, x-i, y-i, x+i,y+i,BL_CHAR,
			src,status_get_sc(src),SC_SIGHT,tick);
		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 MG_SAFETYWALL:			/* �Z�C�t�e�B�E�H?�� */
	case MG_FIREWALL:			/* �t�@�C��?�E�H?�� */
	case MG_THUNDERSTORM:		/* �T���_?�X�g?�� */
	case AL_PNEUMA:				/* �j��?�} */
	case WZ_ICEWALL:			/* �A�C�X�E�H?�� */
	case WZ_FIREPILLAR:			/* �t�@�C�A�s��? */
	case WZ_QUAGMIRE:			/* �N�@�O�}�C�A */
	case WZ_VERMILION:			/* �??�h�I�u���@?�~���I�� */
	case WZ_STORMGUST:			/* �X�g?���K�X�g */
	case WZ_HEAVENDRIVE:		/* �w�����Y�h���C�u */
	case PR_SANCTUARY:			/* �T���N�`���A�� */
	case PR_MAGNUS:				/* �}�O�k�X�G�N�\�V�Y�� */
	case CR_GRANDCROSS:			/* �O�����h�N�?�X */
	case NPC_GRANDDARKNESS:		/*�ŃO�����h�N�?�X*/
	case HT_SKIDTRAP:			/* �X�L�b�h�g���b�v */
	case HT_LANDMINE:			/* �����h�}�C�� */
	case HT_ANKLESNARE:			/* �A���N���X�l�A */
	case HT_SHOCKWAVE:			/* �V���b�N�E�F?�u�g���b�v */
	case HT_SANDMAN:			/* �T���h�}�� */
	case HT_FLASHER:			/* �t���b�V��? */
	case HT_FREEZINGTRAP:		/* �t��?�W���O�g���b�v */
	case HT_BLASTMINE:			/* �u���X�g�}�C�� */
	case HT_CLAYMORETRAP:		/* �N���C���A?�g���b�v */
	case AS_VENOMDUST:			/* �x�m���_�X�g */
	case AM_DEMONSTRATION:			/* �f�����X�g��?�V���� */
	case PF_FOGWALL:			/* �t�H�O�E�H?�� */
	case PF_SPIDERWEB:			/* �X�p�C�_?�E�F�b�u */
	case HT_TALKIEBOX:			/* �g?�L?�{�b�N�X */
	case WE_CALLPARTNER:
	case WE_CALLPARENT:
	case WE_CALLBABY:
	case AC_SHOWER:	//Ground-placed skill implementation.
	case GS_DESPERADO:
		skill_unitsetting(src,skillid,skilllv,x,y,0);
		flag|=1;//Set flag to 1 to prevent deleting ammo (it will be deleted on group-delete).
		break;

	case RG_GRAFFITI:			/* Graffiti [Valaris] */
		skill_clear_unitgroup(src);
		skill_unitsetting(src,skillid,skilllv,x,y,0);
		flag|=1;
		break;

	case RG_CLEANER: // [Valaris]
		i = skill_get_splash(skillid, skilllv);
		map_foreachinarea(skill_graffitiremover,src->m,x-i,y-i,x+i,y+i,BL_SKILL);
		break;
	case SA_VOLCANO:		/* �{���P?�m */
	case SA_DELUGE:			/* �f����?�W */
	case SA_VIOLENTGALE:	/* �o�C�I�����g�Q�C�� */
	case SA_LANDPROTECTOR:	/* �����h�v�?�e�N�^? */
	case NJ_SUITON:
		skill_unitsetting(src,skillid,skilllv,x,y,0);
		flag|=1;
		break;

	case WZ_METEOR:				//�?�e�I�X�g?��
		{
			int flag=0, area = skill_get_splash(skillid, skilllv);
			short tmpx, tmpy, x1 = 0, y1 = 0;
			if (sc && sc->data[SC_MAGICPOWER].timer != -1)
				flag = flag|2; //Store the magic power flag for future use. [Skotlex]
			for(i=0;i<2+(skilllv>>1);i++) {
				tmpx = x;
				tmpy = y;
				if (!map_search_freecell(NULL, src->m, &tmpx, &tmpy, area, area, 1))
					continue;
				if(!(flag&1)){
					clif_skill_poseffect(src,skillid,skilllv,tmpx,tmpy,tick);
					flag=flag|1;
				}
				if(i > 0)
					skill_addtimerskill(src,tick+i*1000,0,tmpx,tmpy,skillid,skilllv,(x1<<16)|y1,flag&2); //Only pass the Magic Power flag
				x1 = tmpx;
				y1 = tmpy;
			}
			skill_addtimerskill(src,tick+i*1000,0,tmpx,tmpy,skillid,skilllv,-1,flag&2); //Only pass the Magic Power flag
		}
		break;

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

	case MO_BODYRELOCATION:
		if (unit_movepos(src, x, y, 1, 1)) {
			clif_slide(src, x, y);
			if (sd) skill_blockpc_start (sd, MO_EXTREMITYFIST, 2000);
		}
		break;
	case AM_CANNIBALIZE:	// �o�C�I�v�����g
		if(sd) {
			int id;
			int summons[5] = { 1020, 1068, 1118, 1500, 1368 };
			struct mob_data *md;

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

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

			id = mob_once_spawn(sd, "this", x, y, sd->status.name, 1142, 1, "");
			if( (md=(struct mob_data *)map_id2bl(id)) !=NULL ){
				md->master_id = sd->bl.id;
				md->hp = 2000 + skilllv * 400;
				md->max_hp = md->hp; //Update the max, too! [Skotlex]
				md->mode = md->db->mode|MD_CANMOVE; //Needed for the skill
				md->special_state.ai = 2;
				md->deletetimer = add_timer (gettick() + skill_get_time(skillid,skilllv), mob_timer_delete, id, 0);
			}
			clif_skill_poseffect(src,skillid,skilllv,x,y,tick);
		}
		break;

	// Slim Pitcher [Celest]
	case CR_SLIMPITCHER:
		{
			if (sd) {
				int i = skilllv%11 - 1;
				int j = pc_search_inventory(sd,skill_db[skillid].itemid[i]);
				if(j < 0 || skill_db[skillid].itemid[i] <= 0 || sd->inventory_data[j] == NULL ||
					sd->status.inventory[j].amount < skill_db[skillid].amount[i]) {
					clif_skill_fail(sd,skillid,0,0);
					return 1;
				}
				potion_flag = 1;
				potion_hp = 0;
				run_script(sd->inventory_data[j]->script,0,sd->bl.id,0);
				pc_delitem(sd,j,skill_db[skillid].amount[i],0);
				potion_flag = 0;
				clif_skill_poseffect(src,skillid,skilllv,x,y,tick);
				//Apply skill bonuses
				potion_hp = potion_hp * (100
					+ pc_checkskill(sd,CR_SLIMPITCHER)*10
				  	+ pc_checkskill(sd,AM_POTIONPITCHER)*10
				  	+ pc_checkskill(sd,AM_LEARNINGPOTION)*5
					)/100;
				if(potion_hp > 0) {
					i = skill_get_splash(skillid, skilllv);
					map_foreachinarea(skill_area_sub,
						src->m,x-i,y-i,x+i,y+i,BL_CHAR,
						src,skillid,skilllv,tick,flag|BCT_PARTY|BCT_GUILD|1,
						skill_castend_nodamage_id);
				}
			}
		}
		break;

	case HW_GANBANTEIN:
		if (rand()%100 < 80) {
			clif_skill_poseffect(src,skillid,skilllv,x,y,tick);
			i = skill_get_splash(skillid, skilllv);
			map_foreachinarea (skill_ganbatein, src->m, x-i, y-i, x+i, y+i, BL_SKILL);
		} else {
			clif_skill_fail(sd,skillid,0,0);
			return 1;
		}
		break;
	
	case HW_GRAVITATION:
		{
			struct skill_unit_group *sg;
			clif_skill_poseffect(src,skillid,skilllv,x,y,tick);
			sg = skill_unitsetting(src,skillid,skilllv,x,y,0);	
			sc_start4(src,SkillStatusChangeTable[skillid],100,
				skilllv,0,BCT_SELF,(int)sg,skill_get_time(skillid,skilllv));
			flag|=1;
		}
		break;

	// Plant Cultivation [Celest]
	case CR_CULTIVATION:
		{
			if (sd) {
				int i = skilllv - 1;
				int j = pc_search_inventory(sd,skill_db[skillid].itemid[i]);
				if(j < 0 || skill_db[skillid].itemid[i] <= 0 || sd->inventory_data[j] == NULL ||
					sd->status.inventory[j].amount < skill_db[skillid].amount[i]) {
					clif_skill_fail(sd,skillid,0,0);
					return 1;
				}
				pc_delitem(sd,j,skill_db[skillid].amount[i],0);
				clif_skill_poseffect(src,skillid,skilllv,x,y,tick);
				if (rand()%100 < 50)
					mob_once_spawn(sd, "this", x, y, "--ja--",(skilllv < 2 ? 1084+rand()%2 : 1078+rand()%6), 1, "");
				else
					clif_skill_fail(sd,skillid,0,0);
			}
		}
		break;
	
	//Until they're at right position - gs_unit- [Vicious]
	case GS_GROUNDDRIFT:		/* �O���E���h�h���t�g*/
	case NJ_KAENSIN:			/* �Ή��w*/
	case NJ_BAKUENRYU:			/* ������*/
	case NJ_HYOUSYOURAKU:
		skill_unitsetting(src,skillid,skilllv,x,y,0);
		flag|=1;
		break;
		
	case NJ_RAIGEKISAI:
		map_foreachinrange(skill_attack_area, src,
			skill_get_splash(skillid, skilllv), BL_CHAR,
			BF_MAGIC, src, src, skillid, skilllv, tick, flag, BCT_ENEMY);
		break;
	}

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

	if (sd && !(flag&1) && sd->state.arrow_atk) //Consume arrow if a ground skill was not invoked. [Skotlex]
		battle_consume_ammo(sd, skillid, skilllv);
		
	return 0;
}

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

	nullpo_retr(0, sd);

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

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

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

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

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

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

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

	if(strcmp(map,"cancel")==0) {
		skill_failed(sd);
		return 0;
	}
	
	switch(skill_num){
	case AL_TELEPORT:		/* �e���|?�g */
		if(strcmp(map,"Random")==0)
			pc_randomwarp(sd,3);
		else if (sd->menuskill_lv > 1) //Need lv2 to be able to warp here.
			pc_setpos(sd,sd->status.save_point.map,
				sd->status.save_point.x,sd->status.save_point.y,3);
		break;

	case AL_WARP:			/* �??�v�|?�^�� */
		{
			const struct point *p[4];
			struct skill_unit_group *group;
			int i, lv, wx, wy;
			int maxcount=0;
			unsigned short mapindex;
			mapindex  = mapindex_name2id((char*)map);
			if(!mapindex) { //Given map not found?
				clif_skill_fail(sd,skill_num,0,0);
				skill_failed(sd);
				return 0;
			}
			p[0] = &sd->status.save_point;
			p[1] = &sd->status.memo_point[0];
			p[2] = &sd->status.memo_point[1];
			p[3] = &sd->status.memo_point[2];

			if((maxcount = skill_get_maxcount(skill_num)) > 0) {
				for(i=0;i<MAX_SKILLUNITGROUP && sd->ud.skillunit[i] && maxcount;i++) {
					if(sd->ud.skillunit[i]->skill_id == skill_num)
						maxcount--;
				}
				if(!maxcount) {
					clif_skill_fail(sd,skill_num,0,0);
					skill_failed(sd);
					return 0;
				}
			}
			
			lv = sd->skillitem==skill_num?sd->menuskill_lv:pc_checkskill(sd,skill_num);
			wx = sd->menuskill_lv>>16;
			wy = sd->menuskill_lv&0xffff;
			
			if(lv <= 0) return 0;
			for(i=0;i<lv;i++){
				if(mapindex == p[i]->map){
					x=p[i]->x;
					y=p[i]->y;
					break;
				}
			}
			if(x==0 || y==0) {	/* �s?��p�P�b�g?H */
				skill_failed(sd);
				return 0;
			}

			if(!skill_check_condition(sd, sd->menuskill_id, lv,3)) //This checks versus skillid/skilllv...
			{
				skill_failed(sd);
				return 0;
			}
			
			if(skill_check_unit_range2(&sd->bl,sd->bl.m,wx,wy,skill_num,lv) > 0) {
				clif_skill_fail(sd,0,0,0);
				skill_failed(sd);
				return 0;
			}
			if((group=skill_unitsetting(&sd->bl,skill_num,lv,wx,wy,0))==NULL) {
				skill_failed(sd);
				return 0;
			}
			//Now that there's a mapindex, use that in val3 rather than a string. [Skotlex]
			group->val2=(x<<16)|y;
			group->val3 = mapindex;
		}
		break;
	}

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

/*==========================================
 * Initializes and sets a ground skill.
 * flag&1 is used to determine when the skill 'morphs' (Warp portal becomes active, or Fire Pillar becomes active)
 * flag&2 is used to determine if this skill was casted with Magic Power active.
 *------------------------------------------
 */
struct skill_unit_group *skill_unitsetting( struct block_list *src, int skillid,int skilllv,int x,int y,int flag)
{
	struct skill_unit_group *group;
	int i,limit,val1=0,val2=0,val3=0;
	int count=0;
	int target,interval,range,unit_flag;
	struct skill_unit_layout *layout;
	struct map_session_data *sd;
	struct status_change *sc;
	int active_flag=1;

	nullpo_retr(0, src);

	limit = skill_get_time(skillid,skilllv);
	range = skill_get_unit_range(skillid,skilllv);
	interval = skill_get_unit_interval(skillid);
	target = skill_get_unit_target(skillid);
	unit_flag = skill_get_unit_flag(skillid);
	layout = skill_get_unit_layout(skillid,skilllv,src,x,y);

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

	switch(skillid){	/* ?ݒ� */

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

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

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

	case WZ_FIREPILLAR:			/* �t�@�C�A?�s��? */
		if((flag&1)!=0)
			limit=1000;
		val1=skilllv+2;
		break;
	case WZ_QUAGMIRE:	//The target changes to "all" if used in a gvg map. [Skotlex]
	case AM_DEMONSTRATION:
		if (map_flag_vs(src->m) && battle_config.vs_traps_bctall
			&& (src->type&battle_config.vs_traps_bctall))
			target = BCT_ALL;
		break;
	case HT_SHOCKWAVE:			/* �V���b�N�E�F?�u�g���b�v */
		val1=skilllv*15+10;
	case HT_SANDMAN:			/* �T���h�}�� */
	case HT_CLAYMORETRAP:		/* �N���C���A?�g���b�v */
	case HT_SKIDTRAP:			/* �X�L�b�h�g���b�v */
	case HT_LANDMINE:			/* �����h�}�C�� */
	case HT_ANKLESNARE:			/* �A���N���X�l�A */
	case HT_FLASHER:			/* �t���b�V��? */
	case HT_FREEZINGTRAP:		/* �t��?�W���O�g���b�v */
	case HT_BLASTMINE:			/* �u���X�g�}�C�� */
		if (map_flag_gvg(src->m))
			limit *= 4; // longer trap times in WOE [celest]
		if (battle_config.vs_traps_bctall && map_flag_vs(src->m)
			&& (src->type&battle_config.vs_traps_bctall))
			target = BCT_ALL;
		break;

	case SA_LANDPROTECTOR:	/* �O�����h�N�?�X */
		{
			int aoe_diameter;	// -- aoe_diameter (moonsoul) added for sage Area Of Effect skills
			val1=skilllv*15+10;
			aoe_diameter=skilllv+skilllv%2+5;
			count=aoe_diameter*aoe_diameter;	// -- this will not function if changed to ^2 (moonsoul)
		}
	//No break because we also have to check if we use gemstones. [Skotlex]
	case SA_VOLCANO:
	case SA_DELUGE:
	case SA_VIOLENTGALE:
	{
		struct skill_unit_group *old_sg;
		if ((old_sg = skill_locate_element_field(src)) != NULL)
		{
			if (old_sg->skill_id == skillid && old_sg->limit > 0)
			{	//Use the previous limit (minus the elapsed time) [Skotlex]
				limit = old_sg->limit - DIFF_TICK(gettick(), old_sg->tick);
				if (limit < 0)	//This can happen... 
					limit = skill_get_time(skillid,skilllv);
			}
			skill_clear_group(src,1);
		}
		break;
	}

