summaryrefslogblamecommitdiff
path: root/src/map/skill.c
blob: e32561cefbacc94eb9f0d958eb67b5cb5d5c613b (plain) (tree)
1
7987
7988
7989
7990
7991
7992
7993
7994
7995
7996
7997
7998
7999
8000
8001
8002
8003
8004
8005
8006
8007
8008
8009
8010
8011
8012
8013
8014
8015
8016
8017
8018
8019
8020
8021
8022
8023
8024
8025
8026
8027
8028
8029
8030
8031
8032
8033
8034
8035
8036
8037
8038
8039
8040
8041
8042
8043
8044
8045
8046
8047
8048
8049
8050
8051
8052
8053
8054
8055
8056
8057
8058
8059
8060
8061
8062
8063
8064
8065
8066
8067
8068
8069
8070
8071
8072
8073
8074
8075
8076
8077
8078
8079
8080
8081
8082
8083
8084
8085
8086
8087
8088
8089
8090
8091
8092
8093
8094
8095
8096
8097
8098
8099
8100
8101
8102
8103
8104
8105
8106
8107
8108
8109
8110
8111
8112
8113
8114
8115
8116
8117
8118
8119
8120
8121
8122
8123
8124
8125
8126
8127
8128
8129
8130
8131
8132
8133
8134
8135
8136
8137
8138
8139
8140
8141
8142
8143
8144
8145
8146
8147
8148
8149
8150
8151
8152
8153
8154
8155
8156
8157
8158
8159
8160
8161
8162
8163
8164
8165
8166
8167
8168
8169
8170
8171
8172
8173
8174
8175
8176
8177
8178
8179
8180
8181
8182
8183
8184
8185
8186
8187
8188
8189
8190
8191
8192
8193
8194
8195
8196
8197
8198
8199
8200
8201
8202
8203
8204
8205
8206
8207
8208
8209
8210
8211
8212
8213
8214
8215
8216
8217
8218
8219
8220
8221
8222
8223
8224
8225
8226
8227
8228
8229
8230
8231
8232
8233
8234
8235
8236
8237
8238
8239
8240
8241
8242
8243
8244
8245
8246
8247
8248
8249
8250
8251
8252
8253
8254
8255
8256
8257
8258
8259
8260
8261
8262
8263
8264
8265
8266
8267
8268
8269
8270
8271
8272
8273
8274
8275
8276
8277
8278
8279
8280
8281
8282
8283
8284
8285
8286
8287
8288
8289
8290
8291
8292
8293
8294
8295
8296
8297
8298
8299
8300
8301
8302
8303
8304
8305
8306
8307
8308
8309
8310
8311
8312
8313
10596
10597
10598
10599
10600
10601
10602
10603
10604
10605
10606
10607
10608
10609
10610
10611
10612
10613
10614
10615
10616
10617
10618
10619
10620
10621
10622
10623
10624
10625
10626
10627
10628
10629
10630
10631
10632
10633
10634
10635
10636
10637
10638
10639
10640
10641
10642
10643
10644
10645
10646
10647
10648
10649
10650
10651
10652
10653
10654
10655
10656
10657
10658
10659
10660
10661
10662
10663
10664
10665
10666
10667
10668
10669
10670
10671
10672
10673
10674
10675
10676
10677
10678
10679
10680
10681
10682
10683
10684
10685
10686
10687
10688
10689
10690
10691
10692
10693
10694
10695
10696
10697
10698
10699
10700
10701
10702
10703
10704
10705
10706
10707
10708
10709
10710
10711
10712
10713
10714
10715
10716
10717
10718
10719
10720
10721
10722
10723
10724
10725
10726
10727
10728
10729
10730
10731
10732
10733
10734
10735
10736
10737
10738
10739
10740
10741
10742
10743
10744
10745
10746
10747
10748
10749
10750
10751
10752
10753
10754
10755
10756
10757
10758
10759
10760
10761
10762
10763
10764
10765
10766
10767
10768
10769
10770
10771
10772
10773
10774
10775
10776
10777
10778
10779
10780
10781
10782
10783
10784
10785
10786
10787
10788
10789
10790
10791
10792
10793
10794
10795
10796
10797
10798
10799
10800
10801
10802
10803
10804
10805
10806
10807
10808
10809
10810
10811
10812
10813
10814
10815
10816
10817
10818
10819
10820
10821
10822
10823
10824
10825
10826
10827
10828
10829
10830
10831
10832
10833
10834
10835
10836
10837
10838
10839
10840
10841
10842
10843
10844
10845
10846
10847
10848
10849
10850
10851
10852
10853
10854
10855
10856
10857
10858
10859
10860
10861
10862
10863
10864
10865
10866
10867
10868
10869
10870
10871
10872
10873
10874
10875
10876
10877
10878
10879
10880
10881
10882
10883
10884
10885
10886
10887
10888
10889
10890
10891
10892
10893
10894
10895
                                                      






















                   
                  
                  
                    
                  
























































































                                                                         
                                      


















































































































                                                          

                     

                  
                                
               
           


























                                      
                                            














































































































                                                                  

                                                                      



















                                                                



                                                          























                                                       
                                                 






















































































































































































































































                                                                          

                                              




































                                                             
                                                       

































                                                               





































































                                                                                 
                                       
















                                                          



                                                 

                                                               



                                                                                        

 
                  
                                                                                                                    
















                                                                                                                                

                                            
                                                                                                
                         
                                                                    
                         
                                                                    
                         
                                                        
                         
                                                                                                  

                         








































                                                                                                                             
                                                                                            








































                                                                                                             
                                                    

                                                                                                       




                                                    



















































                                                                                                                                     

                                                                                              
























                                                                       
                                  
                                       
                                 
                                      
                                 
                                      
                                 





















                                                                                                                   
                                                                                   
                                                                        
                         
                                                         






















                                                                                                                      












































                                                                                                                            
                                                                



































                                                                                                                                 
                                                            






                                                                                                                                                                   




                                                                                                                   






































































                                                                                                                                



                                                                                                     










                                                                                                                      
                                                                     















                                                                                                                                              







                                                                                               











                                                                                                                                 
                                                                     



                                                                                                            


































































































































































































                                                                                                                                                    



                                      
                                                 
 



















































































                                                                                                                                                                   
                                                                                     

















































































































































                                                                                                                                                      
                                                                                                                                                                 




































































































































































































































                                                                                                                             

                                                                 









































                                                                         



                                       





























































































































                                                                                                                                    
                                                       































































                                                                                                             



                                              



                                                                                             
                                                       



























                                                                                                                               



                                                                
                                                 
 







                                                  
                                                                                                                 





                                                                         
 

















































                                                                    
                              




                                                          
                                                    



                                                                            
                          









                                                                                     
                                                                        



































                                                                                                           
                                                     








                                                                                            
                                                                                                                           
                                                                     

                                             




                                                                                








                                                                                                                              
                         






                                                                                
                                                                                     







































































                                                                                                                




                                                                                                         












                                                                                                                                
 
                                                         
                                                                              
                        



















                                                                                                

                                   

                                                                                           
                                          




















                                                                                                                  

                                                                                          




                                                                                   
                                                               


                                                                        
                                                 














                                                                                                          


                                                                      
                                                                


                                                                    
                                                                      

                                                                      

                                                                  
                                                              


                                                                            








                                                                                                 

                                                                










                                                                                                                 

















































                                                                                                            


                                                       
                                                                                      






                                                              
                                                                 






                                                                                  
                         







                                                                              



































                                                                                                                                                     
                                                                    












                                                                              




















                                                                                                                          











































                                                                                                                               







                                                              

















                                                                                                       
                                                          

















                                                                                                                                 




                                            
                                                        





                                                                     

                                                                 
 












                                                                             













                                                                    








                                                                    


                                                                              













                                                                             
                                                                                                
                                                                 









































































































                                                                                                                                                                                                                
                                                                                     
                                                                                                           


                                                            

                                                                     








                                                                                                                                                       
                      












































































                                                                                                       









                                                                                                                                       

                                                                                










                                                                                                

                                                                                          


                                                                                                                                 

                                                                                                


                                                                             




                                                                        






















                                                                                                                                         
                                                                    



































                                                                                                                                       
                                                        






                                                          
                                                      






                                                           
                          



                                                                                                                               





                                                                                                                               












                                                                                           
        



















                                                                                                                               


                                                                                                                               
                                                        
                      





















































                                                                                                                                                                 
                                                                                               








                                                                                                                
                                                                                     



























































































                                                                                                                                






                                                                                                







































































































































                                                                                                                                                     
                                                               

                                                                    


                                                                                                                 






                                                                                
                                                                      
                                                               

                                                                    


                                                                                                                 
                                                   







                                                                                





                                                                                                                 



























                                                                              






















                                                                                                                                               


























                                                                                     
                                                                   












                                                                                    
                                                                



                                                                  
                 
                                                                               








                                                                                                               





                                                                                                                                 













                                                                                                                        
                 





















                                                                                                               
                                                               








































                                                                                                                        
                        
                                        
                                                                                                          


                                                                    
                           
                                                  
                 
































































                                                                                                          









                                                                        
                                      

                                                   
                                      

                                                  
                                      




                                                 
                 
 














                                                                                                                  

                                 

                                               
                 


                                                                               
                      
         
 
                              


                                                                                
                                                 


                                                                     


                                                                             

                                                                                 









                                                                                      
                                                                              





                                                                                                                                                           
                                                                                                  



                                                                              







                                                 
































                                                                                                                                            
                                                                                                                                                    









                                                                                                                                                               
                                                                                                                                                               


























                                                                                                                     
                                                                      
                                                                            

                                                                                                                                       




                                                                                
                                                                      
                                                                            

                                                                                                                                       




                                                                                
                                                                      
                                                                           

                                                                                                                                       




                                                                                
                                                                      
                                                                          

                                                                                                                                       

                      
 


                                                                


                                                                                                               














































































































































































                                                                                                                               
                                                
                                                                                            
                                                    
















































                                                                                                                                    
                      
                                                                                                                             
















                                                                                           


























                                                                                                 


















                                                                                           



                                                                 



                                                                                                                     





























                                                                                                                  






                                                                                                                                                               



















































                                                                                                                                                                                        
 



                                                                                                      
                                                                                                                                              
                      
 





































                                                                                                                                                                 




























                                                                                                                          






                                                  


                                           
                                                                                                                                                                                         







                                                                                                  













                                                                                                          
 












                                                                                                          

                                    
                            

                                               








                                                                                                                 

                                 







                                                                                                            

                      
                             

                                               








                                                                                                                 

                                 







                                                                                                            




                                               













                                                                                                                                          

                                 







                                                                                                            
                 
                      
                              
                 


                                                               
                                               





                                                                
                                                                                           




                                                                                                       
                                                                                                                
                                                                                              

                                                                                                                    


                                                                                                                 
                                                                                                           

                         
                      
 
























































































































































                                                                                                                                                                                                    


                                                

                                                                 
 








































                                                                              



                                                             
                                                                         
                                                                            


















                                                                            
                                                                    













































































                                                                                                                          
                                                                                                  



                                                 

                                                                          



                                                    
                        
                                                                                              


















                                                                                                                           
                                                        





                                                                                                                           


























                                                                                                                






















                                                                                  
                         







                                                                  



                                                                         
























                                                                                         
                                                 


                                                       



                                                         


















































                                                                                                                        
                                      


                            
                                                                                    
 
















                                                                       





                                                                                           






















                                                                       
                                   
































                                                                          
 








































                                                                            

                                                     









                                                                       


                                                                    





















                                                                             
                                                                    








                                                                                

                                                         
















                                                                                                                
                                                                        














                                                                          
                        








                                                                                                     
                        









                                                                                                     
                        





                                                              
                        








                                                                                                     
                        








                                                                                              
                        










                                                                                                             
                        







                                                                                                     
                        







                                                                                                     
                        




                                                                                                     
 





                                                                 
 








                                                              

                                                                              
                                                                                
                                                                               
                      
 




                                                      
 




                                                      
 


                                                      

                                                                     
                 
                      
 



                                                              





                            
                               
                             
                      




                                                                                      
         
























































































































                                                                                                                                                                               
                                                                            









































































                                                                                                                       
                                







































                                                                                                          


                                      






                                                                                      