	case BA_DISSONANCE:
	case DC_UGLYDANCE:
		val1 = 10;	//FIXME: This value is not used anywhere, what is it for? [Skotlex]
		break;
	case BA_WHISTLE:
		val1 = skilllv+(status_get_agi(src)/10); // Flee increase
		val2 = ((skilllv+1)/2)+(status_get_luk(src)/10); // Perfect dodge increase
		if(src->type == BL_PC){
			val1 += pc_checkskill((struct map_session_data *)src,BA_MUSICALLESSON);
			val2 += pc_checkskill((struct map_session_data *)src,BA_MUSICALLESSON);
		}
		break;
	case DC_HUMMING:
        val1 = 2*skilllv+(status_get_dex(src)/10); // Hit increase
		if(src->type == BL_PC)
			val1 += 2*pc_checkskill((struct map_session_data *)src,DC_DANCINGLESSON);
		break;
	case BA_POEMBRAGI:
		val1 = 3*skilllv+(status_get_dex(src)/10); // Casting time reduction
		val2 = 3*skilllv+(status_get_int(src)/10); // After-cast delay reduction
		if(src->type == BL_PC){
			val1 += pc_checkskill((struct map_session_data *)src,BA_MUSICALLESSON);
			val2 += pc_checkskill((struct map_session_data *)src,BA_MUSICALLESSON);
		}
		break;
	case DC_DONTFORGETME:
		val1 = 3*skilllv+(status_get_dex(src)/10); // ASPD decrease
		val2 = 2*skilllv+(status_get_agi(src)/10); // Movement speed decrease
		if(src->type == BL_PC){
			val1 += pc_checkskill((struct map_session_data *)src,DC_DANCINGLESSON);
			val2 += pc_checkskill((struct map_session_data *)src,DC_DANCINGLESSON);
		}
		break;
	case BA_APPLEIDUN:
		val1 = 5+2*skilllv+(status_get_vit(src)/10); // MaxHP percent increase
		val2 = 30+5*skilllv+5*(status_get_vit(src)/10); // HP recovery
		if(src->type == BL_PC){
			val1 += pc_checkskill((struct map_session_data *)src,BA_MUSICALLESSON);
			val2 += 5*pc_checkskill((struct map_session_data *)src,BA_MUSICALLESSON);
		}
		break;
	case DC_SERVICEFORYOU:
		val1 = 10+skilllv+(status_get_int(src)/10); // MaxSP percent increase
		val2 = 10+3*skilllv+(status_get_int(src)/10); // SP cost reduction
		if(src->type == BL_PC){
			val1 += pc_checkskill((struct map_session_data *)src,DC_DANCINGLESSON);
			val2 += pc_checkskill((struct map_session_data *)src,DC_DANCINGLESSON);
		}
		break;
	case BA_ASSASSINCROSS:
		val1 = 10+skilllv+(status_get_agi(src)/10); // ASPD increase
		if(src->type == BL_PC)
			val1 += pc_checkskill((struct map_session_data *)src,BA_MUSICALLESSON);
		break;
	case DC_FORTUNEKISS:
		val1 = 10+skilllv+(status_get_luk(src)/10); // Critical increase
		if(src->type == BL_PC)
			val1 += pc_checkskill((struct map_session_data *)src,DC_DANCINGLESSON);
		break;
	case BD_LULLABY:
		val1 = 11;	//FIXME: This value is not used anywhere, what is it for? [Skotlex]
		break;
	case BD_DRUMBATTLEFIELD:
		val1 = (skilllv+1)*25;	//Watk increase
		val2 = (skilllv+1)*2;	//Def increase
		break;
	case BD_RINGNIBELUNGEN:
		val1 = (skilllv+2)*25;	//Watk increase
		break;
	case BD_SIEGFRIED:
		val1 = 55 + skilllv*5;	//Elemental Resistance
		val2 = skilllv*10;	//Status ailment resistance
		break;
	case PF_FOGWALL:	/* �t�H�O�E�H?�� */
		if(sc && sc->data[SC_DELUGE].timer!=-1) limit *= 2;
		break;
	case RG_GRAFFITI:			/* Graffiti */
		count=1;	// Leave this at 1 [Valaris]
		break;
	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;
	}

	
	nullpo_retr(NULL, group=skill_initunitgroup(src,(count > 0 ? count : layout->count),
		skillid,skilllv,skill_get_unit_id(skillid,flag&1), limit, interval));
	group->val1=val1;
	group->val2=val2;
	group->val3=val3;
	group->target_flag=target;
	group->bl_flag= skill_get_unit_bl_target(skillid);
	group->state.into_abyss = (sc && sc->data[SC_INTOABYSS].timer != -1); //Store into abyss state, to know it shouldn't give traps back. [Skotlex]
	group->state.magic_power = (flag&2 || (sc && sc->data[SC_MAGICPOWER].timer != -1)); //Store the magic power flag. [Skotlex]
	group->state.ammo_consume = (sd && sd->state.arrow_atk); //Store if this skill needs to consume ammo.
	
	if(skillid==HT_TALKIEBOX ||
	   skillid==RG_GRAFFITI){
		group->valstr=(char *) aMallocA(MESSAGE_SIZE*sizeof(char));
		if(group->valstr==NULL){
			ShowFatalError("skill_castend_map: out of memory !\n");
			exit(1);
		}
		memcpy(group->valstr,talkie_mes,MESSAGE_SIZE-1);
		group->valstr[MESSAGE_SIZE-1] = '\0';
	}

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

		if(alive){
			nullpo_retr(NULL, unit=skill_initunit(group,i,ux,uy));
			unit->val1=val1;
			unit->val2=val2;
			unit->limit=limit;
			unit->range=range;
				
			if (range==0 && active_flag)
				map_foreachincell(skill_unit_effect,unit->bl.m,
					unit->bl.x,unit->bl.y,group->bl_flag,&unit->bl,gettick(),1);
		}
	}
	
	return group;
}

/*==========================================
 * �X�L�����j�b�g��?���C�x���g
 *------------------------------------------
 */
int skill_unit_onplace(struct skill_unit *src,struct block_list *bl,unsigned int tick)
{
	struct skill_unit_group *sg;
	struct block_list *ss;
	struct status_change *sc;
	int type,skillid;

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

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

	if (skill_get_type(sg->skill_id) == BF_MAGIC &&
		map_getcell(bl->m, bl->x, bl->y, CELL_CHKLANDPROTECTOR))
		return 0; //AoE skills are ineffective. [Skotlex]
	
	if (battle_check_target(&src->bl,bl,sg->target_flag)<=0)
		return 0;
	
	sc = status_get_sc(bl);
	
	if (sc && sc->option&OPTION_HIDE && sg->skill_id != WZ_HEAVENDRIVE)
		return 0; //Hidden characters are inmune to AoE skills except Heaven's Drive. [Skotlex]
	
	type = SkillStatusChangeTable[sg->skill_id];
	skillid = sg->skill_id; //In case the group is deleted, we need to return the correct skill id, still.
	switch (sg->unit_id) {
	case UNT_SAFETYWALL:
		//TODO: Find a more reliable way to handle the link to sg, this could cause dangling pointers. [Skotlex]
		if (sc && sc->data[type].timer == -1)
			sc_start4(bl,type,100,sg->skill_lv,sg->group_id,(int)sg,0,sg->limit);
		break;

	case UNT_WARP_WAITING:
		if(bl->type==BL_PC){
			struct map_session_data *sd = (struct map_session_data *)bl;
			if((!sd->chatID || battle_config.chat_warpportal)
				&& sd->ud.to_x == src->bl.x && sd->ud.to_y == src->bl.y) {
				if (pc_setpos(sd,sg->val3,sg->val2>>16,sg->val2&0xffff,3) == 0) {
					if (--sg->val1<=0 || sg->src_id == bl->id)
						skill_delunitgroup(NULL, sg);
				}
			}
		} else if(battle_config.mob_warpportal && bl->type != BL_PET)
			unit_warp(bl,map_mapindex2mapid(sg->val3),sg->val2>>16,sg->val2&0xffff,3);
		break;

	case UNT_QUAGMIRE:
		if(sc && sc->data[type].timer==-1)
			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:
	case UNT_SUITON:
		if(sc && sc->data[type].timer==-1)
			sc_start4(bl,type,100,sg->skill_lv,sg->group_id,0,0,
				skill_get_time2(sg->skill_id,sg->skill_lv));
		break;

	case UNT_RICHMANKIM:
	case UNT_ETERNALCHAOS:
	case UNT_DRUMBATTLEFIELD:
	case UNT_RINGNIBELUNGEN:
	case UNT_ROKISWEIL:
	case UNT_INTOABYSS:
	case UNT_SIEGFRIED:
	case UNT_HERMODE:
		 //Needed to check when a dancer/bard leaves their ensemble area.
		if (sg->src_id==bl->id && (!sc || sc->data[SC_SPIRIT].timer == -1 || sc->data[SC_SPIRIT].val2 != SL_BARDDANCER))
			return sg->skill_id;
		if (sc && sc->data[type].timer==-1)
			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].timer == -1 || sc->data[SC_SPIRIT].val2 != SL_BARDDANCER))
			return 0;
		if (!sc)
			break;
		if (sc->data[type].timer==-1)
			sc_start4(bl,type,100,sg->skill_lv,sg->val1,sg->val2,0,sg->limit);
		else if (sc->data[type].val4 == 1) {
			//Readjust timers since the effect will not last long.
			sc->data[type].val4 = 0;
			delete_timer(sc->data[type].timer, status_change_timer);
			sc->data[type].timer = add_timer(tick+sg->limit, status_change_timer, bl->id, type);
		}
		break;
/* Basilica does not knocks back...
	case UNT_BASILICA:
		if (!(status_get_mode(bl)&MD_BOSS) && battle_check_target(&src->bl,bl,BCT_ENEMY)>0)
			skill_blown(&src->bl,bl,1);
		break;
*/
	case UNT_FOGWALL:
		if (sc && sc->data[type].timer==-1)
		{
			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, tick);
		}
		break;

	case UNT_GRAVITATION:
		if (sc && sc->data[type].timer==-1)
			sc_start4(bl,type,100,sg->skill_lv,5*sg->skill_lv,BCT_ENEMY,sg->group_id,sg->limit);
		break;
	
	case UNT_ICEWALL: //Destroy the cell. [Skotlex]
		src->val1 = 0;
		if(src->limit + sg->tick > tick + 700)
			src->limit = DIFF_TICK(tick+700,sg->tick);
		break;
	}	

	return skillid;
}

/*==========================================
 * �X�L�����j�b�g�̔����C�x���g(�^�C�}?[����)
 *------------------------------------------
 */
int skill_unit_onplace_timer(struct skill_unit *src,struct block_list *bl,unsigned int tick)
{
	struct skill_unit_group *sg;
	struct block_list *ss;
	struct map_session_data *sd = NULL;
	struct status_change *tsc, *sc;
	struct skill_unit_group_tickset *ts;
	int type, skillid;
	int diff=0;

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

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

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

	if (sg->interval == -1) {
		switch (sg->unit_id) {
			case UNT_ANKLESNARE: //These happen when a trap is splash-triggered by multiple targets on the same cell.
			case UNT_SPIDERWEB:
			case UNT_FIREPILLAR_ACTIVE:
				return 0;
			default:
				if (battle_config.error_log)
					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;
		
		// GX��?d�Ȃ��Ă�����3HIT���Ȃ�
		if ((skillid==CR_GRANDCROSS || skillid==NPC_GRANDDARKNESS) && !battle_config.gx_allhit)
			ts->tick += sg->interval*(map_count_oncell(bl->m,bl->x,bl->y,0)-1);
	}
	//Temporarily set magic power to have it take effect. [Skotlex]
	if (sg->state.magic_power && sc && sc->data[SC_MAGICPOWER].timer == -1 && sc->data[SC_MAGICPOWER].val1 > 0)
	{
		if (sd)
		{	//This is needed since we are not going to recall status_calc_pc...
			sd->matk1 += sd->matk1 * 5*sc->data[SC_MAGICPOWER].val1/100;
			sd->matk2 += sd->matk2 * 5*sc->data[SC_MAGICPOWER].val1/100;
		} else
			sc->data[SC_MAGICPOWER].timer = -2; //Note to NOT return from the function until this is unset!
	}
	
	switch (sg->unit_id) {
	case UNT_FIREWALL:
		{
			int count=0, t_ele = status_get_elem_type(bl);
			if (t_ele == 3 || battle_check_undead(status_get_race(bl), t_ele)) {
				//This is the best Aegis approximation we can do without 
				//changing the minimum skill unit interval. [Skotlex]
				while (count++ < battle_config.firewall_hits_on_undead && src->val2-- && !status_isdead(bl))
					skill_attack(BF_MAGIC,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick+count*10,1);
			} else {
				skill_attack(BF_MAGIC,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
				src->val2--;
			}
			if (src->val2<=0)
				skill_delunit(src);
		break;
		}
	case UNT_SANCTUARY:
		{
			int race = status_get_race(bl);

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

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

	case UNT_ATTACK_SKILLS:
		switch (sg->skill_id) 
		{
			case SG_SUN_WARM: //SG skills [Komurka]
			case SG_MOON_WARM:
			case SG_STAR_WARM:
				if(bl->type==BL_PC)
					//Only damage SP [Skotlex]
					pc_damage_sp((TBL_PC*)bl, 60, 0);
				else if(!sd || pc_damage_sp(sd, 2, 0) >= 0)
					//Otherwise, Knockback attack.
					skill_attack(BF_WEAPON,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
			break;
			default:
				skill_attack(skill_get_type(sg->skill_id),ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0);			
		}
		break;
	case UNT_DESPERADO:
		if (!(rand()%10)) //Has a low chance of connecting. [Skotlex]
			skill_attack(BF_WEAPON,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_FIREPILLAR_ACTIVE:
		map_foreachinrange(skill_attack_area,bl,
			skill_get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag,
			BF_MAGIC,ss,&src->bl,sg->skill_id,sg->skill_lv,tick,0,BCT_ENEMY);  // area damage [Celest]
		sg->interval = -1; //Mark it used up so others can't trigger it for massive splash damage. [Skotlex]
		sg->limit=DIFF_TICK(tick,sg->tick) + 1500;
		break;

	case UNT_SKIDTRAP:
		{
			skill_blown(&src->bl,bl,skill_get_blewcount(sg->skill_id,sg->skill_lv)|0x10000);
			sg->unit_id = UNT_USED_TRAPS;
			clif_changetraplook(&src->bl, UNT_USED_TRAPS);
			sg->limit=DIFF_TICK(tick,sg->tick)+1500;
			sg->state.into_abyss = 1; //Prevent Remove Trap from giving you the trap back. [Skotlex]
		}
		break;

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

	case UNT_VENOMDUST:
		if(tsc && tsc->data[type].timer==-1 )
			status_change_start(bl,type,10000,sg->skill_lv,sg->group_id,0,0,skill_get_time2(sg->skill_id,sg->skill_lv),8);
		break;

	case UNT_LANDMINE:
		skill_attack(BF_MISC,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
		sg->unit_id = UNT_USED_TRAPS;
		clif_changetraplook(&src->bl, UNT_FIREPILLAR_ACTIVE);
		sg->limit=DIFF_TICK(tick,sg->tick)+1500;
		sg->state.into_abyss = 1; //Prevent Remove Trap from giving you the trap back. [Skotlex]
		break;

	case UNT_BLASTMINE:
	case UNT_SHOCKWAVE:
	case UNT_SANDMAN:
	case UNT_FLASHER:
	case UNT_FREEZINGTRAP:
	case UNT_CLAYMORETRAP:
// This ain't used anymore....
//		map_foreachinrange(skill_count_target,&src->bl,
//			skill_get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag,
//			&src->bl,&splash_count);
		map_foreachinrange(skill_trap_splash,&src->bl,
			skill_get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag,
			&src->bl,tick);
		sg->unit_id = UNT_USED_TRAPS;
		clif_changetraplook(&src->bl, UNT_USED_TRAPS);
		sg->limit=DIFF_TICK(tick,sg->tick)+1500;
		sg->state.into_abyss = 1; //Prevent Remove Trap from giving you the trap back. [Skotlex]
		break;
		
	case UNT_TALKIEBOX:
		if (sg->src_id == bl->id) //����������ł��������Ȃ�
			break;
		if (sg->val2 == 0){
			clif_talkiebox(&src->bl, sg->valstr);
			sg->unit_id = UNT_USED_TRAPS;
			clif_changetraplook(&src->bl, UNT_USED_TRAPS);
			sg->limit = DIFF_TICK(tick, sg->tick) + 5000;
			sg->val2 = -1; //����
			sg->state.into_abyss = 1; //Prevent Remove Trap from giving you the trap back. [Skotlex]
		}
		break;

	case UNT_LULLABY:
		if (ss->id == bl->id)
			break;
		skill_additional_effect(ss, bl, sg->skill_id, sg->skill_lv, BF_LONG|BF_SKILL|BF_MISC, tick);
		break;

	case UNT_UGLYDANCE:	//Ugly Dance [Skotlex]
		if (ss->id == bl->id)
			break;
		if (bl->type == BL_PC)
			skill_additional_effect(ss, bl, sg->skill_id, sg->skill_lv, BF_LONG|BF_SKILL|BF_MISC, tick);
		break;

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

	case UNT_APPLEIDUN: //Apple of Idun [Skotlex]
	{
		int heal;
		if (sg->src_id == bl->id)
			break;
		heal = sg->val2;
		clif_skill_nodamage(&src->bl, bl, AL_HEAL, heal, 1);
		battle_heal(NULL, bl, heal, 0, 0);
		break;	
	}

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

	case UNT_GOSPEL:
		if (rand()%100 > sg->skill_lv*10)
			break;
		if (ss != bl && battle_check_target(ss,bl,BCT_PARTY)>0) { // Support Effect only on party, not guild
			int i = rand()%13; // Positive buff count
			switch (i)
			{
				case 0: // Heal 1~9999 HP
					{
						int heal = rand() %9999+1;
						clif_skill_nodamage(ss,bl,AL_HEAL,heal,1);
						battle_heal(NULL,bl,heal,0,0);
					}
					break;
				case 1: // End all negative status
					status_change_clear_buffs(bl,2);
					break;
				case 2: // Level 10 Blessing
					sc_start(bl,SC_BLESSING,100,10,skill_get_time2(sg->skill_id, sg->skill_lv));
					break;
				case 3: // Level 10 Increase AGI
					sc_start(bl,SC_INCREASEAGI,100,10,skill_get_time2(sg->skill_id, sg->skill_lv));
					break;
				case 4: // Enchant weapon with Holy element
					sc_start(bl,SC_ASPERSIO,100,1,skill_get_time2(sg->skill_id, sg->skill_lv));
					break;
				case 5: // Enchant armor with Holy element
					sc_start(bl,SC_BENEDICTIO,100,1,skill_get_time2(sg->skill_id, sg->skill_lv));
					break;
				case 6: // MaxHP +100%
					sc_start(bl,SC_INCMHPRATE,100,100,skill_get_time2(sg->skill_id, sg->skill_lv));
				    break;
				case 7: // MaxSP +100%
					sc_start(bl,SC_INCMSPRATE,100,100,skill_get_time2(sg->skill_id, sg->skill_lv));
				    break;
				case 8: // All stats +20
					sc_start(bl,SC_INCALLSTATUS,100,20,skill_get_time2(sg->skill_id, sg->skill_lv));
				    break;
   				case 9: // DEF +25%
					sc_start(bl,SC_INCDEFRATE,100,25,skill_get_time2(sg->skill_id, sg->skill_lv));
				    break;
				case 10: // ATK +100%
					sc_start(bl,SC_INCATKRATE,100,100,skill_get_time2(sg->skill_id, sg->skill_lv));
				    break;
				case 11: // HIT/Flee +50
					sc_start(bl,SC_INCHIT,100,50,skill_get_time2(sg->skill_id, sg->skill_lv));
					sc_start(bl,SC_INCFLEE,100,50,skill_get_time2(sg->skill_id, sg->skill_lv));
				    break;
				case 12: // Immunity to all status
					sc_start(bl,SC_SCRESIST,100,100,skill_get_time2(sg->skill_id, sg->skill_lv));
					break;
			}
		}			
		else if (battle_check_target(&src->bl,bl,BCT_ENEMY)>0) { // Offensive Effect
			int i = rand()%9; // Negative buff count
			switch (i)
			{
				case 0: // Deal 1~9999 damage
					skill_attack(BF_MISC,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
					break;
				case 1: // Curse
					sc_start(bl,SC_CURSE,100,1,skill_get_time2(sg->skill_id, sg->skill_lv));
					break;
				case 2: // Blind
					sc_start(bl,SC_BLIND,100,1,skill_get_time2(sg->skill_id, sg->skill_lv));
					break;
				case 3: // Poison
					sc_start(bl,SC_POISON,100,1,skill_get_time2(sg->skill_id, sg->skill_lv));
					break;
				case 4: // Level 10 Provoke
					sc_start(bl,SC_PROVOKE,100,10,skill_get_time2(sg->skill_id, sg->skill_lv));
					break;
				case 5: // DEF -100%
					sc_start(bl,SC_INCDEFRATE,100,-100,skill_get_time2(sg->skill_id, sg->skill_lv));
					break;
  				case 6: // ATK -100%
					sc_start(bl,SC_INCATKRATE,100,-100,skill_get_time2(sg->skill_id, sg->skill_lv));
					break;
  				case 7: // Flee -100%
					sc_start(bl,SC_INCFLEERATE,100,-100,skill_get_time2(sg->skill_id, sg->skill_lv));
					break;
				case 8: // Speed/ASPD -25%
				   sc_start4(bl,SC_GOSPEL,100,1,0,0,BCT_ENEMY,skill_get_time2(sg->skill_id, sg->skill_lv));
					break;
			}
		}
		break;

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

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

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

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

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

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

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

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

		case BD_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].timer != -1 && sc->data[SC_DANCING].val1 == skill_id)
			{	//Check if you just stepped out of your ensemble skill to cancel dancing. [Skotlex]
				//We don't check for SC_LONGING because someone could always have knocked you back and out of the song/dance.
				//FIXME: This code is not perfect, it doesn't checks for the real ensemble's owner,
				//it only checks if you are doing the same ensemble. So if there's two chars doing an ensemble
				//which overlaps, by stepping outside of the other parther's ensemble will cause you to cancel 
				//your own. Let's pray that scenario is pretty unlikely and noone will complain too much about it.
				skill_stop_dancing(bl);
			}
		case MG_SAFETYWALL:
		case AL_PNEUMA:
		case SA_VOLCANO:
		case SA_DELUGE:
		case SA_VIOLENTGALE:
		case CG_HERMODE:
		case HW_GRAVITATION:
		case NJ_SUITON:
			if (sc && sc->data[type].timer != -1)
				status_change_end(bl, type, -1);
			break;
			
		case BA_POEMBRAGI:
		case BA_WHISTLE:
		case BA_ASSASSINCROSS:
		case BA_APPLEIDUN:
		case DC_HUMMING:
		case DC_DONTFORGETME:
		case DC_FORTUNEKISS:	
		case DC_SERVICEFORYOU:
			if (sc && sc->data[type].timer != -1)
			{
				delete_timer(sc->data[type].timer, status_change_timer);
				//NOTE: It'd be nice if we could get the skill_lv for a more accurate extra time, but alas...
				//not possible on our current implementation.
				sc->data[type].val4 = 1; //Store the fact that this is a "reduced" duration effect.
				sc->data[type].timer = add_timer(tick+skill_get_time2(skill_id,1), status_change_timer, bl->id, type);
			}
			break;
		case PF_FOGWALL:
			if (sc && sc->data[type].timer != -1)
			{
				status_change_end(bl,type,-1);
				if (sc->data[SC_BLIND].timer!=-1)
				{
					if (bl->type == BL_PC) //Players get blind ended inmediately, others have it still for 30 secs. [Skotlex]
						status_change_end(bl, SC_BLIND, -1);
					else {
						delete_timer(sc->data[SC_BLIND].timer, status_change_timer);
						sc->data[SC_BLIND].timer = add_timer(30000+tick, status_change_timer, bl->id, SC_BLIND);
					}
				}
			}
			break;
	case UNT_GOSPEL:
		if (sc && sc->data[type].timer != -1 && sc->data[type].val4 == BCT_ALL) //End item-no-use Gospel Effect. [Skotlex]
			status_change_end(bl, type, -1);
		break;

	}
	return skill_id;
}

/*==========================================
 * Invoked when a unit cell has been placed/removed/deleted.
 * flag values:
 * flag&1: Invoke onplace function (otherwise invoke onout)
 * flag&4: Invoke a onleft call (the unit might be scheduled for deletion)
 *------------------------------------------
 */
int skill_unit_effect(struct block_list *bl,va_list ap)
{
	struct skill_unit *unit;
	struct skill_unit_group *group;
	int flag;
	unsigned int tick;

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

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

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

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

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

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

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

	case UNT_ICEWALL:	/* �A�C�X�E�H?�� */
		clif_changemapcell(src->bl.m,src->bl.x,src->bl.y,src->val2,1);
		break;
	case UNT_CALLFAMILY:	/* � �Ȃ���?������ */
		{
			struct map_session_data *sd = NULL;
			if(sg->val1) {
			  	sd = map_charid2sd(sg->val1);
				sg->val1 = 0;
				if (sd && !map[sd->bl.m].flag.nowarp)
					pc_setpos(sd,map[src->bl.m].index,src->bl.x,src->bl.y,3);
			}
			if(sg->val2) {
				sd = map_charid2sd(sg->val2);
				sg->val2 = 0;
				if (sd && !map[sd->bl.m].flag.nowarp)
					pc_setpos(sd,map[src->bl.m].index,src->bl.x,src->bl.y,3);
			}
		}
		break;
	}

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

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

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

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

/*==========================================
 * Starts the moonlit effect by first knocking back all other characters in the vecinity.
 * partner may be null, but src cannot be.
 *------------------------------------------
 */
static void skill_moonlit(struct block_list* src, struct block_list* partner, int skilllv)
{
	int range = skill_get_range2(src, CG_MOONLIT, skilllv);
	int blowcount = range+1, time = skill_get_time(CG_MOONLIT,skilllv);
	
	map_foreachinrange(skill_moonlit_sub,src,
		skill_get_splash(CG_MOONLIT, skilllv),
		BL_CHAR,src,partner,blowcount);
	if(partner)
		map_foreachinrange(skill_moonlit_sub,partner,
			skill_get_splash(CG_MOONLIT, skilllv),
			BL_CHAR,src,partner,blowcount);
		
	sc_start4(src,SC_DANCING,100,CG_MOONLIT,0,0,partner?partner->id:BCT_SELF,time+1000);
	sc_start4(src,SkillStatusChangeTable[CG_MOONLIT],100,skilllv,0,0,0,time);
	
	if (partner) {
		sc_start4(partner,SC_DANCING,100,CG_MOONLIT,0,0,src->id,time+1000);
		sc_start4(partner,SkillStatusChangeTable[CG_MOONLIT],100,skilllv,0,0,0,time);
	}
	
}
/*==========================================
 * ��??�L������?݊m�F����?�?(foreachinarea)
 *------------------------------------------
 */

static int skill_check_condition_char_sub (struct block_list *bl, va_list ap)
{
	int *c, skillid;
	struct block_list *src;
	struct map_session_data *sd;
	struct map_session_data *tsd;
	int *p_sd;	//Contains the list of characters found.

	nullpo_retr(0, bl);
	nullpo_retr(0, ap);
	nullpo_retr(0, tsd=(struct map_session_data*)bl);
	nullpo_retr(0, src=va_arg(ap,struct block_list *));
	nullpo_retr(0, sd=(struct map_session_data*)src);

	c=va_arg(ap,int *);
	p_sd = va_arg(ap, int *);
	skillid = va_arg(ap,int);

	if ((skillid != PR_BENEDICTIO && *c >=1) || *c >=2)
		return 0; //Partner found for ensembles, or the two companions for Benedictio. [Skotlex]
	
	if (bl == src)
		return 0;

	if(pc_isdead(tsd))
		return 0;

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

/*==========================================
 * Checks and stores partners for ensemble skills [Skotlex]
 *------------------------------------------
 */
int skill_check_pc_partner(struct map_session_data *sd, int skill_id, int* skill_lv, int range, int cast_flag)
{
	static int c=0;
	static int p_sd[2] = { 0, 0 };
	int i;
	if (cast_flag)
	{	//Execute the skill on the partners.
		struct map_session_data* tsd;
		switch (skill_id)
		{
			case PR_BENEDICTIO:
				for (i = 0; i < c; i++)
				{
					if ((tsd = map_id2sd(p_sd[i])) != NULL)
						pc_damage_sp(tsd, 10, 0);
				}
				return c;
			case CG_MOONLIT:
				if (c > 0 && (tsd = map_id2sd(p_sd[0])) != NULL)
				{
					clif_skill_nodamage(&tsd->bl, &sd->bl, skill_id, *skill_lv, 1);
					skill_moonlit(&sd->bl, &tsd->bl, *skill_lv);
					tsd->skillid_dance = skill_id;
					tsd->skilllv_dance = *skill_lv;
				}
				return c;
			default: //Warning: Assuming Ensemble skills here (for speed)
				if (c > 0 && (tsd = map_id2sd(p_sd[0])) != NULL)
				{
					sd->sc.data[SC_DANCING].val4= tsd->bl.id;
					sc_start4(&tsd->bl,SC_DANCING,100,skill_id,sd->sc.data[SC_DANCING].val2,0,sd->bl.id,skill_get_time(skill_id,*skill_lv)+1000);
					clif_skill_nodamage(&tsd->bl, &sd->bl, skill_id, *skill_lv, 1);
					tsd->skillid_dance = skill_id;
					tsd->skilllv_dance = *skill_lv;
				}
				return c;
		}
	}
	//Else: new search for partners.
	c = 0;
	memset (p_sd, 0, sizeof(p_sd));
	i = map_foreachinrange(skill_check_condition_char_sub, &sd->bl,
			range, BL_PC, &sd->bl, &c, &p_sd, skill_id);

	if (skill_id != PR_BENEDICTIO) //Apply the average lv to encore skills.
		*skill_lv = (i+(*skill_lv))/(c+1); //I know c should be one, but this shows how it could be used for the average of n partners.
	return c;
}

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

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

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

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

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

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

/*==========================================
 * Determines if a given skill should be made to consume ammo 
 * when used by the player. [Skotlex]
 *------------------------------------------
 */
int skill_isammotype(TBL_PC *sd, int skill)
{
	return (
		(sd->status.weapon == W_BOW || (sd->status.weapon >= W_REVOLVER && sd->status.weapon <= W_GRENADE)) &&
		skill != HT_PHANTASMIC && skill != GS_MAGICALBULLET &&
		skill_get_type(skill) == BF_WEAPON && !(skill_get_nk(skill)&NK_NO_DAMAGE) 
	);
}

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

	nullpo_retr(0, sd);

	if (lv <= 0) return 0;

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

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

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

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

	if(sd->skillitem == skill) {	/* �A�C�e����?�?���?�??��� */
		if(!type) //When a target was selected
		{	//Consume items that were skipped in pc_use_item [Skotlex]
			 if((i = sd->itemindex) == -1 ||
				sd->status.inventory[i].nameid != sd->itemid ||
				sd->inventory_data[i] == NULL ||
				!sd->inventory_data[i]->flag.delay_consume ||
				sd->status.inventory[i].amount < 1
				)
			{	//Something went wrong, item exploit?
				sd->itemid = sd->itemindex = -1;
				return 0;
			}
			//Consume
			sd->itemid = sd->itemindex = -1;
			if(skill == WZ_EARTHSPIKE 
				&& sd->sc.data[SC_TKDORI].timer != -1 && rand()%100 > sd->sc.data[SC_TKDORI].val2) // [marquis007]
				; //Do not consume item.
			else
				pc_delitem(sd,i,1,0);
		}
		if (type&1) //Casting finished
			sd->skillitem = sd->skillitemlv = -1;
		return 1;
	}
	// for the guild skills [celest]
	if (skill >= GD_SKILLBASE)
		j = GD_SKILLRANGEMIN + skill - GD_SKILLBASE;
	else
		j = skill;
	if (j < 0 || j >= MAX_SKILL_DB)
  		return 0;
	//Code speedup, rather than using skill_get_* over and over again.
	if (lv < 1 || lv > MAX_SKILL_LEVEL)
		return 0;
	hp = skill_db[j].hp[lv-1];	/* ?���HP */
	sp = skill_db[j].sp[lv-1];	/* ?���SP */
	if((sd->skillid_old == BD_ENCORE) && skill == sd->skillid_dance)
		sp=sp/2;	//�A���R?������SP?������
	hp_rate = skill_db[j].hp_rate[lv-1];
	sp_rate = skill_db[j].sp_rate[lv-1];
	zeny = skill_db[j].zeny[lv-1];
	weapon = skill_db[j].weapon;
	ammo = skill_db[j].ammo;
	ammo_qty = skill_db[j].ammo_qty[lv-1];
	state = skill_db[j].state;
	spiritball = skill_db[j].spiritball[lv-1];
	mhp = skill_db[j].mhp[lv-1];	/* ?���HP */
	for(i = 0; i < 10; i++) {
		itemid[i] = skill_db[j].itemid[i];
		amount[i] = skill_db[j].amount[i];
	}
	if(mhp > 0)
		hp += (sd->status.max_hp * mhp)/100;
	if(hp_rate > 0)
		hp += (sd->status.hp * hp_rate)/100;
	else
		hp += (sd->status.max_hp * abs(hp_rate))/100;
	if(sp_rate > 0)
		sp += (sd->status.sp * sp_rate)/100;
	else
		sp += (sd->status.max_sp * abs(sp_rate))/100;

	if (!ammo && skill && skill_isammotype(sd, skill))
	{	//Assume this skill is using the weapon, therefore it requires arrows.
		ammo = 2;  //1<<1 <- look 1 (arrows) moved right 1 times.
		ammo_qty = skill_get_num(skill, lv);
		if (ammo_qty < 0) ammo_qty *= -1;
	}

	switch(skill) { // Check for cost reductions due to skills & SCs
		case MC_MAMMONITE:
			if(pc_checkskill(sd,BS_UNFAIRLYTRICK)>0)
				zeny -= zeny*10/100;
			break;
		case AL_HOLYLIGHT:
			if(sd->sc.data[SC_SPIRIT].timer!=-1 && sd->sc.data[SC_SPIRIT].val2 == SL_PRIEST)
				sp *= 5;
			break;
		case SL_SMA:
		case SL_STUN:
		case SL_STIN:
		{
			int kaina_lv = pc_checkskill(sd,SL_KAINA);

			if(kaina_lv==0 || sd->status.base_level<70)
				break;
			if(sd->status.base_level>=90)
				sp -= sp*7*kaina_lv/100;
			else if(sd->status.base_level>=80)
				sp -= sp*5*kaina_lv/100;
			else if(sd->status.base_level>=70)
				sp -= sp*3*kaina_lv/100;
		}
			break;
		case MO_TRIPLEATTACK:
		case MO_CHAINCOMBO:
		case MO_COMBOFINISH:
		case CH_TIGERFIST:
		case CH_CHAINCRUSH:
			if(sd->sc.data[SC_SPIRIT].timer!=-1 && sd->sc.data[SC_SPIRIT].val2 == SL_MONK)
				sp -= sp*25/100; //FIXME: Need real data. this is a custom value.
			break;
	}