                                                                                                             

                                                    




                                                                                                             

                                                 




                                                                                                             

                                                 




                                                                                                             

                                              
                         


































































                                                                                                                      


                                                                                               
                                                                                                       
                         


















                                                                                                                 

                                                            
                                                                                                         




                                                                                                                 







                                                                             

                                                            
                                                                                                         




                                                                                                                 



















































































































                                                                                                                                                                                              

                                                                                        

                                                                                                               
                                                              






                                                                                                                                          
                                                               









                                                                                                                                          

                                                            
                                                                                                                                                  
                                                                                                          
                                                                                                           


                                                                                                                                                          




















                                                  
                                                                   





                                                                             

                                                            

                                                                                                         





                                                                                                                 









                                                                             

                                                            

                                                                                                                        
                                                                                                          
                                                                                                           



                                                                                                                                


                         





















                                                                                                                      









































                                                                                                                                





                                                                                               



                                                                             






                                                                                               



                                                                              






                                                                                               



                                                                           






                                                                                               



                                                                           


                      


















































































                                                                                                                      
                                                                  


















































                                                                                                                                


                                            


                                                                                                                     



                                    


                                                                                                                      



                                 


                                                                                                                   



                                 


                                                                                                                   

                      




















































                                                                                                           



                  






















































                                                                                                              



                                                                                               

                                                              





                                                                                               
                                                               






                                                                                               
                                                            






                                                                                               
                                                            


                         



















































































































































































































                                                                                                                          



                                                                     
                                                                                              













                                                                                                        

                                                          











































                                                                                                                          

                                                                 

                                                                     
                                                                                              
















                                                                                                         

                                                                                       














































                                                                                                                                                        
                           






















                                                                                            

                                                                 












                                                                             
                         





                                                                                                     
                                                            
                                                              
                        



                             

                                                          






































































                                                                                        



                                                                               





























































                                                                                                                                                                                                                                                                                                     

                                                                                                 
                                                                                     




























                                                                                                                                                                              







                                                     
                                             




                                              










































































                                                                                                


                                                                                                                                                                                                                                 






















































                                                                                                                                              


                                          





                                                                                               

                                                                


























































                                                                   




                                                                        









                                                                                                                     



                                                                                       













                                                     

                                                       















































                                                                                                                           
                    


                                                                                  





                                                              





                                                                                                 



                                                              








                                                                                                                                                                    

                                                                     

                                         
                                                                                                         


                                                                                    
                                                                     
                                                                                  





                                                                                           
                         










                                                                                                                






                                                                                                                                   
                                                               





                                    
                                                                
                                 
                                  


                                  
                


















                                                                              
 



                              



                                                 
                                                                            


                                                              

                                                                  
                 
                      







































                                                                                      



                                                                                                 

















                                                                                       

                                                                     













































                                                                                                                                                       









                                                                                

                      


                                                                                 





                                                                                 
                        


                                                                        


                               



                              
                                                      
                      
















                                                                                                                                
                                                                                           












                                                                                                    




                                                                                         























                                                                                                                               



















                                                              

                                                    


                                                                                                                           
                         












                                                              
                                                           
                                                              
 
                                                     


                                                                         



                                                                                                    
                                                                     
                                                                                  





                                                                                           

                         




                               
                                    


                                                                      
                           















                                                                


                                                                                         



























                                                                                                                                            




                                                                                         



































































                                                                                                      
                                






































































































































































































































































































































                                                                                                                                                     
                                                                                 










                                                                     
                         













































                                                                                      
                               


                                  





























                                                                                                       

                                                                 


































































































































































































                                                                                                                              

                                                                                                              








































                                                                                                        
                                                 


































                                                                                          
                                             
















                                                                                           

                                    

                                            
                                         
                                         
                                           

                                            
                                           

                                             

                                              



                                                                                  

                                                                              
                                                                                                                                        











































                                                                                                                                                      

                                                                                                































                                                                                                                                    









                                                                                                                                














                                                                          

                                                                                                        
                                                                                                     

                                                                                          





                                                        


                                                                                                           
                                                    

                                     







                                                                  
                                              













































                                                                                
                                    






                                                                    

                                                                                                          
























                                                                                             
                                         


                                                       
                                                                 





                                                                                               
                         

















                                                                                                  



                                                                               

                                                                                  




                                                                                                          




















                                                                                     

                                    

                                                          


































                                                                                                                      

                                                  








                                                                                                                  
                                      
                                                             


                                                                                                               
                                                                                                              
      
                                               








                                                                        
                                                   


                                                           



                                                                           










                                                                                                                        


                                                         

                                                                                                                              


                                                                                                                                  





















                                                                                                          

                                                          





















                                                                                                          


                                                                                          









                                                                                                                  



                                                                                       
                                        
                                                       
                                                            

                                                                


                                                                                   








                                                                                                          
                                                          














                                                                                      

                                                            

                                                       
                                
                                                  
                                                  


                                                     


                                                                          





                                                                                                          












                                                       
                          
                                            




















































                                                                                                                                  

                                                                                                                 
                                                            

                                                                                           








































                                                                                                                                                                













                                                                       














                                                                               
                           







                                                                     
                        
        























                                                                                                                        
 





































                                                                                                                           
                                                                                                     




























                                                                                                    
                                






















































                                                                                                                                                                      
                                                                                                                                

                                                                                                                                    
                                                                               


                                                                                                           




                                                                                     








                                                                             
                                                           

                                             







                                                                                                       




















                                                                                                      


                                                                                     

                                                              

                                                                        


                                                                              





                                                                                 








                                                                      
                                                                                              


                                                         

                                                             



                                                                                  

                                                             


                                                                             

                                                                                                  


                                                                            

                                                                                                  












                                                                                               
                                                                                    




























































                                                                                         






                                      






















                                                                            

                                             
                                    


                                                        























































                                                                                                          
                                             







                                                                                  
                                           






































































                                                                                     
                                     































                                                                                
                                                        







































                                                                                               
                                     
                                                                  




















                                                                                       














                                                                                               







                                                        
























                                                                                          

                                                          
                                            

                                                                                   























                                                                                               
                                                          
































                                                             
 

                                      
 



                                                                 
 





                                                                  
 
































                                                                             

                                        



                                                                     
 

                                                              
                                                                      
                                                  
                                                            
                                                            

                                                                                                  

                                     
                                     

                                      
 
                                                                    


                                                                        

                                      
 

                                             
 

                                                                             



                                         


                                      
 



                                                                       

                                      
 


                                                             
 


                                                                
 






                                                                                                                 
 

                                                                         
 



                                                                                   
 



                                                
 
                                 
                                 


                                      
                                   


                                    


                                      
                                
 
                                     


                                                 
                                      
                              
 







































                                                                                                          



                                                                     











































                                                                           


                                                         











































                                                                                           

                                                                                                










                                                   

                                                                           

                    

                                                                  
 

                           
                                                                                                         
                         
                                                                              


                                                                 



                                  

                



                                                                                                   
                                                                                     
                                                            
                                          


                 
                                                                                
                                                            
                                          
                 





                                              


                                                                           



                                                                    
                                                                               



                                                                 

                                 
         
                 



























































                                                                                      
                        

                         
                                                       
                                                         
 
                                                              















                                                                                                                                                
                                                                                                        








                                                                                                                                          

                         







                                                                                                                
         







































































                                                                                      



                                                        

                                  











































































































































































































































































































                                                                                                                        


























                                                                                                                                        
                                                            
                                 












                                                                                        






























































































































































































                                                                                    

















                                                                                                                              

                                 




































                                                                                                                         


                                                                  




































                                                                                                                                                          


                                     






























                                                                                 
                                                                                     











                                                                                                                  
                                            










                                                                                            
                                                                                        












































                                                                             
                                            























                                                                                           
                                                          
                                                                  

















                                                                                                                                                                                                                                       


                                                                                                                                                                                               



                                                                                                
                                         
                                                                                                                                                                        
                            
                                                                                                                                                                        

                 








                                                                                                                                                                                                            
         
                                                          


                                      

                                                           


































                                                                                                                    

                                                          
                                                                                   


                                                                                    
                                                                                         





                                                                                         












                                                                                                  

                                                          
                                                                                       



                                                                                    
                                                                                                  







                                                                                            





















































































                                                                                                                


                                                                     


















































                                                                                              
                                                                                         
                               


















                                                               


                                                                     



















































































































                                                                                                             
                                                                                                 
                               




















                                                                          


                                                                     






































                                                                                                 
                                                                                              
                               












                                                              
                                                                  



                                                        
                                                                                













                                                                     
                                                                                                 







                                                                                   
                                                                                                                                 
                                       




































                                                                         
                                                                                                                                      
                               































                                                       
                                                                                                                              
                               

















                                                                 


                                                                     











                                                                                              
                                                                                                   
                               
 


















                                                              


                                                                     




                                                  
                                                                                            
                               
 


                 













































                                                                                                         


















                                            

                                                    









                                                                                                           
// $Id: skill.c,v 1.8 2004/12/16 6:46:08 PM Celestia $
/* �X�L��?�W */

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

#include "timer.h"
#include "nullpo.h"
#include "malloc.h"

#include "skill.h"
#include "map.h"
#include "clif.h"
#include "pc.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 "showmsg.h"
#include "grfio.h"