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

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

	case AL_WARP:
		if(!(type&2)) //Delete the item when the portal has been selected (type&2). [Skotlex]
			delitem_flag = 0;
		if(!battle_config.duel_allow_teleport && sd->duel_group) { // duel restriction [LuzZza]
			clif_displaymessage(sd->fd, "Duel: Can't use warp in duel.");
			return 0;
		}				
		break;
	case MO_CALLSPIRITS:	/* ?�� */
		if(sd->spiritball >= lv) {
			clif_skill_fail(sd,skill,0,0);
			return 0;
		}
		break;
	case CH_SOULCOLLECT:	/* ��?�� */
		if(sd->spiritball >= 5) {
			clif_skill_fail(sd,skill,0,0);
			return 0;
		}
		break;
	case MO_FINGEROFFENSIVE:				//�w?
		if (sd->spiritball > 0 && sd->spiritball < spiritball) {
			spiritball = sd->spiritball;
			sd->spiritball_old = sd->spiritball;
		}
		else sd->spiritball_old = lv;
		break;
	case MO_BODYRELOCATION:
		if (sd->sc.data[SC_EXPLOSIONSPIRITS].timer!=-1)
			spiritball = 0;
		break;
	case MO_CHAINCOMBO:			//�A��?�			
		if(sd->sc.data[SC_BLADESTOP].timer==-1){
		if(sd->sc.data[SC_COMBO].timer == -1 || sd->sc.data[SC_COMBO].val1 != MO_TRIPLEATTACK)
			return 0;
		}
		break;
	case MO_COMBOFINISH:					//�җ��?
		if(sd->sc.data[SC_COMBO].timer == -1 || sd->sc.data[SC_COMBO].val1 != MO_CHAINCOMBO)
			return 0;
		break;
	case CH_TIGERFIST:						//���Ռ?
		if(sd->sc.data[SC_COMBO].timer == -1 || sd->sc.data[SC_COMBO].val1 != MO_COMBOFINISH)
			return 0;
		break;
	case CH_CHAINCRUSH:						//�A����?
		if(sd->sc.data[SC_COMBO].timer == -1)
			return 0;
		if(sd->sc.data[SC_COMBO].val1 != MO_COMBOFINISH && sd->sc.data[SC_COMBO].val1 != CH_TIGERFIST)
			return 0;
		break;
	case MO_EXTREMITYFIST:					// ��?C���e�P�?
//		if(sd->sc.data[SC_EXTREMITYFIST].timer != -1) //To disable Asura during the 5 min skill block uncomment this...
//			return 0;
		if(sd->sc.data[SC_EXPLOSIONSPIRITS].timer == -1) {
			clif_skill_fail(sd,skill,0,0);
			return 0;
		}
		if(sd->sc.data[SC_BLADESTOP].timer!=-1)
			spiritball--;
		else if (sd->sc.data[SC_COMBO].timer != -1) {
			if (sd->sc.data[SC_COMBO].val1 == MO_COMBOFINISH)
				spiritball = 4;
			else if (sd->sc.data[SC_COMBO].val1 == CH_TIGERFIST)
				spiritball = 3;
			else if (sd->sc.data[SC_COMBO].val1 == CH_CHAINCRUSH)
				spiritball = sd->spiritball?sd->spiritball:1;
			//It should consume whatever is left as long as it's at least 1.
		}
		break;

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

	case TK_TURNKICK:
	case TK_STORMKICK:
	case TK_DOWNKICK:
	case TK_COUNTER:
		if(sd->sc.data[SC_COMBO].timer != -1 && sd->sc.data[SC_COMBO].val1 == skill)
			break; //Combo ready.
		if (pc_istop10fame(sd->char_id,MAPID_TAEKWON))
		{	//Unlimited Combo
			if (skill == sd->skillid_old)
				return 0; //Can't repeat previous combo skill.
			if (type&1) {
				//On cast-end, set this skill as previous one.
				sd->skillid_old = skill;
				sd->skilllv_old = lv;
			}
			break;
		}
		return 0;
	case BD_ADAPTATION:				/* �A�h���u */
		{
			struct skill_unit_group *group=NULL;
			if(sd->sc.data[SC_DANCING].timer==-1 ||
				((group=(struct skill_unit_group*)sd->sc.data[SC_DANCING].val2) && (skill_get_time(sd->sc.data[SC_DANCING].val1,group->skill_lv) - sd->sc.data[SC_DANCING].val3*1000) <= skill_get_time2(skill,lv))){ //�_���X���Ŏg�p��5�b��?�̂�?H
				clif_skill_fail(sd,skill,0,0);
				return 0;
			}
		}
		break;
	case PR_BENEDICTIO:				/* ?�??~�� */
		{
			if (!battle_config.player_skill_partner_check ||
				(battle_config.gm_skilluncond && pc_isGM(sd) >= battle_config.gm_skilluncond)
			)
				break; //No need to do any partner checking [Skotlex]
			if (!(type&1))
			{	//Started casting.
				if (skill_check_pc_partner(sd, skill, &lv, 1, 0) < 2)
				{
					clif_skill_fail(sd,skill,0,0);
					return 0;
				}
			}
			else
			{	//Done casting
				//Should I repeat the check? If so, it would be best to only do this on cast-ending. [Skotlex]
				skill_check_pc_partner(sd, skill, &lv, 1, 1);
			}
		}
		break;
	case AM_CANNIBALIZE:		/* �o�C�I�v�����g */
	case AM_SPHEREMINE:			/* �X�t�B�A?�}�C�� */
		if(type&1){
			int c=0;
			int summons[5] = { 1020, 1068, 1118, 1500, 1368 };
			int maxcount = (skill==AM_CANNIBALIZE)? 6-lv : skill_get_maxcount(skill);
			int mob_class = (skill==AM_CANNIBALIZE)? summons[lv-1] :1142;
			if(battle_config.land_skill_limit && maxcount>0 && (battle_config.land_skill_limit&BL_PC)) {
				map_foreachinmap(skill_check_condition_mob_master_sub ,sd->bl.m, BL_MOB, sd->bl.id, mob_class,&c );
				if(c >= maxcount){
					clif_skill_fail(sd,skill,0,0);
					return 0;
				}
			}
		}
		break;
	case WZ_FIREPILLAR: // celest
		if (lv <= 5)	// no gems required at level 1-5
			itemid[0] = 0;
		break;
	case SL_SMA:
		if(type) break; //Only do the combo check when the target is selected (type == 0)
		if(sd->sc.data[SC_SMA].timer == -1)
			return 0;
		break;	

	case HT_POWER:
		if(sd->sc.data[SC_COMBO].timer == -1 || sd->sc.data[SC_COMBO].val1 != skill)
			return 0;
		break;
	case HW_GANBANTEIN:
		force_gem_flag = 1;
		break;
	case AM_BERSERKPITCHER:
	case AM_POTIONPITCHER:
	case CR_SLIMPITCHER:
	case MG_STONECURSE:
	case CR_CULTIVATION:
	case SA_FLAMELAUNCHER:
	case SA_FROSTWEAPON:
	case SA_LIGHTNINGLOADER:
	case SA_SEISMICWEAPON:
		delitem_flag = 0;
		break;
	case SA_DELUGE:
	case SA_VOLCANO:
	case SA_VIOLENTGALE:
	case SA_LANDPROTECTOR:
	{	//Does not consumes if the skill is already active. [Skotlex]
		struct skill_unit_group *sg;
		if ((sg= skill_locate_element_field(&sd->bl)) != NULL && sg->skill_id == skill)
		{
			if (sg->limit - DIFF_TICK(gettick(), sg->tick) > 0)
				checkitem_flag = delitem_flag = 0;
			else sg->limit = 0; //Disable it.
		}
		break;
	}
	case CG_HERMODE:
		if (map_foreachinrange (skill_check_condition_hermod_sub, &sd->bl,
			skill_get_splash(skill, lv), BL_NPC) < 1)
		{
			clif_skill_fail(sd,skill,0,0);
			return 0;
		}
		break;
	case CG_MOONLIT: //Check there's no wall in the range+1 area around the caster. [Skotlex]
		{
			int i,x,y,range = skill_get_splash(skill, lv)+1;
			int size = range*2+1;
			for (i=0;i<size*size;i++) {
				x = sd->bl.x+(i%size-range);
				y = sd->bl.y+(i/size-range);
				if (map_getcell(sd->bl.m,x,y,CELL_CHKWALL)) {
					clif_skill_fail(sd,skill,0,0);
					return 0;
				}	
			}
		}
		break;
	case PR_REDEMPTIO:
		{
			int exp;
			if(((exp = pc_nextbaseexp(sd)) > 0 && sd->status.base_exp*100/exp < 1) ||
				((exp = pc_nextjobexp(sd)) > 0 && sd->status.job_exp*100/exp < 1)) {
				clif_skill_fail(sd,skill,0,0); //Not enough exp.
				return 0;
			}
			break;
		}
	case AM_TWILIGHT2:
	case AM_TWILIGHT3:
		if (!party_skill_check(sd, sd->status.party_id, skill, lv))
		{
			clif_skill_fail(sd,skill,0,0);
			return 0;
		}
		break;
	//SHOULD BE OPTIMALIZED [Komurka]
	//Optimized #1. optimize comfort later. [Vicious]
	case SG_SUN_WARM:
	case SG_MOON_WARM:
	case SG_STAR_WARM:
		if ((sd->bl.m == sd->feel_map[skill-SG_SUN_WARM].m) || (sd->sc.data[SC_MIRACLE].timer!=-1))
			break;
		clif_skill_fail(sd,skill,0,0);
		return 0;
		break;
	case SG_SUN_COMFORT:
		if ((sd->bl.m == sd->feel_map[0].m && (battle_config.allow_skill_without_day || is_day_of_sun())) || (sd->sc.data[SC_MIRACLE].timer!=-1))
			break;
		clif_skill_fail(sd,skill,0,0);
		return 0;
	case SG_MOON_COMFORT:
		if ((sd->bl.m == sd->feel_map[1].m && (battle_config.allow_skill_without_day || is_day_of_moon())) || (sd->sc.data[SC_MIRACLE].timer!=-1))
			break;
		clif_skill_fail(sd,skill,0,0);
		return 0;
	case SG_STAR_COMFORT:
		if ((sd->bl.m == sd->feel_map[2].m && (battle_config.allow_skill_without_day || is_day_of_star())) || (sd->sc.data[SC_MIRACLE].timer!=-1))
			break;
		clif_skill_fail(sd,skill,0,0);
		return 0;
	case SG_FUSION:
		if (sd->sc.data[SC_FUSION].timer!=-1)
			return 1;
		if (sd->sc.data[SC_SPIRIT].timer != -1 && sd->sc.data[SC_SPIRIT].val2 == SL_STAR)
			break;
		return 0;
	case GD_BATTLEORDER:
	case GD_REGENERATION:
	case GD_RESTORE:
	case GD_EMERGENCYCALL:
		if (!sd->status.guild_id || !sd->state.gmaster_flag)
			return 0;
		if (lv <= 0)
			return 0;
			
		if	(skill == GD_EMERGENCYCALL) {
			if (!map_flag_gvg(sd->bl.m))
			{	//if not allowed to warp to the map (castles are always allowed)
				clif_skill_fail(sd,skill,0,0);
				return 0;
			}
		} else if (!agit_flag) {
			clif_skill_fail(sd,skill,0,0);
			return 0;
		}
		break;

	//Until they're at right position - gs_skillcheck- [Vicious]
	case GS_GLITTERING:
		if(sd->spiritball >= 10) {
			clif_skill_fail(sd,skill,0,0);
			return 0;
		}
		zeny = 1;
		break;

	case GS_FLING:
		if(sd->spiritball == 0)
			clif_skill_fail(sd,skill,0,0);
		break;
	
	case GS_TRIPLEACTION:
	case GS_MAGICALBULLET:
	case GS_CRACKER:
	case GS_BULLSEYE:
		spiritball = 1;
		break;

	case GS_MADNESSCANCEL:
		spiritball = 4;
		if(sd->spiritball >= 4 && sd->sc.data[SC_ADJUSTMENT].timer!=-1)
			status_change_end(&sd->bl,SC_ADJUSTMENT,-1);
		break;

	case GS_ADJUSTMENT:
		spiritball = 2;
		if(sd->spiritball >= 2 && sd->sc.data[SC_MADNESSCANCEL].timer != -1)
			status_change_end(&sd->bl,SC_MADNESSCANCEL,-1);
		break;

	case GS_INCREASING:
		spiritball = 2;
		break;

	case NJ_KAENSIN:
	case NJ_BAKUENRYU:
	case NJ_SUITON:
	case NJ_HYOUSYOURAKU:
	case NJ_RAIGEKISAI:
	case NJ_KAMAITACHI:
		//delitem_flag = 0; <- don't need?
		break;
	
	case NJ_ISSEN:
		if (sd->sc.data[SC_NEN].timer!=-1)
			return 0;
		break;