#ifdef MEMWATCH
#include "memwatch.h"
#endif

#define SKILLUNITTIMER_INVERVAL	100

#define STATE_BLIND 0x10

/* �X�L����?�����X�e?�^�X�ُ��??���e?�u�� */
int SkillStatusChangeTable[]={	/* skill.h��enum��SC_***�Ƃ��킹�邱�� */
/* 0- */
	-1,-1,-1,-1,-1,-1,
	SC_PROVOKE,			/* �v���{�b�N */
	-1, 1,-1,
/* 10- */
	SC_SIGHT,			/* �T�C�g */
	-1,-1,-1,-1,
	SC_FREEZE,			/* �t���X�g�_�C�o? */
	SC_STONE,			/* �X�g?���J?�X */
	-1,-1,-1,
/* 20- */
	-1,-1,-1,-1,
	SC_RUWACH,			/* ���A�t */
	-1,-1,-1,-1,
	SC_INCREASEAGI,		/* ���x?�� */
/* 30- */
	SC_DECREASEAGI,		/* ���x���� */
	-1,
	SC_SIGNUMCRUCIS,	/* �V�O�i���N���V�X */
	SC_ANGELUS,			/* �G���W�F���X */
	SC_BLESSING,		/* �u���b�V���O */
	-1,-1,-1,-1,-1,
/* 40- */
	-1,-1,-1,-1,-1,
	SC_CONCENTRATE,		/* �W���͌��� */
	-1,-1,-1,-1,
/* 50- */
	-1,
	SC_HIDING,			/* �n�C�f�B���O */
	-1,-1,-1,-1,-1,-1,-1,-1,
/* 60- */
	SC_TWOHANDQUICKEN,	/* 2HQ */
	SC_AUTOCOUNTER,
	-1,-1,-1,-1,
	SC_IMPOSITIO,		/* �C���|�V�e�B�I�}�k�X */
	SC_SUFFRAGIUM,		/* �T�t���M�E�� */
	SC_ASPERSIO,		/* �A�X�y���V�I */
	SC_BENEDICTIO,		/* ��?�~�� */
/* 70- */
	-1,
	SC_SLOWPOISON,
	-1,
	SC_KYRIE,			/* �L���G�G���C�\�� */
	SC_MAGNIFICAT,		/* �}�O�j�t�B�J?�g */
	SC_GLORIA,			/* �O�����A */
	SC_DIVINA,			/* ���b�N�X�f�B�r?�i */
	-1,
	SC_AETERNA,			/* ���b�N�X�G?�e���i */
	-1,
/* 80- */
	-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,
/* 90- */
	-1,-1,
	SC_QUAGMIRE,		/* �N�@�O�}�C�A */
	-1,-1,-1,-1,-1,-1,-1,
/* 100- */
	-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,
/* 110- */
	-1,
	SC_ADRENALINE,		/* �A�h���i�������b�V�� */
	SC_WEAPONPERFECTION,/* �E�F�|���p?�t�F�N�V���� */
	SC_OVERTHRUST,		/* �I?�o?�g���X�g */
	SC_MAXIMIZEPOWER,	/* �}�L�V�}�C�Y�p��? */
	-1,-1,-1,-1,-1,
/* 120- */
	-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,
/* 130- */
	-1,-1,-1,-1,-1,
	SC_CLOAKING,		/* �N��?�L���O */
	SC_STAN,			/* �\�j�b�N�u��? */
	-1,
	SC_ENCPOISON,		/* �G���`�����g�|�C�Y�� */
	SC_POISONREACT,		/* �|�C�Y�����A�N�g */
/* 140- */
	SC_POISON,			/* �x�m���_�X�g */
	SC_SPLASHER,		/* �x�i���X�v���b�V��? */
	-1,
	SC_TRICKDEAD,		/* ���񂾂ӂ� */
	-1,-1,SC_AUTOBERSERK,-1,-1,-1,
/* 150- */
	-1,-1,-1,-1,-1,
	SC_LOUD,			/* ���E�h�{�C�X */
	-1,
	SC_ENERGYCOAT,		/* �G�i�W?�R?�g */
	-1,-1,
/* 160- */
	-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,
	-1,-1,-1,
	SC_SELFDESTRUCTION,
	-1,-1,-1,-1,-1,-1,
	-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,
	-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,
	-1,
	SC_KEEPING,
	-1,-1,
	SC_BARRIER,
	-1,-1,
	SC_HALLUCINATION,
	-1,-1,
/* 210- */
	-1,-1,-1,-1,-1,
	SC_STRIPWEAPON,
	SC_STRIPSHIELD,
	SC_STRIPARMOR,
	SC_STRIPHELM,
	-1,
/* 220- */
	-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,
/* 230- */
	-1,-1,-1,-1,
	SC_CP_WEAPON,
	SC_CP_SHIELD,
	SC_CP_ARMOR,
	SC_CP_HELM,
	-1,-1,
/* 240- */
	-1,-1,-1,-1,-1,-1,-1,-1,-1,
	SC_AUTOGUARD,
/* 250- */
	-1,-1,
	SC_REFLECTSHIELD,
	-1,-1,
	SC_DEVOTION,
	SC_PROVIDENCE,
	SC_DEFENDER,
	SC_SPEARSQUICKEN,
	-1,
/* 260- */
	-1,-1,-1,-1,-1,-1,-1,-1,
	SC_STEELBODY,
	SC_BLADESTOP_WAIT,
/* 270- */
	SC_EXPLOSIONSPIRITS,
	SC_EXTREMITYFIST,
	-1,-1,-1,-1,
	SC_MAGICROD,
	-1,-1,-1,
/* 280- */
	SC_FLAMELAUNCHER,
	SC_FROSTWEAPON,
	SC_LIGHTNINGLOADER,
	SC_SEISMICWEAPON,
	-1,
	SC_VOLCANO,
	SC_DELUGE,
	SC_VIOLENTGALE,
	SC_LANDPROTECTOR,
	-1,
/* 290- */
	-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,
/* 300- */
	-1,-1,-1,-1,-1,-1,
	SC_LULLABY,
	SC_RICHMANKIM,
	SC_ETERNALCHAOS,
	SC_DRUMBATTLE,
/* 310- */
	SC_NIBELUNGEN,
	SC_ROKISWEIL,
	SC_INTOABYSS,
	SC_SIEGFRIED,
	-1,-1,-1,
	SC_DISSONANCE,
	-1,
	SC_WHISTLE,
/* 320- */
	SC_ASSNCROS,
	SC_POEMBRAGI,
	SC_APPLEIDUN,
	-1,-1,
	SC_UGLYDANCE,
	-1,
	SC_HUMMING,
	SC_DONTFORGETME,
	SC_FORTUNE,
/* 330- */
	SC_SERVICE4U,
	SC_SELFDESTRUCTION,
	-1,-1,-1,-1,-1,-1,-1,-1,
/* 340- */
	-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,
/* 350- */
	-1,-1,-1,-1,-1,
	SC_AURABLADE,
	SC_PARRYING,
	SC_CONCENTRATION,
	SC_TENSIONRELAX,
	SC_BERSERK,
/* 360- */
	SC_BERSERK,
	SC_ASSUMPTIO,
	SC_BASILICA,
	-1,-1,-1,
	SC_MAGICPOWER,
	-1,
	SC_SACRIFICE,
	SC_GOSPEL,
/* 370- */
	-1,-1,-1,-1,-1,-1,-1,-1,
	SC_EDP,
	-1,
/* 380- */
	SC_TRUESIGHT,
	-1,-1,
	SC_WINDWALK,
	SC_MELTDOWN,
	-1,-1,
	SC_CARTBOOST,
	-1,
	SC_CHASEWALK,
/* 390- */
	SC_REJECTSWORD,
	-1,-1,-1,-1,-1,
	SC_MARIONETTE,
	-1,
	SC_HEADCRUSH,
	SC_JOINTBEAT,
/* 400 */
	-1,-1,
	SC_MINDBREAKER,
	SC_MEMORIZE,
	SC_FOGWALL,
	SC_SPIDERWEB,
	-1,-1,-1,-1,
/* 410- */
	-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,
};