	//Not implemented yet [Vicious]
	case NJ_KASUMIKIRI:
	case NJ_KIRIKAGE:
	case NJ_UTSUSEMI:
	case NJ_BUNSINJYUTSU:
	
	case NJ_NEN:
		break;
	}

	if(!(type&2)){
		if( hp>0 && sd->status.hp < hp) {				/* HP�`�F�b�N */
			clif_skill_fail(sd,skill,2,0);		/* HP�s��?F���s�ʒm */
			return 0;
		}
		if( sp>0 && sd->status.sp < sp) {				/* SP�`�F�b�N */
			clif_skill_fail(sd,skill,1,0);		/* SP�s��?F���s�ʒm */
			return 0;
		}
		if( zeny>0 && sd->status.zeny < zeny) {
			clif_skill_fail(sd,skill,5,0);
			return 0;
		}
		if(!(weapon & (1<<sd->status.weapon) ) ) {
			clif_skill_fail(sd,skill,6,0);
			return 0;
		}
		if(ammo) { //Skill requires stuff equipped in the arrow slot.
			if((i=sd->equip_index[10]) < 0 ||
				!sd->inventory_data[i] ||
				sd->status.inventory[i].amount < ammo_qty
			) {
				clif_arrow_fail(sd,0);
				return 0;
			}
			if (!(ammo&1<<sd->inventory_data[i]->look))
			{	//Ammo type check. Send the "wrong weapon type" message
				//which is the closest we have to wrong ammo type. [Skotlex]
				clif_arrow_fail(sd,0); //Haplo suggested we just send the equip-arrows message instead. [Skotlex]
				//clif_skill_fail(sd,skill,6,0);
				return 0;
			}
		}
		if( spiritball > 0 && sd->spiritball < spiritball) {
			clif_skill_fail(sd,skill,0,0);		// �����s��
			return 0;
		}
	}

	switch(state) {
	case ST_HIDING:
		if(!(sd->sc.option&OPTION_HIDE)) {
			clif_skill_fail(sd,skill,0,0);
			return 0;
		}
		break;
	case ST_CLOAKING:
		if(!pc_iscloaking(sd)) {
			clif_skill_fail(sd,skill,0,0);
			return 0;
		}
		break;
	case ST_HIDDEN:
		if(!pc_ishiding(sd)) {
			clif_skill_fail(sd,skill,0,0);
			return 0;
		}
		break;
	case ST_RIDING:
		if(!pc_isriding(sd)) {
			clif_skill_fail(sd,skill,0,0);
			return 0;
		}
		break;
	case ST_FALCON:
		if(!pc_isfalcon(sd)) {
			clif_skill_fail(sd,skill,0,0);
			return 0;
		}
		break;
	case ST_CART:
		if(!pc_iscarton(sd)) {
			clif_skill_fail(sd,skill,0,0);
			return 0;
		}
		break;
	case ST_SHIELD:
		if(sd->status.shield <= 0) {
			clif_skill_fail(sd,skill,0,0);
			return 0;
		}
		break;
	case ST_SIGHT:
		if(sd->sc.data[SC_SIGHT].timer == -1 && type&1) {
			clif_skill_fail(sd,skill,0,0);
			return 0;
		}
		break;
	case ST_EXPLOSIONSPIRITS:
		if(sd->sc.data[SC_EXPLOSIONSPIRITS].timer == -1) {
			clif_skill_fail(sd,skill,0,0);
			return 0;
		}
		break;
	case ST_CARTBOOST:
		if(!pc_iscarton(sd) || sd->sc.data[SC_CARTBOOST].timer == -1) {
			clif_skill_fail(sd,skill,0,0);
			return 0;
		}
		break;
	case ST_RECOV_WEIGHT_RATE:
		if(battle_config.natural_heal_weight_rate <= 100 && sd->weight*100/sd->max_weight >= battle_config.natural_heal_weight_rate) {
			clif_skill_fail(sd,skill,0,0);
			return 0;
		}
		break;
	case ST_MOVE_ENABLE:
		if(!unit_can_move(&sd->bl)) {
			clif_skill_fail(sd,skill,0,0);
			return 0;
		}
		break;
	case ST_WATER:
		//?�?ꔻ��
		//(!map[sd->bl.m].flag.rain) && //they have removed RAIN effect. [Lupus]
		if (sd->sc.data[SC_DELUGE].timer == -1 && sd->sc.data[SC_SUITON].timer == -1 &&
			(!map_getcell(sd->bl.m,sd->bl.x,sd->bl.y,CELL_CHKWATER)))
		{
			clif_skill_fail(sd,skill,0,0);
			return 0;
		}
		break;
	}

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

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

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

	sd->state.arrow_atk = ammo?1:0; //Update arrow-atk state on cast-end.

	if(delitem_flag) {
		for(i=0;i<10;i++) {
			if(index[i] >= 0)
				pc_delitem(sd,index[i],amount[i],0);		// �A�C�e��?���
		}
//	Ammo is now reduced in battle_calc_weapon_attack. [Skotlex]		
//		if (ammo && battle_config.arrow_decrement)
//			pc_delitem(sd,sd->equip_index[10],ammo_qty,0);
	}

	if(type&2)
		return 1;

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


	return 1;
}

/*==========================================
 * �r?����Ԍv�Z
 *------------------------------------------
 */
int skill_castfix( struct block_list *bl, int skill_id, int skill_lv)
{
	int castnodex = skill_get_castnodex(skill_id, skill_lv);
	int time = skill_get_cast(skill_id, skill_lv);	
	struct map_session_data *sd;

	nullpo_retr(0, bl);
	BL_CAST(BL_PC, bl, sd);
	
	// calculate base cast time (reduced by dex)
	if (!(castnodex&1)) {			// castnodex&~1? wtf. [blackhole89]
		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 card bonuses
	if (sd && sd->castrate != 100)
		time = time * sd->castrate / 100;

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

  	// calculate cast time reduced by skill bonuses
	if (!(castnodex&2))
		time = skill_castfix_sc(bl, time);

	// return final cast time
	return (time > 0) ? time : 0;
}

/*==========================================
 * Does cast-time reductions based on sc data.
 *------------------------------------------
 */
int skill_castfix_sc(struct block_list *bl, int time)
{
	struct status_change *sc = status_get_sc(bl);

	if (time <= 0) return 0;
	
	if (sc && sc->count) {
		if (sc->data[SC_SUFFRAGIUM].timer != -1) {
			time -= time * (sc->data[SC_SUFFRAGIUM].val1 * 15) / 100;
			status_change_end(bl, SC_SUFFRAGIUM, -1);
		}
		if (sc->data[SC_POEMBRAGI].timer != -1)
			time -= time * sc->data[SC_POEMBRAGI].val2 / 100;
	}
	return (time > 0) ? time : 0;
}

/*==========================================
 * �f�B���C�v�Z
 *------------------------------------------
 */
int skill_delayfix(struct block_list *bl, int skill_id, int skill_lv)
{
	int delaynodex = skill_get_delaynodex(skill_id, skill_lv);
	int time = skill_get_delay(skill_id, skill_lv);
	
	nullpo_retr(0, bl);

	// instant cast attack skills depend on aspd as delay [celest]
	if (time == 0) {
		if (skill_get_type(skill_id) == BF_WEAPON && !(skill_get_nk(skill_id)&NK_NO_DAMAGE))
			time = status_get_adelay(bl); //Use attack delay as default delay.
		else
			time = battle_config.default_skill_delay;
	} else if (time < 0)
		time = -time + status_get_adelay(bl);	// if set to <0, the attack delay is added.

	if (battle_config.delay_dependon_dex && !(delaynodex&1))
	{	// if skill casttime 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 (bl->type == BL_PC && ((TBL_PC*)bl)->delayrate != 100)
		time = time * ((TBL_PC*)bl)->delayrate / 100;

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

	if (!(delaynodex&2))
	{	/* �u���M�̎? */
		struct status_change *sc;
		sc= status_get_sc(bl);
		if (sc && sc->count) {
			if (sc->data[SC_POEMBRAGI].timer != -1)
				time -= time * sc->data[SC_POEMBRAGI].val3 / 100;
			if (sc->data[SC_SPIRIT].timer != -1)
			switch (skill_id) {
				case CR_SHIELDBOOMERANG:
					if (sc->data[SC_SPIRIT].val2 == SL_CRUSADER)
						time /=2;
					break;
				case AS_SONICBLOW:
					if (!map_flag_gvg(bl->m) && sc->data[SC_SPIRIT].val2 == SL_ASSASIN)
						time /= 2;
					break;
			}
		}
	}

	return (time < battle_config.min_skill_delay_limit)?
		battle_config.min_skill_delay_limit:time;
}

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

	nullpo_retv(tc);

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

}

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

	int c;

	nullpo_retv(tc);

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

/*==========================================
 * Weapon Repair [Celest/DracoRPG]
 *------------------------------------------
 */
void skill_repairweapon(struct map_session_data *sd, int idx)
{
	int material;
	int materials[4] = { 1002, 998, 999, 756 };
	struct item *item;
	struct map_session_data *target_sd;

	nullpo_retv(sd);
	target_sd = map_id2sd(sd->menuskill_lv);
	if (!target_sd) //Failed....
		return;
	if(idx==0xFFFF) // No item selected ('Cancel' clicked)
		return;
	if(idx < 0 || idx >= MAX_INVENTORY)
		return; //Invalid index??

   item = &target_sd->status.inventory[idx];
	if(item->nameid <= 0 || item->attribute == 0)
		return; //Again invalid item....

	if(sd!=target_sd && !battle_check_range(&sd->bl,&target_sd->bl,skill_get_range2(&sd->bl, sd->menuskill_id,pc_checkskill(sd, sd->menuskill_id)))){
		clif_item_repaireffect(sd,item->nameid,1);
		return;
	}

	if (itemdb_type(item->nameid)==4)
		material = materials [itemdb_wlv(item->nameid)-1]; // Lv1/2/3/4 weapons consume 1 Iron Ore/Iron/Steel/Rough Oridecon
	else
		material = materials [2]; // Armors consume 1 Steel
	if (pc_search_inventory(sd,material) < 0 ) {
		clif_skill_fail(sd,sd->menuskill_id,0,0);
		return;
	}
	item->attribute=0;
	clif_equiplist(target_sd);
	pc_delitem(sd,pc_search_inventory(sd,material),1,0);
	clif_item_repaireffect(sd,item->nameid,0);
	if(sd!=target_sd)
		clif_item_repaireffect(target_sd,item->nameid,0);
}

/*==========================================
 * Item Appraisal
 *------------------------------------------
 */
void skill_identify(struct map_session_data *sd,int idx)
{
	int flag=1;

	nullpo_retv(sd);

	if(idx >= 0 && idx < MAX_INVENTORY) {
		if(sd->status.inventory[idx].nameid > 0 && sd->status.inventory[idx].identify == 0 ){
			flag=0;
			sd->status.inventory[idx].identify=1;
		}
	}
	clif_item_identified(sd,idx,flag);
}

/*==========================================
 * Weapon Refine [Celest]
 *------------------------------------------
 */
void skill_weaponrefine(struct map_session_data *sd,int idx)
{
	int i = 0, ep = 0, per;
	int material[5] = { 0, 1010, 1011, 984, 984 };
	struct item *item;

	nullpo_retv(sd);

	if (idx >= 0 && idx < MAX_INVENTORY) {
		struct item_data *ditem = sd->inventory_data[idx];
		item = &sd->status.inventory[idx];

		if(item->nameid > 0 && ditem->type == 4) {
			if (item->refine >= sd->menuskill_lv ||
				item->refine >= MAX_REFINE ||		// if it's no longer refineable
				ditem->flag.no_refine ||	// if the item isn't refinable
				(i = pc_search_inventory(sd, material [ditem->wlv])) < 0 ) { //fixed by Lupus (item pos can be = 0!)
				clif_skill_fail(sd,sd->menuskill_id,0,0);
				return;
			}

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

			if (per > rand() % 100) {
				item->refine++;
				pc_delitem(sd, i, 1, 0);
				if(item->equip) {
					ep = item->equip;
					pc_unequipitem(sd,idx,3);
				}
				clif_refine(sd->fd,sd,0,idx,item->refine);
				clif_delitem(sd,idx,1);
				clif_additem(sd,idx,1,0);
				if (ep)
					pc_equipitem(sd,idx,ep);
				clif_misceffect(&sd->bl,3);
				if(item->refine == MAX_REFINE && item->card[0] == 0x00ff && MakeDWord(item->card[2],item->card[3]) == sd->char_id){ // Fame point system [DracoRPG]
					switch(ditem->wlv){
						case 1:
							pc_addfame(sd,1); // Success to refine to +10 a lv1 weapon you forged = +1 fame point
							break;
						case 2:
							pc_addfame(sd,25); // Success to refine to +10 a lv2 weapon you forged = +25 fame point
							break;
						case 3:
							pc_addfame(sd,1000); // Success to refine to +10 a lv3 weapon you forged = +1000 fame point
							break;
					}
				}
			} else {
				pc_delitem(sd, i, 1, 0);
				item->refine = 0;
				if(item->equip)
					pc_unequipitem(sd,idx,3);
				clif_refine(sd->fd,sd,1,idx,item->refine);
				pc_delitem(sd,idx,1,0);
				clif_misceffect(&sd->bl,2);
				clif_emotion(&sd->bl, 23);
			}
		}
	}
}

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

	nullpo_retr(0, sd);

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

	if(skillid==MG_NAPALMBEAT)	maxlv=3;
	else if(skillid==MG_COLDBOLT || skillid==MG_FIREBOLT || skillid==MG_LIGHTNINGBOLT){
		if (sd->sc.data[SC_SPIRIT].timer != -1 && sd->sc.data[SC_SPIRIT].val2 == SL_SAGE)
			maxlv =10; //Soul Linker bonus. [Skotlex]
		else if(skilllv==2) maxlv=1;
		else if(skilllv==3) maxlv=2;
		else if(skilllv>=4) maxlv=3;
	}
	else if(skillid==MG_SOULSTRIKE){
		if(skilllv==5) maxlv=1;
		else if(skilllv==6) maxlv=2;
		else if(skilllv>=7) maxlv=3;
	}
	else if(skillid==MG_FIREBALL){
		if(skilllv==8) maxlv=1;
		else if(skilllv>=9) maxlv=2;
	}
	else if(skillid==MG_FROSTDIVER) maxlv=1;
	else return 0;

	if(maxlv > (lv=pc_checkskill(sd,skillid)))
		maxlv = lv;

	sc_start4(&sd->bl,SC_AUTOSPELL,100,skilllv,skillid,maxlv,0,	// val1:�X�L��ID val2:�g�p?ő�Lv
		skill_get_time(SA_AUTOSPELL,skilllv));// �ɂ��Ă݂�����bscript��?����Ղ�????H
	return 0;
}

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

	nullpo_retr(0, bl);
	nullpo_retr(0, ap);
	nullpo_retr(0, src=va_arg(ap,struct block_list*));

	skillnum=va_arg(ap,int);
	skilllv=va_arg(ap,int);
	if(skilllv <= 0) return 0;
	tick=va_arg(ap,unsigned int);

	if (src == bl ||	//�����ɂ�?���Ȃ�
		bl->prev == NULL ||
		status_isdead(bl))
		return 0;
	if (bl->type == BL_PC) {
		struct map_session_data *sd = (struct map_session_data *)bl;
		if (sd && sd->sc.option&OPTION_INVISIBLE)
			return 0;
	}
	//It has been reported that Scream/Joke works the same regardless of woe-setting. [Skotlex]
	if(battle_check_target(src,bl,BCT_ENEMY) > 0)
		skill_additional_effect(src,bl,skillnum,skilllv,BF_MISC,tick);
	else if(battle_check_target(src,bl,BCT_PARTY) > 0 && rand()%100 < 10)
		skill_additional_effect(src,bl,skillnum,skilllv,BF_MISC,tick);

	return 0;
}

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

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

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

	for (i=0;i<size*size;i++) {
		x = src->x+(i%size-range);
		y = src->y+(i/size-range);
		map_setcell(src->m,x,y,flag);
	}
}
	
/*==========================================
 *
 *------------------------------------------
 */
int skill_attack_area(struct block_list *bl,va_list ap)
{
	struct block_list *src,*dsrc;
	int atk_type,skillid,skilllv,flag,type;
	unsigned int tick;

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

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

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

	return 0;
}
/*==========================================
 *
 *------------------------------------------
 */
int skill_clear_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_retr(0, 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:
				if (flag&1)
					group[count++]= ud->skillunit[i];
				break;
			default:
				if (flag&2 && skill_get_inf2(ud->skillunit[i]->skill_id)&INF2_TRAP)
					group[count++]= ud->skillunit[i];
				break;
		}

	}
	for (i=0;i<count;i++)
		skill_delunitgroup(bl, 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_retr(0, bl);
	if (!ud) return NULL;

	for (i=0;i<MAX_SKILLUNITGROUP && ud->skillunit[i];i++) {
		switch (ud->skillunit[i]->skill_id) {
			case SA_DELUGE:
			case SA_VOLCANO:
			case SA_VIOLENTGALE:
			case SA_LANDPROTECTOR:
			case NJ_SUITON:
				return ud->skillunit[i];
		}
	}
	return NULL;
}

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

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

	if(bl->type!=BL_SKILL || (unit=(struct skill_unit *)bl) == NULL)
		return 0;

	if((unit->group) && (unit->group->unit_id == UNT_GRAFFITI))
		skill_delunit(unit);

	return 0;
}

int skill_greed(struct block_list *bl, va_list ap)
{
	struct block_list *src;
	struct map_session_data *sd=NULL;
	struct flooritem_data *fitem=NULL;

	nullpo_retr(0, bl);
	nullpo_retr(0, ap);
	nullpo_retr(0, src = va_arg(ap,struct block_list *));

	if(src->type == BL_PC && (sd=(struct map_session_data *)src) && bl->type==BL_ITEM && (fitem=(struct flooritem_data *)bl))
		pc_takeitem(sd, fitem);

	return 0;
}

/*==========================================
 * �����h�v�?�e�N�^?�`�F�b�N(foreachinarea)
 *------------------------------------------
 */
int skill_landprotector(struct block_list *bl, va_list ap )
{
	int skillid;
	int *alive;
	struct skill_unit *unit;
	struct block_list *src;

	skillid = va_arg(ap,int);
	alive = va_arg(ap,int *);
	src = va_arg(ap,struct block_list *);
	unit = (struct skill_unit *)bl;
	if (unit == NULL || unit->group == NULL)
		return 0;

	if (skillid == SA_LANDPROTECTOR && unit->group->skill_id == SA_LANDPROTECTOR
		&& battle_check_target(bl, src, BCT_ENEMY) > 0)
	{	//Check for offensive Land Protector to delete both. [Skotlex]
		(*alive) = 0;
		skill_delunit(unit);
		return 1;
	}	

	if (skill_get_type(unit->group->skill_id) != BF_MAGIC)
		return 0; //Only blocks out magical skills.````````
	
	if (skillid == SA_LANDPROTECTOR || skillid == HW_GANBANTEIN ) {
		skill_delunit(unit);
	} else
	if (unit->group->skill_id == SA_LANDPROTECTOR) {
		(*alive) = 0;
	} else
	if (skillid == HP_BASILICA && unit->group->skill_id == HP_BASILICA) {
		//Basilica can't be placed on top of itself to avoid map-cell stacking problems. [Skotlex]
		(*alive) = 0;
	} else
		return 0;
	return 1;
}