const struct skill_name_db skill_names[] = {
 { AC_CHARGEARROW, "CHARGEARROW", "Charge_Arrow" } ,
 { AC_CONCENTRATION, "CONCENTRATION", "Improve_Concentration" } ,
 { AC_DOUBLE, "DOUBLE", "Double_Strafe" } ,
 { AC_MAKINGARROW, "MAKINGARROW", "Arrow_Creation" } ,
 { AC_OWL, "OWL", "Owl's_Eye" } ,
 { AC_SHOWER, "SHOWER", "Arrow_Shower" } ,
 { AC_VULTURE, "VULTURE", "Vulture's_Eye" } ,
 { ALL_RESURRECTION, "RESURRECTION", "Resurrection" } ,
 { AL_ANGELUS, "ANGELUS", "Angelus" } ,
 { AL_BLESSING, "BLESSING", "Blessing" } ,
 { AL_CRUCIS, "CRUCIS", "Signum_Crusis" } ,
 { AL_CURE, "CURE", "Cure" } ,
 { AL_DECAGI, "DECAGI", "Decrease_AGI" } ,
 { AL_DEMONBANE, "DEMONBANE", "Demon_Bane" } ,
 { AL_DP, "DP", "Divine_Protection" } ,
 { AL_HEAL, "HEAL", "Heal" } ,
 { AL_HOLYLIGHT, "HOLYLIGHT", "Holy_Light" } ,
 { AL_HOLYWATER, "HOLYWATER", "Aqua_Benedicta" } ,
 { AL_INCAGI, "INCAGI", "Increase_AGI" } ,
 { AL_PNEUMA, "PNEUMA", "Pneuma" } ,
 { AL_RUWACH, "RUWACH", "Ruwach" } ,
 { AL_TELEPORT, "TELEPORT", "Teleport" } ,
 { AL_WARP, "WARP", "Warp_Portal" } ,
 { AM_ACIDTERROR, "ACIDTERROR", "Acid_Terror" } ,
 { AM_AXEMASTERY, "AXEMASTERY", "Axe_Mastery" } ,
 { AM_BERSERKPITCHER, "BERSERKPITCHER", "Berserk Pitcher" } ,
 { AM_BIOETHICS, "BIOETHICS", "Bioethics" } ,
 { AM_BIOTECHNOLOGY, "BIOTECHNOLOGY", "Biotechnology" } ,
 { AM_CALLHOMUN, "CALLHOMUN", "Call_Homunculus" } ,
 { AM_CANNIBALIZE, "CANNIBALIZE", "Bio_Cannibalize" } ,
 { AM_CP_ARMOR, "ARMOR", "Chemical_Protection_Armor" } ,
 { AM_CP_HELM, "HELM", "Chemical_Protection_Helm" } ,
 { AM_CP_SHIELD, "SHIELD", "Chemical_Protection_Shield" } ,
 { AM_CP_WEAPON, "WEAPON", "Chemical_Protection_Weapon" } ,
 { AM_CREATECREATURE, "CREATECREATURE", "Life_Creation" } ,
 { AM_CULTIVATION, "CULTIVATION", "Cultivation" } ,
 { AM_DEMONSTRATION, "DEMONSTRATION", "Demonstration" } ,
 { AM_DRILLMASTER, "DRILLMASTER", "Drillmaster" } ,
 { AM_FLAMECONTROL, "FLAMECONTROL", "Flame_Control" } ,
 { AM_HEALHOMUN, "HEALHOMUN", "Heal_Homunculus" } ,
 { AM_LEARNINGPOTION, "LEARNINGPOTION", "AM_LEARNINGPOTION" } ,
 { AM_PHARMACY, "PHARMACY", "Pharmacy" } ,
 { AM_POTIONPITCHER, "POTIONPITCHER", "Potion_Pitcher" } ,
 { AM_REST, "REST", "Sabbath" } ,
 { AM_RESURRECTHOMUN, "RESURRECTHOMUN", "Ressurect_Homunculus" } ,
 { AM_SPHEREMINE, "SPHEREMINE", "Sphere_Mine" } ,
 { ASC_BREAKER, "BREAKER", "Breaker" } ,
 { ASC_CDP, "CDP", "Create_Deadly_Poison" } ,
 { ASC_EDP, "EDP", "Deadly_Poison_Enchantment" } ,
 { ASC_HALLUCINATION, "HALLUCINATION", "Hallucination_Walk" } ,
 { ASC_KATAR, "KATAR", "Advanced_Katar_Mastery" } ,
 { ASC_METEORASSAULT, "METEORASSAULT", "Meteor_Assault" } ,
 { AS_CLOAKING, "CLOAKING", "Cloaking" } ,
 { AS_ENCHANTPOISON, "ENCHANTPOISON", "Enchant_Poison" } ,
 { AS_GRIMTOOTH, "GRIMTOOTH", "Grimtooth" } ,
 { AS_KATAR, "KATAR", "Katar_Mastery" } ,
 { AS_LEFT, "LEFT", "Lefthand_Mastery" } ,
 { AS_POISONREACT, "POISONREACT", "Poison_React" } ,
 { AS_RIGHT, "RIGHT", "Righthand_Mastery" } ,
 { AS_SONICBLOW, "SONICBLOW", "Sonic_Blow" } ,
 { AS_SPLASHER, "SPLASHER", "Venom_Splasher" } ,
 { AS_VENOMDUST, "VENOMDUST", "Venom_Dust" } ,
 { BA_APPLEIDUN, "APPLEIDUN", "Apple_of_Idun" } ,
 { BA_ASSASSINCROSS, "ASSASSINCROSS", "Assassin_Cross" } ,
 { BA_DISSONANCE, "DISSONANCE", "Dissonance" } ,
 { BA_FROSTJOKE, "FROSTJOKE", "Dumb_Joke" } ,
 { BA_MUSICALLESSON, "MUSICALLESSON", "Musical_Lesson" } ,
 { BA_MUSICALSTRIKE, "MUSICALSTRIKE", "Musical_Strike" } ,
 { BA_POEMBRAGI, "POEMBRAGI", "Poem_of_Bragi" } ,
 { BA_WHISTLE, "WHISTLE", "Whistle" } ,
 { BD_ADAPTATION, "ADAPTATION", "Adaption" } ,
 { BD_DRUMBATTLEFIELD, "DRUMBATTLEFIELD", "Drumb_BattleField" } ,
 { BD_ENCORE, "ENCORE", "Encore" } ,
 { BD_ETERNALCHAOS, "ETERNALCHAOS", "Eternal_Chaos" } ,
 { BD_INTOABYSS, "INTOABYSS", "Into_the_Abyss" } ,
 { BD_LULLABY, "LULLABY", "Lullaby" } ,
 { BD_RAGNAROK, "RAGNAROK", "Ragnarok" } ,
 { BD_RICHMANKIM, "RICHMANKIM", "Rich_Mankim" } ,
 { BD_RINGNIBELUNGEN, "RINGNIBELUNGEN", "Ring_of_Nibelugen" } ,
 { BD_ROKISWEIL, "ROKISWEIL", "Loki's_Wail" } ,
 { BD_SIEGFRIED, "SIEGFRIED", "Invulnerable_Siegfried" } ,
 { BS_ADRENALINE, "ADRENALINE", "Adrenaline_Rush" } ,
 { BS_ADRENALINE2, "ADRENALINE2", "Adrenaline Rush 2" } ,
 { BS_AXE, "AXE", "Smith_Axe" } ,
 { BS_DAGGER, "DAGGER", "Smith_Dagger" } ,
 { BS_ENCHANTEDSTONE, "ENCHANTEDSTONE", "Enchantedstone_Craft" } ,
 { BS_FINDINGORE, "FINDINGORE", "Ore_Discovery" } ,
 { BS_HAMMERFALL, "HAMMERFALL", "Hammer_Fall" } ,
 { BS_HILTBINDING, "HILTBINDING", "Hilt_Binding" } ,
 { BS_IRON, "IRON", "Iron_Tempering" } ,
 { BS_KNUCKLE, "KNUCKLE", "Smith_Knucklebrace" } ,
 { BS_MACE, "MACE", "Smith_Mace" } ,
 { BS_MAXIMIZE, "MAXIMIZE", "Power_Maximize" } ,
 { BS_ORIDEOCON, "ORIDEOCON", "Orideocon_Research" } ,
 { BS_OVERTHRUST, "OVERTHRUST", "Power-Thrust" } ,
 { BS_REPAIRWEAPON, "REPAIRWEAPON", "Weapon_Repair" } ,
 { BS_SKINTEMPER, "SKINTEMPER", "Skin_Tempering" } ,
 { BS_SPEAR, "SPEAR", "Smith_Spear" } ,
 { BS_STEEL, "STEEL", "Steel_Tempering" } ,
 { BS_SWORD, "SWORD", "Smith_Sword" } ,
 { BS_TWOHANDSWORD, "TWOHANDSWORD", "Smith_Two-handed_Sword" } ,
 { BS_WEAPONPERFECT, "WEAPONPERFECT", "Weapon_Perfection" } ,
 { BS_WEAPONRESEARCH, "WEAPONRESEARCH", "Weaponry_Research" } ,
 { CG_ARROWVULCAN, "ARROWVULCAN", "Vulcan_Arrow" } ,
 { CG_MARIONETTE, "MARIONETTE", "Marionette_Control" } ,
 { CG_MOONLIT, "MOONLIT", "Moonlight_Petals" } ,
 { CH_CHAINCRUSH, "CHAINCRUSH", "Chain_Crush_Combo" } ,
 { CH_PALMSTRIKE, "PALMSTRIKE", "Palm_Push_Strike" } ,
 { CH_SOULCOLLECT, "SOULCOLLECT", "Collect_Soul" } ,
 { CH_TIGERFIST, "TIGERFIST", "Tiger_Knuckle_Fist" } ,
 { CR_ALCHEMY, "ALCHEMY", "Alchemy" } ,
 { CR_SLIMPITCHER, "SLIMPITCHER", "Slim_Pitcher" } ,
 { CR_FULLPROTECTION, "FULLPROTECTION", "Full_Chemical_Protection" } ,
 { CR_AUTOGUARD, "AUTOGUARD", "Guard" } ,
 { CR_DEFENDER, "DEFENDER", "Defender" } ,
 { CR_DEVOTION, "DEVOTION", "Sacrifice" } ,
 { CR_GRANDCROSS, "GRANDCROSS", "Grand_Cross" } ,
 { CR_HOLYCROSS, "HOLYCROSS", "Holy_Cross" } ,
 { CR_PROVIDENCE, "PROVIDENCE", "Providence" } ,
 { CR_REFLECTSHIELD, "REFLECTSHIELD", "Shield_Reflect" } ,
 { CR_SHIELDBOOMERANG, "SHIELDBOOMERANG", "Shield_Boomerang" } ,
 { CR_SHIELDCHARGE, "SHIELDCHARGE", "Shield_Charge" } ,
 { CR_SPEARQUICKEN, "SPEARQUICKEN", "Spear_Quicken" } ,
 { CR_SYNTHESISPOTION, "SYNTHESISPOTION", "Potion_Synthesis" } ,
 { CR_TRUST, "TRUST", "Faith" } ,
 { DC_DANCINGLESSON, "DANCINGLESSON", "Dancing_Lesson" } ,
 { DC_DONTFORGETME, "DONTFORGETME", "Don't_Forget_Me" } ,
 { DC_FORTUNEKISS, "FORTUNEKISS", "Fortune_Kiss" } ,
 { DC_HUMMING, "HUMMING", "Humming" } ,
 { DC_SCREAM, "SCREAM", "Scream" } ,
 { DC_SERVICEFORYOU, "SERVICEFORYOU", "Prostitute" } ,
 { DC_THROWARROW, "THROWARROW", "Throw_Arrow" } ,
 { DC_UGLYDANCE, "UGLYDANCE", "Ugly_Dance" } ,
 { GD_BATTLEORDER, "BATTLEORDER", "Battle_Orders" } ,
 { GD_REGENERATION, "REGENERATION", "Regeneration" } ,
 { GD_RESTORE, "RESTORE", "Restore" } ,
 { GD_EMERGENCYCALL, "EMERGENCYCALL", "Emergency_Call" } ,
 { HP_ASSUMPTIO, "ASSUMPTIO", "Assumptio" } ,
 { HP_BASILICA, "BASILICA", "Basilica" } ,
 { HP_MEDITATIO, "MEDITATIO", "Meditation" } ,
 { HT_ANKLESNARE, "ANKLESNARE", "Ankle_Snare" } ,
 { HT_BEASTBANE, "BEASTBANE", "Beast_Bane" } ,
 { HT_BLASTMINE, "BLASTMINE", "Blast_Mine" } ,
 { HT_BLITZBEAT, "BLITZBEAT", "Blitz_Beat" } ,
 { HT_CLAYMORETRAP, "CLAYMORETRAP", "Claymore_Trap" } ,
 { HT_DETECTING, "DETECTING", "Detect" } ,
 { HT_FALCON, "FALCON", "Falconry_Mastery" } ,
 { HT_FLASHER, "FLASHER", "Flasher" } ,
 { HT_FREEZINGTRAP, "FREEZINGTRAP", "Freezing_Trap" } ,
 { HT_LANDMINE, "LANDMINE", "Land_Mine" } ,
 { HT_REMOVETRAP, "REMOVETRAP", "Remove_Trap" } ,
 { HT_SANDMAN, "SANDMAN", "Sandman" } ,
 { HT_SHOCKWAVE, "SHOCKWAVE", "Shockwave_Trap" } ,
 { HT_SKIDTRAP, "SKIDTRAP", "Skid_Trap" } ,
 { HT_SPRINGTRAP, "SPRINGTRAP", "Spring_Trap" } ,
 { HT_STEELCROW, "STEELCROW", "Steel_Crow" } ,
 { HT_TALKIEBOX, "TALKIEBOX", "Talkie_Box" } ,
 { HW_MAGICCRASHER, "MAGICCRASHER", "Magic_Crasher" } ,
 { HW_MAGICPOWER, "MAGICPOWER", "Magic_Power" } ,
 { HW_NAPALMVULCAN, "NAPALMVULCAN", "Napalm_Vulcan" } ,
 { HW_SOULDRAIN, "SOULDRAIN", "Soul_Drain" } ,
 { ITM_TOMAHAWK, "TOMAHAWK", "Throw_Tomahawk" } ,
 { KN_AUTOCOUNTER, "AUTOCOUNTER", "Counter_Attack" } ,
 { KN_BOWLINGBASH, "BOWLINGBASH", "Bowling_Bash" } ,
 { KN_BRANDISHSPEAR, "BRANDISHSPEAR", "Brandish_Spear" } ,
 { KN_CAVALIERMASTERY, "CAVALIERMASTERY", "Cavalier_Mastery" } ,
 { KN_PIERCE, "PIERCE", "Pierce" } ,
 { KN_RIDING, "RIDING", "Peco_Peco_Ride" } ,
 { KN_SPEARBOOMERANG, "SPEARBOOMERANG", "Spear_Boomerang" } ,
 { KN_SPEARMASTERY, "SPEARMASTERY", "Spear_Mastery" } ,
 { KN_SPEARSTAB, "SPEARSTAB", "Spear_Stab" } ,
 { KN_TWOHANDQUICKEN, "TWOHANDQUICKEN", "Twohand_Quicken" } ,
 { LK_AURABLADE, "AURABLADE", "Aura_Blade" } ,
 { LK_BERSERK, "BERSERK", "Berserk" } ,
 { LK_CONCENTRATION, "CONCENTRATION", "Concentration" } ,
 { LK_FURY, "FURY", "LK_FURY" } ,
 { LK_HEADCRUSH, "HEADCRUSH", "Head_Crusher" } ,
 { LK_JOINTBEAT, "JOINTBEAT", "Joint_Beat" } ,
 { LK_PARRYING, "PARRYING", "Parrying" } ,
 { LK_SPIRALPIERCE, "SPIRALPIERCE", "Spiral_Pierce" } ,
 { LK_TENSIONRELAX, "TENSIONRELAX", "Tension_Relax" } ,
 { MC_CARTREVOLUTION, "CARTREVOLUTION", "Cart_Revolution" } ,
 { MC_CHANGECART, "CHANGECART", "Change_Cart" } ,
 { MC_DISCOUNT, "DISCOUNT", "Discount" } ,
 { MC_IDENTIFY, "IDENTIFY", "Item_Appraisal" } ,
 { MC_INCCARRY, "INCCARRY", "Enlarge_Weight_Limit" } ,
 { MC_LOUD, "LOUD", "Lord_Exclamation" } ,
 { MC_MAMMONITE, "MAMMONITE", "Mammonite" } ,
 { MC_OVERCHARGE, "OVERCHARGE", "Overcharge" } ,
 { MC_PUSHCART, "PUSHCART", "Pushcart" } ,
 { MC_VENDING, "VENDING", "Vending" } ,
 { MG_COLDBOLT, "COLDBOLT", "Cold_Bolt" } ,
 { MG_ENERGYCOAT, "ENERGYCOAT", "Energy_Coat" } ,
 { MG_FIREBALL, "FIREBALL", "Fire_Ball" } ,
 { MG_FIREBOLT, "FIREBOLT", "Fire_Bolt" } ,
 { MG_FIREWALL, "FIREWALL", "Fire_Wall" } ,
 { MG_FROSTDIVER, "FROSTDIVER", "Frost_Diver" } ,
 { MG_LIGHTNINGBOLT, "LIGHTNINGBOLT", "Lightening_Bolt" } ,
 { MG_NAPALMBEAT, "NAPALMBEAT", "Napalm_Beat" } ,
 { MG_SAFETYWALL, "SAFETYWALL", "Safety_Wall" } ,
 { MG_SIGHT, "SIGHT", "Sight" } ,
 { MG_SOULSTRIKE, "SOULSTRIKE", "Soul_Strike" } ,
 { MG_SRECOVERY, "SRECOVERY", "Increase_SP_Recovery" } ,
 { MG_STONECURSE, "STONECURSE", "Stone_Curse" } ,
 { MG_THUNDERSTORM, "THUNDERSTORM", "Thunderstorm" } ,
 { MO_ABSORBSPIRITS, "ABSORBSPIRITS", "Absorb_Spirits" } ,
 { MO_BLADESTOP, "BLADESTOP", "Blade_Stop" } ,
 { MO_BODYRELOCATION, "BODYRELOCATION", "Body_Relocation" } ,
 { MO_CALLSPIRITS, "CALLSPIRITS", "Call_Spirits" } ,
 { MO_CHAINCOMBO, "CHAINCOMBO", "Chain_Combo" } ,
 { MO_COMBOFINISH, "COMBOFINISH", "Combo_Finish" } ,
 { MO_DODGE, "DODGE", "Dodge" } ,
 { MO_EXPLOSIONSPIRITS, "EXPLOSIONSPIRITS", "Explosion_Spirits" } ,
 { MO_EXTREMITYFIST, "EXTREMITYFIST", "Extremity_Fist" } ,
 { MO_FINGEROFFENSIVE, "FINGEROFFENSIVE", "Finger_Offensive" } ,
 { MO_INVESTIGATE, "INVESTIGATE", "Investigate" } ,
 { MO_IRONHAND, "IRONHAND", "Iron_Hand" } ,
 { MO_SPIRITSRECOVERY, "SPIRITSRECOVERY", "Spirit_Recovery" } ,
 { MO_STEELBODY, "STEELBODY", "Steel_Body" } ,
 { MO_TRIPLEATTACK, "TRIPLEATTACK", "Triple_Blows" } ,
 { NPC_ATTRICHANGE, "ATTRICHANGE", "NPC_ATTRICHANGE" } ,
 { NPC_BARRIER, "BARRIER", "NPC_BARRIER" } ,
 { NPC_BLINDATTACK, "BLINDATTACK", "NPC_BLINDATTACK" } ,
 { NPC_BLOODDRAIN, "BLOODDRAIN", "NPC_BLOODDRAIN" } ,
 { NPC_CHANGEDARKNESS, "CHANGEDARKNESS", "NPC_CHANGEDARKNESS" } ,
 { NPC_CHANGEFIRE, "CHANGEFIRE", "NPC_CHANGEFIRE" } ,
 { NPC_CHANGEGROUND, "CHANGEGROUND", "NPC_CHANGEGROUND" } ,
 { NPC_CHANGEHOLY, "CHANGEHOLY", "NPC_CHANGEHOLY" } ,
 { NPC_CHANGEPOISON, "CHANGEPOISON", "NPC_CHANGEPOISON" } ,
 { NPC_CHANGETELEKINESIS, "CHANGETELEKINESIS", "NPC_CHANGETELEKINESIS" } ,
 { NPC_CHANGEWATER, "CHANGEWATER", "NPC_CHANGEWATER" } ,
 { NPC_CHANGEWIND, "CHANGEWIND", "NPC_CHANGEWIND" } ,
 { NPC_COMBOATTACK, "COMBOATTACK", "NPC_COMBOATTACK" } ,
 { NPC_CRITICALSLASH, "CRITICALSLASH", "NPC_CRITICALSLASH" } ,
 { NPC_CURSEATTACK, "CURSEATTACK", "NPC_CURSEATTACK" } ,
 { NPC_DARKBLESSING, "DARKBLESSING", "NPC_DARKBLESSING" } ,
 { NPC_DARKBREATH, "DARKBREATH", "NPC_DARKBREATH" } ,
 { NPC_DARKCROSS, "DARKCROSS", "NPC_DARKCROSS" } ,
 { NPC_DARKNESSATTACK, "DARKNESSATTACK", "NPC_DARKNESSATTACK" } ,
 { NPC_DEFENDER, "DEFENDER", "NPC_DEFENDER" } ,
 { NPC_EMOTION, "EMOTION", "NPC_EMOTION" } ,
 { NPC_ENERGYDRAIN, "ENERGYDRAIN", "NPC_ENERGYDRAIN" } ,
 { NPC_FIREATTACK, "FIREATTACK", "NPC_FIREATTACK" } ,
 { NPC_GROUNDATTACK, "GROUNDATTACK", "NPC_GROUNDATTACK" } ,
 { NPC_GUIDEDATTACK, "GUIDEDATTACK", "NPC_GUIDEDATTACK" } ,
 { NPC_HALLUCINATION, "HALLUCINATION", "NPC_HALLUCINATION" } ,
 { NPC_HOLYATTACK, "HOLYATTACK", "NPC_HOLYATTACK" } ,
 { NPC_KEEPING, "KEEPING", "NPC_KEEPING" } ,
 { NPC_LICK, "LICK", "NPC_LICK" } ,
 { NPC_MAGICALATTACK, "MAGICALATTACK", "NPC_MAGICALATTACK" } ,
 { NPC_MENTALBREAKER, "MENTALBREAKER", "NPC_MENTALBREAKER" } ,
 { NPC_METAMORPHOSIS, "METAMORPHOSIS", "NPC_METAMORPHOSIS" } ,
 { NPC_PETRIFYATTACK, "PETRIFYATTACK", "NPC_PETRIFYATTACK" } ,
 { NPC_PIERCINGATT, "PIERCINGATT", "NPC_PIERCINGATT" } ,
 { NPC_POISON, "POISON", "NPC_POISON" } ,
 { NPC_POISONATTACK, "POISONATTACK", "NPC_POISONATTACK" } ,
 { NPC_PROVOCATION, "PROVOCATION", "NPC_PROVOCATION" } ,
 { NPC_RANDOMATTACK, "RANDOMATTACK", "NPC_RANDOMATTACK" } ,
 { NPC_RANGEATTACK, "RANGEATTACK", "NPC_RANGEATTACK" } ,
 { NPC_REBIRTH, "REBIRTH", "NPC_REBIRTH" } ,
 { NPC_SELFDESTRUCTION, "SELFDESTRUCTION", "Kabooooom!" } ,
 { NPC_SELFDESTRUCTION2, "SELFDESTRUCTION2", "NPC_SELFDESTRUCTION2" } ,
 { NPC_SILENCEATTACK, "SILENCEATTACK", "NPC_SILENCEATTACK" } ,
 { NPC_SLEEPATTACK, "SLEEPATTACK", "NPC_SLEEPATTACK" } ,
 { NPC_SMOKING, "SMOKING", "NPC_SMOKING" } ,
 { NPC_SPLASHATTACK, "SPLASHATTACK", "NPC_SPLASHATTACK" } ,
 { NPC_STUNATTACK, "STUNATTACK", "NPC_STUNATTACK" } ,
 { NPC_SUICIDE, "SUICIDE", "NPC_SUICIDE" } ,
 { NPC_SUMMONMONSTER, "SUMMONMONSTER", "NPC_SUMMONMONSTER" } ,
 { NPC_SUMMONSLAVE, "SUMMONSLAVE", "NPC_SUMMONSLAVE" } ,
 { NPC_TELEKINESISATTACK, "TELEKINESISATTACK", "NPC_TELEKINESISATTACK" } ,
 { NPC_TRANSFORMATION, "TRANSFORMATION", "NPC_TRANSFORMATION" } ,
 { NPC_WATERATTACK, "WATERATTACK", "NPC_WATERATTACK" } ,
 { NPC_WINDATTACK, "WINDATTACK", "NPC_WINDATTACK" } ,
 { NV_BASIC, "BASIC", "Basic_Skill" } ,
 { NV_FIRSTAID, "FIRSTAID", "First Aid" } ,
 { NV_TRICKDEAD, "TRICKDEAD", "Play_Dead" } ,
 { PA_GOSPEL, "GOSPEL", "Gospel" } ,
 { PA_PRESSURE, "PRESSURE", "Pressure" } ,
 { PA_SACRIFICE, "SACRIFICE", "Sacrificial_Ritual" } ,
 { PF_FOGWALL, "FOGWALL", "Wall_of_Fog" } ,
 { PF_HPCONVERSION, "HPCONVERSION", "Health_Conversion" } ,
 { PF_MEMORIZE, "MEMORIZE", "Memorize" } ,
 { PF_MINDBREAKER, "MINDBREAKER", "Mind_Breaker" } ,
 { PF_SOULBURN, "SOULBURN", "Soul_Burn" } ,
 { PF_SOULCHANGE, "SOULCHANGE", "Soul_Change" } ,
 { PF_SPIDERWEB, "SPIDERWEB", "Spider_Web" } ,
 { PR_ASPERSIO, "ASPERSIO", "Aspersio" } ,
 { PR_BENEDICTIO, "BENEDICTIO", "B.S_Sacramenti" } ,
 { PR_GLORIA, "GLORIA", "Gloria" } ,
 { PR_IMPOSITIO, "IMPOSITIO", "Impositio_Manus" } ,
 { PR_KYRIE, "KYRIE", "Kyrie_Eleison" } ,
 { PR_LEXAETERNA, "LEXAETERNA", "Lex_Aeterna" } ,
 { PR_LEXDIVINA, "LEXDIVINA", "Lex_Divina" } ,
 { PR_MACEMASTERY, "MACEMASTERY", "Mace_Mastery" } ,
 { PR_MAGNIFICAT, "MAGNIFICAT", "Magnificat" } ,
 { PR_MAGNUS, "MAGNUS", "Magnus_Exorcismus" } ,
 { PR_SANCTUARY, "SANCTUARY", "Santuary" } ,
 { PR_SLOWPOISON, "SLOWPOISON", "Slow_Poison" } ,
 { PR_STRECOVERY, "STRECOVERY", "Status_Recovery" } ,
 { PR_SUFFRAGIUM, "SUFFRAGIUM", "Suffragium" } ,
 { PR_TURNUNDEAD, "TURNUNDEAD", "Turn_Undead" } ,
 { RG_BACKSTAP, "BACKSTAP", "Back_Stab" } ,
 { RG_CLEANER, "CLEANER", "Remover" } ,
 { RG_COMPULSION, "COMPULSION", "Compulsion_Discount" } ,
 { RG_FLAGGRAFFITI, "FLAGGRAFFITI", "Flag_Graffity" } ,
 { RG_GANGSTER, "GANGSTER", "Gangster's_Paradise" } ,
 { RG_GRAFFITI, "GRAFFITI", "Graffiti" } ,
 { RG_INTIMIDATE, "INTIMIDATE", "Intimidate" } ,
 { RG_PLAGIARISM, "PLAGIARISM", "Plagiarism" } ,
 { RG_RAID, "RAID", "Raid" } ,
 { RG_SNATCHER, "SNATCHER", "Snatcher" } ,
 { RG_STEALCOIN, "STEALCOIN", "Steal_Coin" } ,
 { RG_STRIPARMOR, "STRIPARMOR", "Strip_Armor" } ,
 { RG_STRIPHELM, "STRIPHELM", "Strip_Helm" } ,
 { RG_STRIPSHIELD, "STRIPSHIELD", "Strip_Shield" } ,
 { RG_STRIPWEAPON, "STRIPWEAPON", "Strip_Weapon" } ,
 { RG_TUNNELDRIVE, "TUNNELDRIVE", "Tunnel_Drive" } ,
 { SA_ABRACADABRA, "ABRACADABRA", "Hocus-pocus" } ,
 { SA_ADVANCEDBOOK, "ADVANCEDBOOK", "Advanced_Book" } ,
 { SA_AUTOSPELL, "AUTOSPELL", "Auto_Cast" } ,
 { SA_CASTCANCEL, "CASTCANCEL", "Cast_Cancel" } ,
 { SA_CLASSCHANGE, "CLASSCHANGE", "Class_Change" } ,
 { SA_COMA, "COMA", "Coma" } ,
 { SA_DEATH, "DEATH", "Death" } ,
 { SA_DELUGE, "DELUGE", "Deluge" } ,
 { SA_DISPELL, "DISPELL", "Dispel" } ,
 { SA_DRAGONOLOGY, "DRAGONOLOGY", "Dragonology" } ,
 { SA_FLAMELAUNCHER, "FLAMELAUNCHER", "Flame_Launcher" } ,
 { SA_FORTUNE, "FORTUNE", "Fortune" } ,
 { SA_FREECAST, "FREECAST", "Cast_Freedom" } ,
 { SA_FROSTWEAPON, "FROSTWEAPON", "Frost_Weapon" } ,
 { SA_FULLRECOVERY, "FULLRECOVERY", "Full_Recovery" } ,
 { SA_GRAVITY, "GRAVITY", "Gravity" } ,
 { SA_INSTANTDEATH, "INSTANTDEATH", "Instant_Death" } ,
 { SA_LANDPROTECTOR, "LANDPROTECTOR", "Land_Protector" } ,
 { SA_LEVELUP, "LEVELUP", "Level_Up" } ,
 { SA_LIGHTNINGLOADER, "LIGHTNINGLOADER", "Lightning_Loader" } ,
 { SA_MAGICROD, "MAGICROD", "Magic_Rod" } ,
 { SA_MONOCELL, "MONOCELL", "Monocell" } ,
 { SA_QUESTION, "QUESTION", "Question?" } ,
 { SA_REVERSEORCISH, "REVERSEORCISH", "Reverse_Orcish" } ,
 { SA_SEISMICWEAPON, "SEISMICWEAPON", "Seismic_Weapon" } ,
 { SA_SPELLBREAKER, "SPELLBREAKER", "Break_Spell" } ,
 { SA_SUMMONMONSTER, "SUMMONMONSTER", "Summon_Monster" } ,
 { SA_TAMINGMONSTER, "TAMINGMONSTER", "Taming_Monster" } ,
 { SA_VIOLENTGALE, "VIOLENTGALE", "Violent_Gale" } ,
 { SA_VOLCANO, "VOLCANO", "Volcano" } ,
 { SG_DEVIL, "DEVIL", "Devil" } ,
 { SG_FEEL, "FEEL", "Feel" } ,
 { SG_FRIEND, "FRIEND", "Friend" } ,
 { SG_FUSION, "FUSION", "Fusion" } ,
 { SG_HATE, "HATE", "Hate" } ,
 { SG_KNOWLEDGE, "KNOWLEDGE", "Knowledge" } ,
 { SG_MOON_ANGER, "ANGER", "Moon Anger" } ,
 { SG_MOON_BLESS, "BLESS", "Moon Bless" } ,
 { SG_MOON_COMFORT, "COMFORT", "Moon Comfort" } ,
 { SG_MOON_WARM, "WARM", "Moon Warm" } ,
 { SG_STAR_ANGER, "ANGER", "Star Anger" } ,
 { SG_STAR_BLESS, "BLESS", "Star Bless" } ,
 { SG_STAR_COMFORT, "COMFORT", "Star Comfort" } ,
 { SG_STAR_WARM, "WARM", "Star Warm" } ,
 { SG_SUN_ANGER, "ANGER", "Sun Anger" } ,
 { SG_SUN_BLESS, "BLESS", "Sun Bless" } ,
 { SG_SUN_COMFORT, "COMFORT", "Sun Comfort" } ,
 { SG_SUN_WARM, "WARM", "Sun Warm" } ,
 { SL_ALCHEMIST, "ALCHEMIST", "Alchemist" } ,
 { SL_ASSASIN, "ASSASIN", "Assasin" } ,
 { SL_BARDDANCER, "BARDDANCER", "Bard Dancer" } ,
 { SL_BLACKSMITH, "BLACKSMITH", "Black Smith" } ,
 { SL_CRUSADER, "CRUSADER", "Crusader" } ,
 { SL_HUNTER, "HUNTER", "Hunter" } ,
 { SL_KAAHI, "KAAHI", "Kaahi" } ,
 { SL_KAINA, "KAINA", "Kaina" } ,
 { SL_KAITE, "KAITE", "Kaite" } ,
 { SL_KAIZEL, "KAIZEL", "Kaizel" } ,
 { SL_KAUPE, "KAUPE", "Kaupe" } ,
 { SL_KNIGHT, "KNIGHT", "Knight" } ,
 { SL_MONK, "MONK", "Monk" } ,
 { SL_PRIEST, "PRIEST", "Priest" } ,
 { SL_ROGUE, "ROGUE", "Rogue" } ,
 { SL_SAGE, "SAGE", "Sage" } ,
 { SL_SKA, "SKA", "SKA" } ,
 { SL_SKE, "SKE", "SKE" } ,
 { SL_SMA, "SMA", "SMA" } ,
 { SL_SOULLINKER, "SOULLINKER", "Soul Linker" } ,
 { SL_STAR, "STAR", "Star" } ,
 { SL_STIN, "STIN", "Stin" } ,
 { SL_STUN, "STUN", "Stun" } ,
 { SL_SUPERNOVICE, "SUPERNOVICE", "Super Novice" } ,
 { SL_SWOO, "SWOO", "Swoo" } ,
 { SL_WIZARD, "WIZARD", "Wizard" } ,
 { SM_AUTOBERSERK, "AUTOBERSERK", "Auto_Berserk" } ,
 { SM_BASH, "BASH", "Bash" } ,
 { SM_ENDURE, "ENDURE", "Endure" } ,
 { SM_FATALBLOW, "FATALBLOW", "Attack_Weak_Point" } ,
 { SM_MAGNUM, "MAGNUM", "Magnum_Break" } ,
 { SM_MOVINGRECOVERY, "MOVINGRECOVERY", "Moving_HP_Recovery" } ,
 { SM_PROVOKE, "PROVOKE", "Provoke" } ,
 { SM_RECOVERY, "RECOVERY", "Increase_HP_Recovery" } ,
 { SM_SWORD, "SWORD", "Sword_Mastery" } ,
 { SM_TWOHAND, "TWOHAND", "Two-Handed_Sword_Mastery" } ,
 { SN_FALCONASSAULT, "FALCONASSAULT", "Falcon_Assault" } ,
 { SN_SHARPSHOOTING, "SHARPSHOOTING", "Sharpshooting" } ,
 { SN_SIGHT, "SIGHT", "True_Sight" } ,
 { SN_WINDWALK, "WINDWALK", "Wind_Walk" } ,
 { ST_CHASEWALK, "CHASEWALK", "Chase_Walk" } ,
 { ST_REJECTSWORD, "REJECTSWORD", "Reject_Sword" } ,
 { ST_STEALBACKPACK, "STEALBACKPACK", "Steal_Backpack" } ,
 { ST_PRESERVE, "PRESERVE", "Preserve" } ,
 { ST_FULLSTRIP, "FULLSTRIP", "Full_Strip" } ,
 { TF_BACKSLIDING, "BACKSLIDING", "Back_Sliding" } ,
 { TF_DETOXIFY, "DETOXIFY", "Detoxify" } ,
 { TF_DOUBLE, "DOUBLE", "Double_Attack" } ,
 { TF_HIDING, "HIDING", "Hiding" } ,
 { TF_MISS, "MISS", "Improve_Dodge" } ,
 { TF_PICKSTONE, "PICKSTONE", "Take_Stone" } ,
 { TF_POISON, "POISON", "Envenom" } ,
 { TF_SPRINKLESAND, "SPRINKLESAND", "Throw_Sand" } ,
 { TF_STEAL, "STEAL", "Steal" } ,
 { TF_THROWSTONE, "THROWSTONE", "Throw_Stone" } ,
 { TK_COUNTER, "COUNTER", "Counter" } ,
 { TK_DODGE, "DODGE", "Dodge" } ,
 { TK_DOWNKICK, "DOWNKICK", "Down Kick" } ,
 { TK_HIGHJUMP, "HIGHJUMP", "High Jump" } ,
 { TK_HPTIME, "HPTIME", "HP Time" } ,
 { TK_JUMPKICK, "JUMPKICK", "Jump Kick" } ,
 { TK_POWER, "POWER", "Power" } ,
 { TK_READYCOUNTER, "READYCOUNTER", "Ready Counter" } ,
 { TK_READYDOWN, "READYDOWN", "Ready Down" } ,
 { TK_READYSTORM, "READYSTORM", "Ready Storm" } ,
 { TK_READYTURN, "READYTURN", "Ready Turn" } ,
 { TK_RUN, "RUN", "TK_RUN" } ,
 { TK_SEVENWIND, "SEVENWIND", "Seven Wind" } ,
 { TK_SPTIME, "SPTIME", "SP Time" } ,
 { TK_STORMKICK, "STORMKICK", "Storm Kick" } ,
 { TK_TURNKICK, "TURNKICK", "Turn Kick" } ,
 { WE_BABY, "BABY", "Adopt_Baby" } ,
 { WE_CALLBABY, "CALLBABY", "Call_Baby" } ,
 { WE_CALLPARENT, "CALLPARENT", "Call_Parent" } ,
 { WE_CALLPARTNER, "CALLPARTNER", "I Want to See You" } ,
 { WE_FEMALE, "FEMALE", "I Only Look Up to You" } ,
 { WE_MALE, "MALE", "I Will Protect You" } ,
 { WS_CARTBOOST, "CARTBOOST", "Cart_Boost" } ,
 { WS_CREATECOIN, "CREATECOIN", "Create_Coins" } ,
 { WS_CREATENUGGET, "CREATENUGGET", "Create_Nuggets" } ,
 { WS_MELTDOWN, "MELTDOWN", "Meltdown" } ,
 { WS_SYSTEMCREATE, "SYSTEMCREATE", "Create_System_tower" } ,
 { WS_WEAPONREFINE, "WEAPONREFINE", "Weapon_Refine" } ,
 { WZ_EARTHSPIKE, "EARTHSPIKE", "Earth_Spike" } ,
 { WZ_ESTIMATION, "ESTIMATION", "Sense" } ,
 { WZ_FIREIVY, "FIREIVY", "Fire_Ivy" } ,
 { WZ_FIREPILLAR, "FIREPILLAR", "Fire_Pillar" } ,
 { WZ_FROSTNOVA, "FROSTNOVA", "Frost_Nova" } ,
 { WZ_HEAVENDRIVE, "HEAVENDRIVE", "Heaven's_Drive" } ,
 { WZ_ICEWALL, "ICEWALL", "Ice_Wall" } ,
 { WZ_JUPITEL, "JUPITEL", "Jupitel_Thunder" } ,
 { WZ_METEOR, "METEOR", "Meteor_Storm" } ,
 { WZ_QUAGMIRE, "QUAGMIRE", "Quagmire" } ,
 { WZ_SIGHTRASHER, "SIGHTRASHER", "Sightrasher" } ,
 { WZ_STORMGUST, "STORMGUST", "Storm_Gust" } ,
 { WZ_VERMILION, "VERMILION", "Lord_of_Vermilion" } ,
 { WZ_WATERBALL, "WATERBALL", "Water_Ball" } ,
 { 0, 0, 0 } 
};