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

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

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

	return 1;
}

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

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

	if ((src = va_arg(ap,struct block_list *)) == NULL)
		return 0;
	if ((c = va_arg(ap,int *)) == NULL)
		return 0;
	if (battle_check_target(src,bl,BCT_ENEMY) > 0)
		(*c)++;
	return 0;
}
/*==========================================
 * �g���b�v��??�?(foreachinarea)
 *------------------------------------------
 */
int skill_trap_splash (struct block_list *bl, va_list ap)
{
	struct block_list *src;
	int tick;
	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);
	
	nullpo_retr(0, sg = unit->group);
	nullpo_retr(0, ss = map_id2bl(sg->src_id));

	if(battle_check_target(src,bl,BCT_ENEMY) > 0){
		switch(sg->unit_id){
			case UNT_SHOCKWAVE:
			case UNT_SANDMAN:
			case UNT_FLASHER:        
				skill_additional_effect(ss,bl,sg->skill_id,sg->skill_lv,BF_MISC,tick);
				break;
			case UNT_BLASTMINE:
			case UNT_CLAYMORETRAP:
				skill_attack(BF_MISC,ss,src,bl,sg->skill_id,sg->skill_lv,tick,0);
				break;
			case UNT_FREEZINGTRAP:
				skill_attack(BF_WEAPON,ss,src,bl,sg->skill_id,sg->skill_lv,tick,0);
				break;
		}
	}

	return 0;
}

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

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

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

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

	nullpo_retr(1, bl);

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

	return end;
}

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

	clif_skill_delunit(unit);

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

	return 0;
}
/*==========================================
 * �X�L�����j�b�g�O��?�v?�����
 *------------------------------------------
 */
static int skill_unit_group_newid = MAX_SKILL_DB;
struct skill_unit_group *skill_initunitgroup(struct block_list *src,
	int count,int skillid,int skilllv,int unit_id, int limit, int interval)
{
	struct unit_data *ud = unit_bl2ud(src);
	struct skill_unit_group *group=NULL;
	int i;

	if(skilllv <= 0) return 0;

	nullpo_retr(NULL, src);
	nullpo_retr(NULL, ud);
	
	for(i=0;i<MAX_SKILLUNITGROUP && ud->skillunit[i]; i++);
	
	if(i == MAX_SKILLUNITGROUP) {
		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(src, ud->skillunit[j]);
		//Since elements must have shifted, we use the last slot.
		i = MAX_SKILLUNITGROUP-1;
	}
	if (!ud->skillunit[i])
		ud->skillunit[i] = ers_alloc(skill_unit_ers, struct skill_unit_group);
	group=ud->skillunit[i];

	group->src_id=src->id;
	group->party_id=status_get_party_id(src);
	group->guild_id=status_get_guild_id(src);
	group->group_id=skill_unit_group_newid++;
	if(skill_unit_group_newid<=0)
		skill_unit_group_newid = MAX_SKILL_DB;
	group->unit=(struct skill_unit *)aCalloc(count,sizeof(struct skill_unit));
	group->unit_count=count;
	group->val1=group->val2=group->val3=0;
	group->skill_id=skillid;
	group->skill_lv=skilllv;
	group->unit_id=unit_id;
	group->map=src->m;
	group->limit=limit;
	group->interval=interval;
	group->tick=gettick();
	if (skillid == PR_SANCTUARY) //Sanctuary starts healing +1500ms after casted. [Skotlex]
		group->tick += 1500;
	else if (skillid == PA_GOSPEL) //Prevent Gospel from triggering bonuses right away. [Skotlex]
		group->tick += interval;
	group->valstr=NULL;

	i = skill_get_unit_flag(skillid); //Reuse for faster access from here on. [Skotlex]
	if (i&UF_DANCE) {
		struct map_session_data *sd = NULL;
		if(src->type==BL_PC && (sd=(struct map_session_data *)src) ){
			sd->skillid_dance=skillid;
			sd->skilllv_dance=skilllv;
		}
		sc_start4(src,SC_DANCING,100,skillid,(int)group,0,(i&UF_ENSEMBLE?BCT_SELF:0),skill_get_time(skillid,skilllv)+1000);
		//?��t�X�L���͑������_���X?�Ԃɂ���
		if (sd && i&UF_ENSEMBLE &&
			battle_config.player_skill_partner_check &&
			(!battle_config.gm_skilluncond || pc_isGM(sd) < battle_config.gm_skilluncond)
			) {
				skill_check_pc_partner(sd, skillid, &skilllv, 1, 1);
		}
	}
	return group;
}

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

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

	if (!src) src=map_id2bl(group->src_id);
	ud = unit_bl2ud(src);	
	if(!src || !ud) {
		ShowError("skill_delunitgroup: Group's source not found! (src_id: %d skill_id: %d)\n", group->src_id, group->skill_id);
		return 0;	
	}
	if (skill_get_unit_flag(group->skill_id)&UF_DANCE)
	{
		struct status_change* sc = status_get_sc(src);
		if (sc && sc->data[SC_DANCING].timer != -1)
		{
			sc->data[SC_DANCING].val2 = 0 ; //This prevents status_change_end attempting to redelete the group. [Skotlex]
			status_change_end(src,SC_DANCING,-1);
		}
	}

	if (group->unit_id == UNT_GOSPEL) { //Clear Gospel [Skotlex]
		struct status_change *sc = status_get_sc(src);
		if(sc && sc->data[SC_GOSPEL].timer != -1) {
			sc->data[SC_GOSPEL].val3 = 0; //Remove reference to this group. [Skotlex]
			status_change_end(src,SC_GOSPEL,-1);
		}
	}
	if (group->skill_id == SG_SUN_WARM ||
		group->skill_id == SG_MOON_WARM ||
		group->skill_id == SG_STAR_WARM) {
		struct status_change *sc = status_get_sc(src);
		if(sc && sc->data[SC_WARM].timer != -1) {
			sc->data[SC_WARM].val4 = 0;
			status_change_end(src,SC_WARM,-1);
		}
	}

	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;
	if(group->unit!=NULL){
		for(i=0;i<group->unit_count;i++)
			if(group->unit[i].alive)
				skill_delunit(&group->unit[i]);
	}
	if(group->valstr!=NULL){
		aFree(group->valstr);
		group->valstr=NULL;
	}

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

	//Locate and clear this unit from the array.
	for (i=0; i<MAX_SKILLUNITGROUP && ud->skillunit[i]!=group; i++);
	for (j=i; j<MAX_SKILLUNITGROUP && ud->skillunit[j]; j++);
	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;
}

/*==========================================
 * �X�L�����j�b�g�O��?�v�S?�?�
 *------------------------------------------
 */
int skill_clear_unitgroup(struct block_list *src)
{
	struct unit_data *ud = unit_bl2ud(src);

	nullpo_retr(0, ud);

	while (ud->skillunit[0])
		skill_delunitgroup(src, ud->skillunit[0]);
	return 1;
}

/*==========================================
 * �X�L�����j�b�g�O��?�v�̔�e��tick??�
 *------------------------------------------
 */
struct skill_unit_group_tickset *skill_unitgrouptickset_search(
	struct block_list *bl,struct skill_unit_group *group,int tick)
{
	int i,j=-1,k,s,id;
	struct unit_data *ud;
	struct skill_unit_group_tickset *set;

	nullpo_retr(0, 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) {
		if(battle_config.error_log) {
			ShowWarning ("skill_unitgrouptickset_search: tickset is full\n");
		}
		j = id % MAX_SKILLUNITGROUPTICKSET;
	}

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

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

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

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

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

	if (skill_get_type(group->skill_id)==BF_MAGIC
		&& map_getcell(bl->m, bl->x, bl->y, CELL_CHKLANDPROTECTOR))
		return 0; //AoE skills are ineffective. [Skotlex]

	if (battle_check_target(&unit->bl,bl,group->target_flag)<=0)
		return 0;

	skill_unit_onplace_timer(unit,bl,tick);

	return 0;
}

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

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

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

	nullpo_retr(0, group);

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

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

			default:
				skill_delunit(unit);
		}
	}

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

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

	map_foreachobject( skill_unit_timer_sub, BL_SKILL, tick );

	map_freeblock_unlock();

	return 0;
}

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

	if (flag&1)
	{
		result = skill_unit_onplace(unit,target,tick);
		if (flag&2 && result)
		{	//Clear skill ids we have stored in onout.
			int i;
			for(i=0; i<8 && skill_unit_temp[i]!=result; i++);
			if (i<8)
				skill_unit_temp[i] = 0;
		}
	}
	else
	{
		result = skill_unit_onout(unit,target,tick);
		if (flag&2 && skill_unit_index < 7 && result) //Store this unit id.
			skill_unit_temp[skill_unit_index++] = result;
	}
	if (flag&4)
		skill_unit_onleft(skill_id,target,tick);

	return 1;
}

/*==========================================
 * Invoked when a char has moved and unit cells must be invoked (onplace, onout, onleft)
 * Flag values:
 * flag&1: invoke skill_unit_onplace (otherwise invoke skill_unit_onout)
 * flag&2: this function is being invoked twice as a bl moves, store in memory the affected
 * units to figure out when they have left a group.
 * flag&4: Force a onleft event (triggered when the bl is killed, for example)
 *------------------------------------------
 */
int skill_unit_move(struct block_list *bl,unsigned int tick,int flag)
{
	nullpo_retr(0, bl);

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

	if (flag&2 && !(flag&1))
	{	//Onout, clear data
		memset (&skill_unit_temp,0,sizeof(skill_unit_temp));
		skill_unit_index=0;
	}
		
	map_foreachincell(skill_unit_move_sub,
			bl->m,bl->x,bl->y,BL_SKILL,bl,tick,flag);

	if (flag&2 && flag&1)
	{ //Onplace, check any skill units you have left.
		int i;
		for (i=0; i< 8 && skill_unit_temp[i]>0; i++)
			skill_unit_onleft(skill_unit_temp[i], bl, tick);
	}

	return 0;
}

/*==========================================
 * �X�L�����j�b�g��?�̈ړ���?�?
 * ��?�̓O��?�v�ƈړ���
 *------------------------------------------
 */
int skill_unit_move_unit_group( struct skill_unit_group *group, int m,int dx,int dy)
{
	int i,j;
	unsigned int tick = gettick();
	int *m_flag;
	struct skill_unit *unit1;
	struct skill_unit *unit2;

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

	if (skill_get_unit_flag(group->skill_id)&UF_ENSEMBLE) //Ensembles may not be moved around.
		return 0;

	m_flag = (int *) aMalloc(sizeof(int)*group->unit_count);
	memset(m_flag,0,sizeof(int)*group->unit_count);// �ړ��t���O
	//    m_flag
	//		0: Neither of the following (skill_unit_onplace & skill_unit_onout are needed)
	//		1: Unit will move to a slot that had another unit of the same group (skill_unit_onplace not needed)
	//		2: Another unit from same group will end up positioned on this unit (skill_unit_onout not needed)
	//		3: Both 1+2.
	for(i=0;i<group->unit_count;i++){
		unit1=&group->unit[i];
		if (!unit1->alive || unit1->bl.m!=m)
			continue;
		for(j=0;j<group->unit_count;j++){
			unit2=&group->unit[j];
			if (!unit2->alive)
				continue;
			if (unit1->bl.x+dx==unit2->bl.x && unit1->bl.y+dy==unit2->bl.y){
				m_flag[i] |= 0x1;
			}
			if (unit1->bl.x-dx==unit2->bl.x && unit1->bl.y-dy==unit2->bl.y){
				m_flag[i] |= 0x2;
			}
		}
	}
	j = 0;
	for (i=0;i<group->unit_count;i++) {
		unit1=&group->unit[i];
		if (!unit1->alive)
			continue;
		if (!(m_flag[i]&0x2)) {
			map_foreachincell(skill_unit_effect,unit1->bl.m,
				unit1->bl.x,unit1->bl.y,group->bl_flag,&unit1->bl,tick,4);
		}
		//Move Cell using "smart" criteria (avoid useless moving around)
		switch(m_flag[i])
		{
			case 0:
			//Cell moves independently, safely move it.
				map_moveblock(&unit1->bl, unit1->bl.x+dx, unit1->bl.y+dy, tick);
				clif_skill_setunit(unit1);
				break;
			case 1:
			//Cell moves unto another cell, look for a replacement cell that won't collide
			//and has no cell moving into it (flag == 2)
				for(;j<group->unit_count;j++)
				{
					if(m_flag[j]!=2 || !group->unit[j].alive)
						continue;
					//Move to where this cell would had moved.
					unit2 = &group->unit[j];
					map_moveblock(&unit1->bl, unit2->bl.x+dx, unit2->bl.y+dy, tick);
					clif_skill_setunit(unit1);
					j++; //Skip this cell as we have used it.
					break;
				}
				break;
			case 2:
			case 3:
				break; //Don't move the cell as a cell will end on this tile anyway.
		}
		if (!(m_flag[i]&2)) { //We only moved the cell in 0-1
			map_foreachincell(skill_unit_effect,unit1->bl.m,
				unit1->bl.x,unit1->bl.y,group->bl_flag,&unit1->bl,tick,1);
		}
	}
	aFree(m_flag);
	return 0;
}

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

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

	nullpo_retr(0, sd);

	if(nameid<=0)
		return 0;

	for(i=0;i<MAX_SKILL_PRODUCE_DB;i++){
		if(skill_produce_db[i].nameid == nameid )
			break;
	}
	if( i >= MAX_SKILL_PRODUCE_DB )	/* �f?�^�x?�X�ɂȂ� */
		return 0;

	if(trigger>=0){
		if(trigger>20) { // Non-weapon, non-food item (itemlv must match)
			if(skill_produce_db[i].itemlv!=trigger)
				return 0;
		} else if(trigger>10) { // Food (itemlv must be higher or equal)
			if(skill_produce_db[i].itemlv<=10 || skill_produce_db[i].itemlv>trigger)
				return 0;
		} else { // Weapon (itemlv must be higher or equal)
			if(skill_produce_db[i].itemlv>trigger)
				return 0;
		}
	}
	if( (j=skill_produce_db[i].req_skill)>0 && pc_checkskill(sd,j)<=0 )
		return 0;		/* �X�L��������Ȃ� */

	for(j=0;j<MAX_PRODUCE_RESOURCE;j++){
		int id,x,y;
		if( (id=skill_produce_db[i].mat_id[j]) <= 0 )	/* �����?��?ޗ��v��Ȃ� */
			continue;
		if(skill_produce_db[i].mat_amount[j] <= 0) {
			if(pc_search_inventory(sd,id) < 0)
				return 0;
		}
		else {
			for(y=0,x=0;y<MAX_INVENTORY;y++)
				if( sd->status.inventory[y].nameid == id )
					x+=sd->status.inventory[y].amount;
			if(x<qty*skill_produce_db[i].mat_amount[j]) /* �A�C�e��������Ȃ� */
				return 0;
		}
	}
	return i+1;
}

/*==========================================
 * �A�C�e��?�?��”\����
 *------------------------------------------
 */
int skill_produce_mix( struct map_session_data *sd, int skill_id,
	int nameid, int slot1, int slot2, int slot3, int qty)
{
	int slot[3];
	int i,sc,ele,idx,equip,wlv,make_per,flag;

	nullpo_retr(0, sd);

	if( !(idx=skill_can_produce_mix(sd,nameid,-1, qty)) )	/* ?�?�s�� */
		return 0;
	idx--;

	if (qty < 1)
		qty = 1;
	
	if (!skill_id) //A skill can be specified for some override cases.
		skill_id = skill_produce_db[idx].req_skill;
	
	slot[0]=slot1;
	slot[1]=slot2;
	slot[2]=slot3;