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 int rdamage;

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

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

/* ��쐬�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];

int	skill_get_hit( int id ){
	if (id >= 10000 && id < 10015) id -= 9500;
	return skill_db[id].hit;
}
int	skill_get_inf( int id ){
	return (id < 500) ? skill_db[id].inf : guild_skill_get_inf(id);
}
int	skill_get_pl( int id ){
	if (id >= 10000 && id < 10015) id-= 9500;
	return skill_db[id].pl;
}
int	skill_get_nk( int id ){
	if (id >= 10000 && id < 10015) id-= 9500;
	return skill_db[id].nk;
}
int skill_get_max( int id ){
	return (id < 500) ? skill_db[id].max : guild_skill_get_max(id);
}
int skill_get_range( int id , int lv ){
	if (lv <= 0) return 0;
	return (id < 500) ? skill_db[id].range[lv-1] : guild_skill_get_range(id);
}
int	skill_get_hp( int id ,int lv ){
	if (id >= 10000 && id < 10015) id-= 9500;
	return (lv <= 0) ? 0: skill_db[id].hp[lv-1];
}
int	skill_get_sp( int id ,int lv ){
	if (id >= 10000 && id < 10015) id-= 9500;
	//if (lv <= 0) return 0;
	//return (id < 500) ? skill_db[id].sp[lv-1] : guild_skill_get_sp(id, lv);
	return (lv <= 0) ? 0: skill_db[id].sp[lv-1];
}
int	skill_get_zeny( int id ,int lv ){
	if (id >= 10000 && id < 10015) id-= 9500;
	return (lv <= 0) ? 0:skill_db[id].zeny[lv-1];
}
int	skill_get_num( int id ,int lv ){
	if (id >= 10000 && id < 10015) id-= 9500;
	return (lv <= 0) ? 0:skill_db[id].num[lv-1];
}
int	skill_get_cast( int id ,int lv ){
	if (id >= 10000 && id < 10015) id-= 9500;
	return (lv <= 0) ? 0:skill_db[id].cast[lv-1];
}
int	skill_get_delay( int id ,int lv ){
	if (id >= 10000 && id < 10015) id-= 9500;
	return (lv <= 0) ? 0:skill_db[id].delay[lv-1];
}
int	skill_get_time( int id ,int lv ){
	if (id >= 10000 && id < 10015) id-= 9500;
	return (lv <= 0) ? 0:skill_db[id].upkeep_time[lv-1];
}
int	skill_get_time2( int id ,int lv ){
	if (id >= 10000 && id < 10015) id-= 9500;
	return (lv <= 0) ? 0:skill_db[id].upkeep_time2[lv-1];
}
int	skill_get_castdef( int id ){
	if (id >= 10000 && id < 10015) id-= 9500;
	return skill_db[id].cast_def_rate;
}
int	skill_get_weapontype( int id ){
	if (id >= 10000 && id < 10015) id-= 9500;
	return skill_db[id].weapon;
}
int	skill_get_inf2( int id ){
	if (id >= 10000 && id < 10015) id-= 9500;
	return skill_db[id].inf2;
}
int	skill_get_castcancel( int id ){
	if (id >= 10000 && id < 10015) id-= 9500;
	return skill_db[id].castcancel;
}
int	skill_get_maxcount( int id ){
	if (id >= 10000 && id < 10015) id-= 9500;
	return skill_db[id].maxcount;
}
int	skill_get_blewcount( int id ,int lv ){
	if (id >= 10000 && id < 10015) id-= 9500;
	return (lv <= 0) ? 0:skill_db[id].blewcount[lv-1];
}
int	skill_get_mhp( int id ,int lv ){
	if (id >= 10000 && id < 10015) id-= 9500;
	return (lv <= 0) ? 0:skill_db[id].mhp[lv-1];
}
int	skill_get_castnodex( int id ,int lv ){
	if (id >= 10000 && id < 10015) id-= 9500;
	return (lv <= 0) ? 0:skill_db[id].castnodex[lv-1];
}
int	skill_get_nocast ( int id ){
	if (id >= 10000 && id < 10015) id-= 9500;
	return skill_db[id].nocast;
}
int skill_tree_get_max(int id, int b_class){
	struct pc_base_job s_class = pc_calc_base_job(b_class);
	int i, skillid;
	for(i=0;(skillid=skill_tree[s_class.upper][s_class.job][i].id)>0;i++)
		if (id == skillid) return skill_tree[s_class.upper][s_class.job][i].max;
	return skill_get_max (id);
}

/* �v���g�^�C�v */
//struct skill_unit_group *skill_unitsetting( struct block_list *src, int skillid,int skilllv,int x,int y,int flag);
int skill_check_condition( struct map_session_data *sd,int type);
int skill_castend_damage_id( struct block_list* src, struct block_list *bl,int skillid,int skilllv,unsigned int tick,int flag );
int skill_frostjoke_scream(struct block_list *bl,va_list ap);
int skill_status_change_timer_sub(struct block_list *bl, va_list ap );
int skill_attack_area(struct block_list *bl,va_list ap);
int skill_abra_dataset(int skilllv);
int skill_clear_element_field(struct block_list *bl);
int skill_landprotector(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 );

// [MouseJstr] - skill ok to cast? and when?
int skillnotok(int skillid, struct map_session_data *sd) {
     if (sd == 0)
           return 0;
     if (pc_isGM(sd) >= 20)
           return 0;  // gm's can do anything damn thing they want

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

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


static int distance(int x0,int y0,int x1,int y1)
{
	int dx,dy;

	dx=abs(x0-x1);
	dy=abs(y0-y1);
	return dx>dy ? dx : dy;
}

/* �X�L�����j�b�gID��Ԃ��i������f?�^�x?�X�ɓ��ꂽ���ȁj */
int skill_get_unit_id(int id,int flag)
{

	switch(id){
	case MG_SAFETYWALL:		return 0x7e;				/* �Z�C�t�e�B�E�H?�� */
	case MG_FIREWALL:		return 0x7f;				/* �t�@�C�A?�E�H?�� */
	case AL_WARP:			return (flag==0)?0x81:0x80;	/* ��?�v�|?�^�� */
	case PR_BENEDICTIO:		return 0x82;				/* ��?�~�� */
	case PR_SANCTUARY:		return 0x83;				/* �T���N�`���A�� */
	case PR_MAGNUS:			return 0x84;				/* �}�O�k�X�G�N�\�V�Y�� */
	case AL_PNEUMA:			return 0x85;				/* �j��?�} */
	case MG_THUNDERSTORM:	return 0x86;		/* �T���_?�X�g?�� */
	case WZ_HEAVENDRIVE:	return 0x86;		/* �w�����Y�h���C�u */
	case WZ_SIGHTRASHER:	return 0x86;				/* �T�C�g���b�V��? */
	case WZ_METEOR:			return 0x86;				/* ���e�I�X�g?�� */
	case WZ_VERMILION:		return 0x86;				/* ��?�h�I�u���@?�~���I�� */
	case WZ_FROSTNOVA:		return 0x86;			/* �t���X�g�m���@ */
	case WZ_STORMGUST:		return 0x86;				/* �X�g?���K�X�g(�Ƃ肠����LoV�Ɠ�����?��) */
	case CR_GRANDCROSS:		return 0x86;				/* �O�����h�N���X */
	case NPC_DARKGRANDCROSS:	return 0x86;			/*�ŃO�����h�N���X*/
	case WZ_FIREPILLAR:		return (flag==0)?0x87:0x88;	/* �t�@�C�A?�s��? */
	case HT_TALKIEBOX:		return 0x99;	/* �g?�L?�{�b�N�X */
	case WZ_ICEWALL:		return 0x8d;				/* �A�C�X�E�H?�� */
	case WZ_QUAGMIRE:		return 0x8e;				/* �N�@�O�}�C�A */
	case HT_BLASTMINE:		return 0x8f;				/* �u���X�g�}�C�� */
	case HT_SKIDTRAP:		return 0x90;				/* �X�L�b�h�g���b�v */
	case HT_ANKLESNARE:		return 0x91;				/* �A���N���X�l�A */
	case AS_VENOMDUST:		return 0x92;				/* �x�m���_�X�g */
	case HT_LANDMINE:		return 0x93;				/* �����h�}�C�� */
	case HT_SHOCKWAVE:		return 0x94;				/* �V���b�N�E�F?�u�g���b�v */
	case HT_SANDMAN:		return 0x95;				/* �T���h�}�� */
	case HT_FLASHER:		return 0x96;				/* �t���b�V��? */
	case HT_FREEZINGTRAP:	return 0x97;				/* �t��?�W���O�g���b�v */
	case HT_CLAYMORETRAP:	return 0x98;				/* �N���C���A?�g���b�v */
	case SA_VOLCANO:		return 0x9a;					/* �{���P?�m */
	case SA_DELUGE:			return 0x9b;				/* �f����?�W */
	case SA_VIOLENTGALE:	return 0x9c;					/* �o�C�I�����g�Q�C�� */
	case SA_LANDPROTECTOR:	return 0x9d;					/* �����h�v���e�N�^? */
	case BD_LULLABY:		return 0x9e;				/* �q��� */
	case BD_RICHMANKIM:		return 0x9f;				/* �j�����h�̉� */
	case BD_ETERNALCHAOS:	return 0xa0;				/* �i���̍��� */
	case BD_DRUMBATTLEFIELD:return 0xa1;					/* ?���ۂ̋��� */
	case BD_RINGNIBELUNGEN:	return 0xa2;				/* �j?�x�����O�̎w�� */
	case BD_ROKISWEIL:		return 0xa3;				/* ���L�̋��� */
	case BD_INTOABYSS:		return 0xa4;				/* �[���̒��� */
	case BD_SIEGFRIED:		return 0xa5;				/* �s���g�̃W?�N�t��?�h */
	case BA_DISSONANCE:		return 0xa6;				/* �s���a�� */
	case BA_WHISTLE:		return 0xa7;				/* ���J */
	case BA_ASSASSINCROSS:	return 0xa8;				/* �[�z�̃A�T�V���N���X */
	case BA_POEMBRAGI:		return 0xa9;				/* �u���M�̎� */
	case BA_APPLEIDUN:		return 0xaa;				/* �C�h�D���̗ь� */
	case DC_UGLYDANCE:		return 0xab;				/* ��������ȃ_���X */
	case DC_HUMMING:		return 0xac;				/* �n�~���O */
	case DC_DONTFORGETME:	return 0xad;				/* ����Y��Ȃ��Łc */
	case DC_FORTUNEKISS:	return 0xae;				/* �K�^�̃L�X */
	case DC_SERVICEFORYOU:	return 0xaf;				/* �T?�r�X�t�H?��? */
	case RG_GRAFFITI:		return 0xb0;				/* �O���t�B�e�B */
	case AM_DEMONSTRATION:	return 0xb1;				/* �f�����X�g��?�V���� */
	case WE_CALLPARTNER:	return 0xb2;				/* ���Ȃ��Ɉ������� */
	case PA_GOSPEL:			return 0xb3;				/* �S�X�y�� */
	case HP_BASILICA:		return 0xb4;				/* �o�W���J */
	case CG_MOONLIT:		return 0xb5;
	case PF_FOGWALL:		return 0xb6;				/* �t�H�O�E�H?�� */
	case PF_SPIDERWEB:		return 0xb7;				/* �X�p�C�_?�E�F�b�u */
	// temporary unit ID's [Celest]
	case GD_LEADERSHIP:		return 0xc1;
	case GD_GLORYWOUNDS:	return 0xc2;
	case GD_SOULCOLD:		return 0xc3;
	case GD_HAWKEYES:		return 0xc4;
	}
	return 0;
	/*
	0x89,0x8a,0x8b �\������
	0x9a ��?���̉r���݂����ȃG�t�F�N�g
	0x9b ��?���̉r���݂����ȃG�t�F�N�g
	0x9c ��?���̉r���݂����ȃG�t�F�N�g
	0x9d ���������ȃG�t�F�N�g
	0xb1 Alchemist Demonstration
	0xb2 = Pink Warp Portal
	0xb3 = Gospel For Paladin
	0xb4 = Basilica
	0xb5 = Empty
	0xb6 = Fog Wall for Professor
	0xb7 = Spider Web for Professor
	0xb8 = Empty
	0xb9 =
	*/
}

/*==========================================
 * �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)
{
	/* MOB�lj�?�ʃX�L���p */
	const int sc[]={
		SC_POISON, SC_BLIND, SC_SILENCE, SC_STAN,
		SC_STONE, SC_CURSE, SC_SLEEP
	};
	const int sc2[]={
		MG_STONECURSE,MG_FROSTDIVER,NPC_STUNATTACK,
		NPC_SLEEPATTACK,TF_POISON,NPC_CURSEATTACK,
		NPC_SILENCEATTACK,0,NPC_BLINDATTACK
	};

	struct map_session_data *sd=NULL;
	struct map_session_data *dstsd=NULL;
	struct mob_data *md=NULL;
	struct mob_data *dstmd=NULL;
	struct pet_data *pd=NULL;

	int skill,skill2;
	int rate,luk;

	int sc_def_mdef,sc_def_vit,sc_def_int,sc_def_luk;
	int sc_def_mdef2,sc_def_vit2,sc_def_int2,sc_def_luk2;

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

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

	if(src->type==BL_PC){
		nullpo_retr(0, sd=(struct map_session_data *)src);
	}else if(src->type==BL_MOB){
		nullpo_retr(0, md=(struct mob_data *)src); //���g�p�H
	}else if(src->type==BL_PET){
		nullpo_retr(0, pd=(struct pet_data *)src); // [Valaris]
	}