	/* ����?��?�? */
	for(i=0,sc=0,ele=0;i<3;i++){ //Note that qty should always be one if you are using these!
		int j;
		if( slot[i]<=0 )
			continue;
		j = pc_search_inventory(sd,slot[i]);
		if(j < 0)	/* �s?��p�P�b�g(�A�C�e����?�)�`�F�b�N */
			continue;
		if(slot[i]==1000){	/* Star Crumb */
			pc_delitem(sd,j,1,1);
			sc++;
		}
		if(slot[i]>=994 && slot[i]<=997 && ele==0){	/* Flame Heart . . . Great Nature */
			static const int ele_table[4]={3,1,4,2};
			pc_delitem(sd,j,1,1);
			ele=ele_table[slot[i]-994];
		}
	}

	/* ?ޗ�?��� */
	for(i=0;i<MAX_PRODUCE_RESOURCE;i++){
		int j,id,x;
		if( (id=skill_produce_db[idx].mat_id[i]) <= 0 )
			continue;
		x=qty*skill_produce_db[idx].mat_amount[i];	/* �K�v�Ȍ�? */
		do{	/* �Q�ˆ�?�̃C���f�b�N�X�ɂ܂������Ă��邩������Ȃ� */
			int y=0;
			j = pc_search_inventory(sd,id);

			if(j >= 0){
				y = sd->status.inventory[j].amount;
				if(y>x)y=x;	/* ������� */
				pc_delitem(sd,j,y,0);
			}else {
				if(battle_config.error_log)
					ShowError("skill_produce_mix: material item error\n");
			}

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

	if((equip=itemdb_isequip(nameid)))
		wlv = itemdb_wlv(nameid);
	if(!equip) {
		switch(skill_id){
			case BS_IRON:
			case BS_STEEL:
			case BS_ENCHANTEDSTONE:
				{ // Ores & Metals Refining - skill bonuses are straight from kRO website [DracoRPG]
				int skill = pc_checkskill(sd,skill_id);
				make_per = sd->status.job_level*20 + sd->paramc[4]*10 + sd->paramc[5]*10; //Base chance
				switch(nameid){
					case 998: // Iron
						make_per += 4000+skill*500; // Temper Iron bonus: +26/+32/+38/+44/+50
						break;
					case 999: // Steel
						make_per += 3000+skill*500; // Temper Steel bonus: +35/+40/+45/+50/+55
						break;
					case 1000: //Star Crumb
						make_per = 100000; // Star Crumbs are 100% success crafting rate? (made 1000% so it succeeds even after penalties) [Skotlex]
						break;
					default: // Enchanted Stones
						make_per += 1000+skill*500; // Enchantedstone Craft bonus: +15/+20/+25/+30/+35
					break;
				}
				break;
			case ASC_CDP:
				make_per = (2000 + 40*sd->paramc[4] + 20*sd->paramc[5]);
				break;
			case AL_HOLYWATER:
				make_per = 100000; //100% success
				break;
			case AM_PHARMACY: // Potion Preparation - reviewed with the help of various Ragnainfo sources [DracoRPG]
			case AM_TWILIGHT1:
			case AM_TWILIGHT2:
			case AM_TWILIGHT3:
				make_per = pc_checkskill(sd,AM_LEARNINGPOTION)*100
					+ pc_checkskill(sd,AM_PHARMACY)*300 + sd->status.job_level*20
					+ sd->paramc[3]*5 + sd->paramc[4]*10+sd->paramc[5]*10;
				switch(nameid){
					case 501: // Red Potion
					case 503: // Yellow Potion
					case 504: // White Potion
					case 605: // Anodyne
					case 606: // Aloevera
						make_per += 2000;
						break;
					case 505: // Blue Potion
						make_per -= 500;
						break;
					case 545: // Condensed Red Potion
					case 546: // Condensed Yellow Potion
					case 547: // Condensed White Potion
						make_per -= 1000;
					    break;
				 	case 970: // Alcohol
						make_per += 1000;
						break;
					case 7139: // Glistening Coat
						make_per -= 1000;
						break;
					case 7135: // Bottle Grenade
					case 7136: // Acid Bottle
					case 7137: // Plant Bottle
					case 7138: // Marine Sphere Bottle
					default:
						break;
				}
				if(battle_config.pp_rate != 100)
					make_per = make_per * battle_config.pp_rate / 100;
				break;
			case SA_CREATECON: // Elemental Converter Creation - skill bonuses are from kRO [DracoRPG]
				make_per = pc_checkskill(sd, SA_ADVANCEDBOOK)*100 + //TODO: Advanced Book bonus is custom! [Skotlex]
					sd->status.job_level*20 + sd->paramc[3]*10 + sd->paramc[4]*10;
				switch(nameid){
					case 12114:
						flag = pc_checkskill(sd,SA_FLAMELAUNCHER);
						if (flag > 0)
							make_per += 1000*flag-500;
						break;
					case 12115:
						flag = pc_checkskill(sd,SA_FROSTWEAPON);
						if (flag > 0)
							make_per += 1000*flag-500;
						break;
					case 12116:
						flag = pc_checkskill(sd,SA_SEISMICWEAPON);
						if (flag > 0)
							make_per += 1000*flag-500;
						break;
					case 12117:
						flag = pc_checkskill(sd,SA_LIGHTNINGLOADER);
						if (flag > 0)
							make_per += 1000*flag-500;
						break;
				}
				break;
			default:
				make_per = 5000;
				break;
			}
		}
	} else { // Weapon Forging - skill bonuses are straight from kRO website, other things from a jRO calculator [DracoRPG]
		make_per = 5000 + sd->status.job_level*20 + sd->paramc[4]*10 + sd->paramc[5]*10; // Base
		make_per += pc_checkskill(sd,skill_id)*500; // Smithing skills bonus: +5/+10/+15
		make_per += pc_checkskill(sd,BS_WEAPONRESEARCH)*100 +((wlv >= 3)? pc_checkskill(sd,BS_ORIDEOCON)*100:0); // Weaponry Research bonus: +1/+2/+3/+4/+5/+6/+7/+8/+9/+10, Oridecon Research bonus (custom): +1/+2/+3/+4/+5
		make_per -= (ele?2000:0) + sc*1500 + (wlv>1?wlv*1000:0); // Element Stone: -20%, Star Crumb: -15% each, Weapon level malus: -0/-20/-30
		if(pc_search_inventory(sd,989) > 0) make_per+= 1000; // Emperium Anvil: +10
		else if(pc_search_inventory(sd,988) > 0) make_per+= 500; // Golden Anvil: +5
		else if(pc_search_inventory(sd,987) > 0) make_per+= 300; // Oridecon Anvil: +3
		else if(pc_search_inventory(sd,986) > 0) make_per+= 0; // Anvil: +0?
		if(battle_config.wp_rate != 100)
			make_per = make_per * battle_config.wp_rate / 100;
	}
// - Baby Class Penalty = 80% (from adult's chance) ----//
	if (sd->class_&JOBL_BABY) //if it's a Baby Class
		make_per = (make_per * 80) / 100; //Lupus

	if(make_per < 1) make_per = 1;

	
	if(rand()%10000 < make_per || qty > 1){ //Success, or crafting multiple items.
		struct item tmp_item;
		memset(&tmp_item,0,sizeof(tmp_item));
		tmp_item.nameid=nameid;
		tmp_item.amount=1;
		tmp_item.identify=1;
		if(equip){
			tmp_item.card[0]=0x00ff;
			tmp_item.card[1]=((sc*5)<<8)+ele;
			tmp_item.card[2]=GetWord(sd->char_id,0); // CharId
			tmp_item.card[3]=GetWord(sd->char_id,1);
		} else {
			//Flag is only used on the end, so it can be used here. [Skotlex]
			switch (skill_id) {
				case AM_PHARMACY:
				case AM_TWILIGHT1:
				case AM_TWILIGHT2:
				case AM_TWILIGHT3:
					flag = battle_config.produce_potion_name_input;
					break;
				case AL_HOLYWATER:
					flag = battle_config.holywater_name_input;
					break;
				case ASC_CDP:
					flag = battle_config.cdp_name_input;
					break;
				default:
					flag = battle_config.produce_item_name_input;
					break;
			}
			if (flag) {
				tmp_item.card[0]=0x00fe;
				tmp_item.card[1]=0;
				tmp_item.card[2]=GetWord(sd->char_id,0); // CharId
				tmp_item.card[3]=GetWord(sd->char_id,1);
			}
		}

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

		if(equip){
			clif_produceeffect(sd,0,nameid);
			clif_misceffect(&sd->bl,3);
			if(itemdb_wlv(nameid) >= 3 && ((ele? 1 : 0) + sc) >= 3) // Fame point system [DracoRPG]
				pc_addfame(sd,10); // Success to forge a lv3 weapon with 3 additional ingredients = +10 fame point
		} else {
			int fame = 0;
			tmp_item.amount = 0;
			for (i=0; i< qty; i++)
			{	//Apply quantity modifiers.
				if (rand()%10000 < make_per || qty == 1)
				{ //Success
					tmp_item.amount++;
					if(nameid < 545 || nameid > 547)
						continue;
					if(skill_id != AM_PHARMACY &&
						skill_id != AM_TWILIGHT1 &&
						skill_id != AM_TWILIGHT2 &&
						skill_id != AM_TWILIGHT3)
						continue;						
					//Add fame as needed.
					switch(++sd->potion_success_counter) {
						case 3:
							fame+=1; // Success to prepare 3 Condensed Potions in a row
							break;
						case 5:
							fame+=3; // Success to prepare 5 Condensed Potions in a row
							break;
						case 7:
							fame+=10; // Success to prepare 7 Condensed Potions in a row
							break;
						case 10:
							fame+=50; // Success to prepare 10 Condensed Potions in a row
							sd->potion_success_counter = 0;
							break;
					}
				} else //Failure
					sd->potion_success_counter = 0;
			}
			if (fame)
				pc_addfame(sd,fame);
			//Visual effects and the like.
			switch (skill_id) {
				case AM_PHARMACY:
				case AM_TWILIGHT1:
				case AM_TWILIGHT2:
				case AM_TWILIGHT3:
				case ASC_CDP:
					clif_produceeffect(sd,2,nameid);
					clif_misceffect(&sd->bl,5);
					break;
				case BS_IRON:
				case BS_STEEL:
				case BS_ENCHANTEDSTONE:
					clif_produceeffect(sd,0,nameid);
					clif_misceffect(&sd->bl,3);
					break;
				default: //Those that don't require a skill?
					if (skill_produce_db[idx].itemlv==11) //Cooking items.
						clif_specialeffect(&sd->bl, 608, 0);
					break;
			}
		}
		if (tmp_item.amount) { //Success
			if((flag = pc_additem(sd,&tmp_item,tmp_item.amount))) {
				clif_additem(sd,0,0,flag);
				map_addflooritem(&tmp_item,tmp_item.amount,sd->bl.m,sd->bl.x,sd->bl.y,NULL,NULL,NULL,0);
			}
			return 1;
		}
	}
	//Failure	
	if(log_config.produce)
		log_produce(sd,nameid,slot1,slot2,slot3,0);

	if(equip){
		clif_produceeffect(sd,1,nameid);
		clif_misceffect(&sd->bl,2);
	} else {
		switch (skill_id) {
			case ASC_CDP: //Damage yourself, and display same effect as failed potion.
				battle_damage(NULL, &sd->bl, sd->status.max_hp>>2, 0, 1);
			case AM_PHARMACY:
			case AM_TWILIGHT1:
			case AM_TWILIGHT2:
			case AM_TWILIGHT3:
				clif_produceeffect(sd,3,nameid);
				clif_misceffect(&sd->bl,6);
				sd->potion_success_counter = 0; // Fame point system [DracoRPG]
				break;
			case BS_IRON:
			case BS_STEEL:
			case BS_ENCHANTEDSTONE:
				clif_produceeffect(sd,1,nameid);
				clif_misceffect(&sd->bl,2);
				break;
			default:
				if (skill_produce_db[idx].itemlv==11)
					clif_specialeffect(&sd->bl, 609, 0);
		}
	}
	return 0;
}

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

	nullpo_retr(0, sd);

	if(nameid <= 0)
		return 1;

	for(i=0;i<MAX_SKILL_ARROW_DB;i++)
		if(nameid == skill_arrow_db[i].nameid) {
			index = i;
			break;
		}

	if(index < 0 || (j = pc_search_inventory(sd,nameid)) < 0)
		return 1;

	pc_delitem(sd,j,1,0);
	for(i=0;i<5;i++) {
		memset(&tmp_item,0,sizeof(tmp_item));
		tmp_item.identify = 1;
		tmp_item.nameid = skill_arrow_db[index].cre_id[i];
		tmp_item.amount = skill_arrow_db[index].cre_amount[i];
		if(battle_config.making_arrow_name_input) {
			tmp_item.card[0]=0x00fe;
			tmp_item.card[1]=0;
			tmp_item.card[2]=GetWord(sd->char_id,0); // CharId
			tmp_item.card[3]=GetWord(sd->char_id,1);
		}
		if(tmp_item.nameid <= 0 || tmp_item.amount <= 0)
			continue;
		if((flag = pc_additem(sd,&tmp_item,tmp_item.amount))) {
			clif_additem(sd,0,0,flag);
			map_addflooritem(&tmp_item,tmp_item.amount,sd->bl.m,sd->bl.x,sd->bl.y,NULL,NULL,NULL,0);
		}
	}

	return 0;
}

/*==========================================
 *
 *------------------------------------------
 */
int skill_blockpc_end(int tid,unsigned int tick,int id,int data)
{
	struct map_session_data *sd = map_id2sd(id);
	if (data <= 0 || data >= MAX_SKILL)
		return 0;
	if (sd) sd->blockskill[data] = 0;
	
	return 1;
}
int skill_blockpc_start(struct map_session_data *sd, int skillid, int tick)
{
	nullpo_retr (-1, sd);

	if (skillid >= GD_SKILLBASE)
		skillid = GD_SKILLRANGEMIN + skillid - GD_SKILLBASE;
	if (skillid < 1 || skillid > MAX_SKILL)
		return -1;

	sd->blockskill[skillid] = 1;
	return add_timer(gettick()+tick,skill_blockpc_end,sd->bl.id,skillid);
}


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

/*
 * ������?��?
 *        ',' �ŋ�?؂��� val �ɖ߂�
 */
int skill_split_str(char *str,char **val,int num)
{
	int i;

	for (i=0; i<num && str; i++){
		val[i] = str;
		str = strchr(str,',');
		if (str)
			*str++=0;
	}
	return i;
}
/*
 * ������?��?
 *      ':' �ŋ�?؂���atoi����val�ɖ߂�
 */
int skill_split_atoi(char *str,int *val)
{
	int i, j, diff, step = 1;

	for (i=0; i<MAX_SKILL_LEVEL; i++) {
		if (!str) break;
		val[i] = atoi(str);
		str = strchr(str,':');
		if (str)
			*str++=0;
	}
	if(i==0) //No data found.
		return 0;
	if(i==1)
	{	//Single value, have the whole range have the same value.
		for (; i < MAX_SKILL_LEVEL; i++)
			val[i] = val[i-1];
		return i;
	}
	//Check for linear change with increasing steps until we reach half of the data acquired.
	for (step = 1; step <= i/2; step++)
	{
		diff = val[i-1] - val[i-step-1];
		for(j = i-1; j >= step; j--)
			if ((val[j]-val[j-step]) != diff)
				break;
	
		if (j>=step) //No match, try next step.
			continue;
		
		for(; i < MAX_SKILL_LEVEL; i++)
		{	//Apply linear increase
			val[i] = val[i-step]+diff;
			if (val[i] < 1 && val[i-1] >=0) //Check if we have switched from + to -, cap the decrease to 0 in said cases.
			{ val[i] = 1; diff = 0; step = 1; }
		}
		return i;
	}
	//Okay.. we can't figure this one out, just fill out the stuff with the previous value.
	for (;i<MAX_SKILL_LEVEL; i++)
		val[i] = val[i-1];
	return i;
}

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

	memset(skill_unit_layout,0,sizeof(skill_unit_layout));
	// ��`�̃��j�b�g�z�u��?�?�����
	for (i=0; i<=MAX_SQUARE_LAYOUT; i++) {
		size = i*2+1;
		skill_unit_layout[i].count = size*size;
		for (j=0; j<size*size; j++) {
			skill_unit_layout[i].dx[j] = (j%size-i);
			skill_unit_layout[i].dy[j] = (j/size-i);
		}
	}
	pos = i;
	// ��`�ȊO�̃��j�b�g�z�u��?�?�����
	for (i=0;i<MAX_SKILL_DB;i++) {
		if (!skill_db[i].unit_id[0] || skill_db[i].unit_layout_type[0] != -1)
			continue;
		switch (i) {
			case MG_FIREWALL:
			case WZ_ICEWALL:
				// �t�@�C�A?[�E�H?[��?A�A�C�X�E�H?[���͕����ŕς��̂ŕ�?��?
				break;
			case PR_SANCTUARY:
			{
				static const int dx[] = {
					-1, 0, 1,-2,-1, 0, 1, 2,-2,-1,
					 0, 1, 2,-2,-1, 0, 1, 2,-1, 0, 1};
				static const int dy[]={
					-2,-2,-2,-1,-1,-1,-1,-1, 0, 0,
					 0, 0, 0, 1, 1, 1, 1, 1, 2, 2, 2};
				skill_unit_layout[pos].count = 21;
				memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
				memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
				break;
			}
			case PR_MAGNUS:
			{
				static const int dx[] = {
					-1, 0, 1,-1, 0, 1,-3,-2,-1, 0,
					 1, 2, 3,-3,-2,-1, 0, 1, 2, 3,
					-3,-2,-1, 0, 1, 2, 3,-1, 0, 1,-1, 0, 1};
				static const int dy[] = {
					-3,-3,-3,-2,-2,-2,-1,-1,-1,-1,
					-1,-1,-1, 0, 0, 0, 0, 0, 0, 0,
					 1, 1, 1, 1, 1, 1, 1, 2, 2, 2, 3, 3, 3};
				skill_unit_layout[pos].count = 33;
				memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
				memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
				break;
			}
			case AS_VENOMDUST:
			{
				static const int dx[] = {-1, 0, 0, 0, 1};
				static const int dy[] = { 0,-1, 0, 1, 0};
				skill_unit_layout[pos].count = 5;
				memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
				memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
				break;
			}
			case CR_GRANDCROSS:
			case NPC_GRANDDARKNESS:
			{
				static const int dx[] = {
					 0, 0,-1, 0, 1,-2,-1, 0, 1, 2,
					-4,-3,-2,-1, 0, 1, 2, 3, 4,-2,
					-1, 0, 1, 2,-1, 0, 1, 0, 0};
				static const int dy[] = {
					-4,-3,-2,-2,-2,-1,-1,-1,-1,-1,
					 0, 0, 0, 0, 0, 0, 0, 0, 0, 1,
					 1, 1, 1, 1, 2, 2, 2, 3, 4};
				skill_unit_layout[pos].count = 29;
				memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
				memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
				break;
			}
			case PF_FOGWALL:
			{
				static const int dx[] = {
					-2,-1, 0, 1, 2,-2,-1, 0, 1, 2,-2,-1, 0, 1, 2};
				static const int dy[] = {
					-1,-1,-1,-1,-1, 0, 0, 0, 0, 0, 1, 1, 1, 1, 1};
				skill_unit_layout[pos].count = 15;
				memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
				memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
				break;
			}
			case PA_GOSPEL:
			{
				static const int dx[] = {
					-1, 0, 1,-1, 0, 1,-3,-2,-1, 0,
					 1, 2, 3,-3,-2,-1, 0, 1, 2, 3,
					-3,-2,-1, 0, 1, 2, 3,-1, 0, 1,
					-1, 0, 1};
				static const int dy[] = {
					-3,-3,-3,-2,-2,-2,-1,-1,-1,-1,
					-1,-1,-1, 0, 0, 0, 0, 0, 0, 0,
					 1, 1, 1, 1, 1, 1, 1, 2, 2, 2,
					 3, 3, 3};
				skill_unit_layout[pos].count = 33;
				memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
				memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
				break;
			}
			default:
				ShowError("unknown unit layout at skill %d\n",i);
				break;
		}
		if (!skill_unit_layout[pos].count)
			continue;
		for (j=0;j<MAX_SKILL_LEVEL;j++)
			skill_db[i].unit_layout_type[j] = pos;
		pos++;
	}
	// �t�@�C��?[�E�H?[��
	firewall_unit_pos = pos;
	for (i=0;i<8;i++) {
		if (i&1) {	/* �΂ߔz�u */
			skill_unit_layout[pos].count = 5;
			if (i&0x2) {
				int dx[] = {-1,-1, 0, 0, 1};
				int dy[] = { 1, 0, 0,-1,-1};
				memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
				memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
			} else {
				int dx[] = { 1, 1 ,0, 0,-1}; 
				int dy[] = { 1, 0, 0,-1,-1}; 
				memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
				memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
			}
		} else {	/* ?c���z�u */
			skill_unit_layout[pos].count = 3;
			if (i%4==0) {	/* ?㉺ */
				int dx[] = {-1, 0, 1};
				int dy[] = { 0, 0, 0};
				memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
				memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
			} else {			/* ?��E */
				int dx[] = { 0, 0, 0};
				int dy[] = {-1, 0, 1};
				memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
				memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
			}
		}
		pos++;
	}
	// �A�C�X�E�H?[��
	icewall_unit_pos = pos;
	for (i=0;i<8;i++) {
		skill_unit_layout[pos].count = 5;
		if (i&1) {	/* �΂ߔz�u */
			if (i&0x2) {
				int dx[] = {-2,-1, 0, 1, 2};
				int dy[] = { 2, 1, 0,-1,-2};
				memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
				memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
			} else {
				int dx[] = { 2, 1 ,0,-1,-2}; 
				int dy[] = { 2, 1, 0,-1,-2}; 
				memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
				memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
			}
		} else {	/* ?c���z�u */
			if (i%4==0) {	/* ?㉺ */
				int dx[] = {-2,-1, 0, 1, 2};
				int dy[] = { 0, 0, 0, 0, 0};
				memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
				memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
			} else {			/* ?��E */
				int dx[] = { 0, 0, 0, 0, 0};
				int dy[] = {-2,-1, 0, 1, 2};
				memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
				memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
			}
		}
		pos++;
	}
}

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

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

		i=atoi(split[0]);
		if (i >= GD_SKILLRANGEMIN && i <= GD_SKILLRANGEMAX) {
			ShowWarning("read skill_db: Can't use skill id %d as guild skills are placed there!\n");
			continue;
		}
		if (i >= GD_SKILLBASE)
			i = GD_SKILLRANGEMIN + i - GD_SKILLBASE;
		if(i<=0 || i>MAX_SKILL_DB)
			continue;
		
		skill_split_atoi(split[1],skill_db[i].range);
		skill_db[i].hit=atoi(split[2]);
		skill_db[i].inf=atoi(split[3]);
		skill_db[i].pl=atoi(split[4]);
		skill_db[i].nk=atoi(split[5]);
		skill_split_atoi(split[6],skill_db[i].splash);
		skill_db[i].max=atoi(split[7]);
		skill_split_atoi(split[8],skill_db[i].num);

		if(strcmpi(split[9],"yes") == 0)
			skill_db[i].castcancel=1;
		else
			skill_db[i].castcancel=0;
		skill_db[i].cast_def_rate=atoi(split[10]);
		skill_db[i].inf2=atoi(split[11]);
		skill_db[i].maxcount=atoi(split[12]);
		if(strcmpi(split[13],"weapon") == 0)
			skill_db[i].skill_type=BF_WEAPON;
		else if(strcmpi(split[13],"magic") == 0)
			skill_db[i].skill_type=BF_MAGIC;
		else if(strcmpi(split[13],"misc") == 0)
			skill_db[i].skill_type=BF_MISC;
		else
			skill_db[i].skill_type=0;
		skill_split_atoi(split[14],skill_db[i].blewcount);

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

	sprintf(path, "%s/skill_require_db.txt", db_path);
	fp=fopen(path,"r");
	if(fp==NULL){
		ShowError("can't read %s\n", path);
		return 1;
	}
	while(fgets(line,1020,fp)){
		char *split[50];
		if(line[0]=='/' && line[1]=='/')
			continue;
		j = skill_split_str(line,split,32);
		if(j < 32 || split[31]==NULL)
			continue;

		i=atoi(split[0]);
		if (i >= GD_SKILLBASE)
			i = GD_SKILLRANGEMIN + i - GD_SKILLBASE;
		if(i<=0 || i>MAX_SKILL_DB)
			continue;

		skill_split_atoi(split[1],skill_db[i].hp);
		skill_split_atoi(split[2],skill_db[i].mhp);
		skill_split_atoi(split[3],skill_db[i].sp);
		skill_split_atoi(split[4],skill_db[i].hp_rate);
		skill_split_atoi(split[5],skill_db[i].sp_rate);
		skill_split_atoi(split[6],skill_db[i].zeny);
		
		p = split[7];
		for(j=0;j<32;j++){
			l = atoi(p);
			if (l==99) {
				skill_db[i].weapon = 0xffffffff;
				break;
			}
			else
				skill_db[i].weapon |= 1<<l;
			p=strchr(p,':');
			if(!p)
				break;
			p++;
		}

		p = split[8];
		for(j=0;j<32;j++){
			l = atoi(p);
			if (l)
				skill_db[i].ammo |= 1<<l;
			p=strchr(p,':');
			if(!p)
				break;
			p++;
		}
		skill_split_atoi(split[9],skill_db[i].ammo_qty);

		if( strcmpi(split[10],"hiding")==0 ) skill_db[i].state=ST_HIDING;
		else if( strcmpi(split[10],"cloaking")==0 ) skill_db[i].state=ST_CLOAKING;
		else if( strcmpi(split[10],"hidden")==0 ) skill_db[i].state=ST_HIDDEN;
		else if( strcmpi(split[10],"riding")==0 ) skill_db[i].state=ST_RIDING;
		else if( strcmpi(split[10],"falcon")==0 ) skill_db[i].state=ST_FALCON;
		else if( strcmpi(split[10],"cart")==0 ) skill_db[i].state=ST_CART;
		else if( strcmpi(split[10],"shield")==0 ) skill_db[i].state=ST_SHIELD;
		else if( strcmpi(split[10],"sight")==0 ) skill_db[i].state=ST_SIGHT;
		else if( strcmpi(split[10],"explosionspirits")==0 ) skill_db[i].state=ST_EXPLOSIONSPIRITS;
		else if( strcmpi(split[10],"cartboost")==0 ) skill_db[i].state=ST_CARTBOOST;
		else if( strcmpi(split[10],"recover_weight_rate")==0 ) skill_db[i].state=ST_RECOV_WEIGHT_RATE;
		else if( strcmpi(split[10],"move_enable")==0 ) skill_db[i].state=ST_MOVE_ENABLE;
		else if( strcmpi(split[10],"water")==0 ) skill_db[i].state=ST_WATER;
		else skill_db[i].state=ST_NONE;

		skill_split_atoi(split[11],skill_db[i].spiritball);
		for (j = 0; j < 10; j++) {
			skill_db[i].itemid[j]=atoi(split[12+ 2*j]);
			skill_db[i].amount[j]=atoi(split[13+ 2*j]);
		}
	}
	fclose(fp);
	ShowStatus("Done reading '"CL_WHITE"%s"CL_RESET"'.\n",path);

	/* �L���X�e�B���O�f?�^�x?�X */

	sprintf(path, "%s/skill_cast_db.txt", db_path);
	fp=fopen(path,"r");
	if(fp==NULL){
		ShowError("can't read %s\n", path);
		return 1;
	}

	l=0;
	while(fgets(line,1020,fp)){
		char *split[50];
		l++;
		memset(split,0,sizeof(split));	// [Valaris] thanks to fov
		if(line[0]=='/' && line[1]=='/')
			continue;
		j = skill_split_str(line,split,6);
		if(split[0]==NULL || j<2)
			continue; //Blank line.
		if(split[5]==NULL || j<6) {
			ShowWarning("skill_cast_db.txt: Insufficient number of fields at line %d\n", l);
			continue;
		}
		i=atoi(split[0]);
		if (i >= GD_SKILLBASE)
			i = GD_SKILLRANGEMIN + i - GD_SKILLBASE;
		if(i<=0 || i>MAX_SKILL_DB)
			continue;

		skill_split_atoi(split[1],skill_db[i].cast);
		skill_split_atoi(split[2],skill_db[i].delay);
		skill_split_atoi(split[3],skill_db[i].walkdelay);
		skill_split_atoi(split[4],skill_db[i].upkeep_time);
		skill_split_atoi(split[5],skill_db[i].upkeep_time2);
	}
	fclose(fp);
	ShowStatus("Done reading '"CL_WHITE"%s"CL_RESET"'.\n",path);

	/* �X�L�����j�b�g�f?[�^�x?[�X */

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

		i=atoi(split[0]);
		if (i >= GD_SKILLBASE)
			i = GD_SKILLRANGEMIN + i - GD_SKILLBASE;
		if(i<=0 || i>MAX_SKILL_DB)
			continue;
		skill_db[i].unit_id[0] = strtol(split[1],NULL,16);
		skill_db[i].unit_id[1] = strtol(split[2],NULL,16);
		skill_split_atoi(split[3],skill_db[i].unit_layout_type);
		skill_split_atoi(split[4],skill_db[i].unit_range);
		skill_db[i].unit_interval = atoi(split[5]);

		if( strcmpi(split[6],"noenemy")==0 ) skill_db[i].unit_target=BCT_NOENEMY;
		else if( strcmpi(split[6],"friend")==0 ) skill_db[i].unit_target=BCT_NOENEMY;
		else if( strcmpi(split[6],"party")==0 ) skill_db[i].unit_target=BCT_PARTY;
		else if( strcmpi(split[6],"ally")==0 ) skill_db[i].unit_target=BCT_PARTY|BCT_GUILD;
		else if( strcmpi(split[6],"all")==0 ) skill_db[i].unit_target=BCT_ALL;
		else if( strcmpi(split[6],"enemy")==0 ) skill_db[i].unit_target=BCT_ENEMY;
		else if( strcmpi(split[6],"self")==0 ) skill_db[i].unit_target=BCT_SELF;
		else if( strcmpi(split[6],"noone")==0 ) skill_db[i].unit_target=BCT_NOONE;
		else skill_db[i].unit_target = strtol(split[6],NULL,16);

		skill_db[i].unit_flag = strtol(split[7],NULL,16);

		if (skill_db[i].unit_flag&UF_DEFNOTENEMY && battle_config.defnotenemy)
			skill_db[i].unit_target=BCT_NOENEMY;

		//By default, target just characters.
		skill_db[i].unit_target |= BL_CHAR;
		if (skill_db[i].unit_flag&UF_NOPC)
			skill_db[i].unit_target &= ~BL_PC;
		if (skill_db[i].unit_flag&UF_NOMOB)
			skill_db[i].unit_target &= ~BL_MOB;
		if (skill_db[i].unit_flag&UF_SKILL)
			skill_db[i].unit_target |= BL_SKILL;
		k++;
	}
	fclose(fp);
	ShowStatus("Done reading '"CL_WHITE"%s"CL_RESET"'.\n",path);
	skill_init_unit_layout();

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

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

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

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

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

		skill_arrow_db[k].nameid=i;

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

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

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

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

	sprintf(path, "%s/skill_castnodex_db.txt", db_path);
	fp=fopen(path,"r");
	if(fp==NULL){
		ShowError("can't read %s\n", path);
		return 1;
	}
	while(fgets(line,1020,fp)){
		char *split[50];
		if(line[0]=='/' && line[1]=='/')
			continue;
		memset(split,0,sizeof(split));
		j = skill_split_str(line,split,3);
		if(split[0]==0) //fixed by Lupus
			continue;
		i=atoi(split[0]);
		if (i >= GD_SKILLBASE)
			i = GD_SKILLRANGEMIN + i - GD_SKILLBASE;
		if(i<=0 || i>MAX_SKILL_DB)
			continue;

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

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

	return 0;
}

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

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

	if(buf==NULL)
		return -1;

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

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

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

	return 0;
}

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

/*==========================================
 * �X�L��?�W?�����?�?
 *------------------------------------------
 */
int do_init_skill(void)
{
	skill_readdb();
	
	skill_unit_ers = ers_new((uint32)sizeof(struct skill_unit_group));
	skill_timer_ers  = ers_new((uint32)sizeof(struct skill_timerskill));
	
	if (battle_config.skill_sp_override_grffile)
		skill_read_skillspamount();

	add_timer_func_list(skill_unit_timer,"skill_unit_timer");
	add_timer_func_list(skill_castend_id,"skill_castend_id");
	add_timer_func_list(skill_castend_pos,"skill_castend_pos");
	add_timer_func_list(skill_timerskill,"skill_timerskill");
	add_timer_func_list(skill_blockpc_end, "skill_blockpc_end");
	
	add_timer_interval(gettick()+SKILLUNITTIMER_INVERVAL,skill_unit_timer,0,0,SKILLUNITTIMER_INVERVAL);

	return 0;
}

int do_final_skill(void) {
	ers_destroy(skill_unit_ers);
	ers_destroy(skill_timer_ers);
	return 0;
}