	//?�ۂ̑ϐ�
	luk = battle_get_luk(bl);
	sc_def_mdef=100 - (3 + battle_get_mdef(bl) + luk/3);
	sc_def_vit=100 - (3 + battle_get_vit(bl) + luk/3);
	sc_def_int=100 - (3 + battle_get_int(bl) + luk/3);
	sc_def_luk=100 - (3 + luk);
	//�����̑ϐ�
	luk = battle_get_luk(src);
	sc_def_mdef2=100 - (3 + battle_get_mdef(src) + luk/3);
	sc_def_vit2=100 - (3 + battle_get_vit(src) + luk/3);
	sc_def_int2=100 - (3 + battle_get_int(src) + luk/3);
	sc_def_luk2=100 - (3 + luk);
	if(bl->type==BL_PC)
		dstsd=(struct map_session_data *)bl;
	else if(bl->type==BL_MOB){
		dstmd=(struct mob_data *)bl; //���g�p�H
		if(sc_def_mdef<50)
			sc_def_mdef=50;
		if(sc_def_vit<50)
			sc_def_vit=50;
		if(sc_def_int<50)
			sc_def_int=50;
		if(sc_def_luk<50)
			sc_def_luk=50;
	}
	if(sc_def_mdef<0)
		sc_def_mdef=0;
	if(sc_def_vit<0)
		sc_def_vit=0;
	if(sc_def_int<0)
		sc_def_int=0;

	switch(skillid){
	case 0:					/* �ʏ�U? */
		/* ������ */
		if( sd && pc_isfalcon(sd) && sd->status.weapon == 11 && (skill=pc_checkskill(sd,HT_BLITZBEAT))>0 &&
			rand()%1000 <= sd->paramc[5]*10/3+1 ) {
			int lv=(sd->status.job_level+9)/10;
			skill_castend_damage_id(src,bl,HT_BLITZBEAT,(skill<lv)?skill:lv,tick,0xf00000);
		}
		// �X�i�b�`��?
		if(sd && sd->status.weapon != 11 && (skill=pc_checkskill(sd,RG_SNATCHER)) > 0)
			if((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);
			}
		// �G���`�����g�f�b�g��?�|�C�Y��(�ғ�?��)
		if (sd && sd->sc_data[SC_EDP].timer != -1 && rand() % 10000 < sd->sc_data[SC_EDP].val2 * sc_def_vit) {
			int mhp = battle_get_max_hp(bl);
			int hp = battle_get_hp(bl);
			int lvl = sd->sc_data[SC_EDP].val1;
			int diff;
			// MHP��1/4�ȉ��ɂ͂Ȃ�Ȃ�
			if(hp > mhp>>2) {
				if(bl->type == BL_PC) {
					diff = mhp*10/100;
					if (hp - diff < mhp>>2)
						diff = hp - (mhp>>2);
					pc_heal((struct map_session_data *)bl, -hp, 0);
				} else if(bl->type == BL_MOB) {
					struct mob_data *md = (struct mob_data *)bl;
					hp -= mhp*15/100;
					if (hp > mhp>>2)
						md->hp = hp;
					else
						md->hp = mhp>>2;
				}
			}
			skill_status_change_start(bl,SC_DPOISON,lvl,0,0,0,skill_get_time2(ASC_EDP,lvl),0);
		}
		break;

	case SM_BASH:			/* �o�b�V���i�}���U?�j */
		if( sd && (skill=pc_checkskill(sd,SM_FATALBLOW))>0 ){
			if( rand()%100 < 6*(skilllv-5)*sc_def_vit/100 )
				skill_status_change_start(bl,SC_STAN,skilllv,0,0,0,skill_get_time2(SM_FATALBLOW,skilllv),0);
		}
		break;

	case TF_POISON:			/* �C���x�i�� */
	case AS_SPLASHER:		/* �x�i���X�v���b�V��? */
		if(rand()%100< (2*skilllv+10)*sc_def_vit/100 )
			skill_status_change_start(bl,SC_POISON,skilllv,0,0,0,skill_get_time2(skillid,skilllv),0);
		else{
			if(sd && skillid==TF_POISON)
				clif_skill_fail(sd,skillid,0,0);
		}
		break;

	case AS_SONICBLOW:		/* �\�j�b�N�u��? */
		if( rand()%100 < (2*skilllv+10)*sc_def_vit/100 )
			skill_status_change_start(bl,SC_STAN,skilllv,0,0,0,skill_get_time2(skillid,skilllv),0);
		break;

	case HT_FREEZINGTRAP:	/* �t��?�W���O�g���b�v */
		rate=skilllv*3+35;
		if(rand()%100 < rate*sc_def_mdef/100)
			skill_status_change_start(bl,SC_FREEZE,skilllv,0,0,0,skill_get_time2(skillid,skilllv),0);
		break;

	case MG_FROSTDIVER:		/* �t���X�g�_�C�o? */
	case WZ_FROSTNOVA:		/* �t���X�g�m���@ */
		rate=(skilllv*3+35)*sc_def_mdef/100-(battle_get_int(bl)+battle_get_luk(bl))/15;
		rate=rate<=5?5:rate;
		if(rand()%100 < rate)
			skill_status_change_start(bl,SC_FREEZE,skilllv,0,0,0,skill_get_time2(skillid,skilllv),0);
		else if(sd && skillid==MG_FROSTDIVER)
			clif_skill_fail(sd,skillid,0,0);
		break;

	case WZ_STORMGUST:		/* �X�g?���K�X�g */
		{
			struct status_change *sc_data = battle_get_sc_data(bl);
			if(sc_data) {
				sc_data[SC_FREEZE].val3++;
				if(sc_data[SC_FREEZE].val3 >= 3)
					skill_status_change_start(bl,SC_FREEZE,skilllv,0,0,0,skill_get_time2(skillid,skilllv),0);
			}
		}
		break;

	case HT_LANDMINE:		/* �����h�}�C�� */
		if( rand()%100 < (5*skilllv+30)*sc_def_vit/100 )
			skill_status_change_start(bl,SC_STAN,skilllv,0,0,0,skill_get_time2(skillid,skilllv),0);
		break;

	case HT_SHOCKWAVE:				/* �V���b�N�E�F?�u�g���b�v */
		if(map[bl->m].flag.pvp && dstsd){
			dstsd->status.sp -= dstsd->status.sp*(5+15*skilllv)/100;
			pc_calcstatus(dstsd,0);
		}
		break;
	case HT_SANDMAN:		/* �T���h�}�� */
		if( rand()%100 < (5*skilllv+30)*sc_def_int/100 )
			skill_status_change_start(bl,SC_SLEEP,skilllv,0,0,0,skill_get_time2(skillid,skilllv),0);
		break;
	case TF_SPRINKLESAND:	/* ���܂� */
		if( rand()%100 < 20*sc_def_int/100 )
			skill_status_change_start(bl,SC_BLIND,skilllv,0,0,0,skill_get_time2(skillid,skilllv),0);
		break;

	case TF_THROWSTONE:		/* ���� */
		if( rand()%100 < 7*sc_def_vit/100 )
			skill_status_change_start(bl,SC_STAN,skilllv,0,0,0,skill_get_time2(skillid,skilllv),0);
		break;

	case CR_HOLYCROSS:		/* �z?��?�N���X */
		if( rand()%100 < 3*skilllv*sc_def_int/100 )
			skill_status_change_start(bl,SC_BLIND,skilllv,0,0,0,skill_get_time2(skillid,skilllv),0);
		break;

	case CR_GRANDCROSS:		/* �O�����h�N���X */
	case NPC_DARKGRANDCROSS:	/*�ŃO�����h�N���X*/
		{
			int race = battle_get_race(bl);
			if( (battle_check_undead(race,battle_get_elem_type(bl)) || race == 6) && rand()%100 < 100000*sc_def_int/100)	//?���t?�������S�ϐ��ɂ͖�?
				skill_status_change_start(bl,SC_BLIND,skilllv,0,0,0,skill_get_time2(skillid,skilllv),0);
		}
		break;

	case AM_ACIDTERROR:
		if( rand()%100 < (skilllv*3)*sc_def_vit/100 )
			skill_status_change_start(bl,SC_BLEEDING,skilllv,0,0,0,skill_get_time2(skillid,skilllv),0);
		break;

	case CR_SHIELDCHARGE:		/* �V?���h�`��?�W */
		if( rand()%100 < (15 + skilllv*5)*sc_def_vit/100 )
			skill_status_change_start(bl,SC_STAN,skilllv,0,0,0,skill_get_time2(skillid,skilllv),0);
		break;

	case RG_RAID:		/* �T�v���C�Y�A�^�b�N */
		if( rand()%100 < (10+3*skilllv)*sc_def_vit/100 )
			skill_status_change_start(bl,SC_STAN,skilllv,0,0,0,skill_get_time2(skillid,skilllv),0);
		if( rand()%100 < (10+3*skilllv)*sc_def_int/100 )
			skill_status_change_start(bl,SC_BLIND,skilllv,0,0,0,skill_get_time2(skillid,skilllv),0);
		break;
	case BA_FROSTJOKE:
		if(rand()%100 < (15+5*skilllv)*sc_def_mdef/100)
			skill_status_change_start(bl,SC_FREEZE,skilllv,0,0,0,skill_get_time2(skillid,skilllv),0);
		break;

	case DC_SCREAM:
		if( rand()%100 < (25+5*skilllv)*sc_def_vit/100 )
			skill_status_change_start(bl,SC_STAN,skilllv,0,0,0,skill_get_time2(skillid,skilllv),0);
		break;

	case BD_LULLABY:	/* �q��S */
		if( rand()%100 < 15*sc_def_int/100 )
			skill_status_change_start(bl,SC_SLEEP,skilllv,0,0,0,skill_get_time2(skillid,skilllv),0);
		break;

	/* MOB�̒lj�?�ʕt���X�L�� */

	case NPC_PETRIFYATTACK:
		if(rand()%100 < sc_def_mdef)
			skill_status_change_start(bl,sc[skillid-NPC_POISON],skilllv,0,0,0,skill_get_time2(skillid,skilllv),0);
		break;
	case NPC_POISON:
	case NPC_SILENCEATTACK:
	case NPC_STUNATTACK:
		if(rand()%100 < sc_def_vit && src->type!=BL_PET)
			skill_status_change_start(bl,sc[skillid-NPC_POISON],skilllv,0,0,0,skill_get_time2(skillid,skilllv),0);
		if(src->type==BL_PET)
			skill_status_change_start(bl,sc[skillid-NPC_POISON],skilllv,0,0,0,skilllv*1000,0);
		break;
	case NPC_CURSEATTACK:
		if(rand()%100 < sc_def_luk)
			skill_status_change_start(bl,sc[skillid-NPC_POISON],skilllv,0,0,0,skill_get_time2(skillid,skilllv),0);
		break;
	case NPC_SLEEPATTACK:
	case NPC_BLINDATTACK:
		if(rand()%100 < sc_def_int)
			skill_status_change_start(bl,sc[skillid-NPC_POISON],skilllv,0,0,0,skill_get_time2(skillid,skilllv),0);
		break;
	case NPC_MENTALBREAKER:
		if(dstsd) {
			int sp = dstsd->status.max_sp*(10+skilllv)/100;
			if(sp < 1) sp = 1;
			pc_heal(dstsd,0,-sp);
		}
		break;

// -- moonsoul (adding status effect chance given to wizard aoe skills meteor and vermillion)
//
	case WZ_METEOR:
		if(rand()%100 < sc_def_vit)
			skill_status_change_start(bl,SC_STAN,skilllv,0,0,0,skill_get_time2(skillid,skilllv),0);		
		break;
	case WZ_VERMILION:
		if(rand()%100 < sc_def_int)
			skill_status_change_start(bl,SC_BLIND,skilllv,0,0,0,skill_get_time2(skillid,skilllv),0);		
		break;

// -- moonsoul (stun ability of new champion skill tigerfist)
//
	case CH_TIGERFIST:
		if( rand()%100 < (10 + skilllv*10)*sc_def_vit/100 ) {
			int sec = skill_get_time2 (skillid,skilllv) - (double)battle_get_agi(bl)*0.1;
			skill_status_change_start(bl,SC_STAN,skilllv,0,0,0,sec,0);
		}
		break;

	case LK_SPIRALPIERCE:
		if( rand()%100 < (15 + skilllv*5)*sc_def_vit/100 )
			skill_status_change_start(bl,SC_STAN,skilllv,0,0,0,skill_get_time2(skillid,skilllv),0);
		break;
	case ST_REJECTSWORD:	/* �t��?�W���O�g���b�v */
		if( rand()%100 < (skilllv*15) )
			skill_status_change_start(bl,SC_AUTOCOUNTER,skilllv,0,0,0,skill_get_time2(skillid,skilllv),0);
		break;
	case PF_FOGWALL:		/* �z?��?�N���X */
		if(src!=bl && rand()%100 < 3*skilllv*sc_def_int/100 )
			skill_status_change_start(bl,SC_BLIND,skilllv,0,0,0,skill_get_time2(skillid,skilllv),0);
		break;
	case LK_HEADCRUSH:				/* �w�b�h�N���b�V�� */
		{//?�����ǂ�������Ȃ��̂œK?��
			int race=battle_get_race(bl);
			if( !(battle_check_undead(race,battle_get_elem_type(bl)) || race == 6) && rand()%100 < (2*skilllv+10)*sc_def_vit/100 )
				skill_status_change_start(bl,SC_HEADCRUSH,skilllv,0,0,0,skill_get_time2(skillid,skilllv),0);
		}
			break;
	case LK_JOINTBEAT:				/* �W���C���g�r?�g */
		//?�����ǂ�������Ȃ��̂œK?��
		if( rand()%100 < (2*skilllv+10)*sc_def_vit/100 )
			skill_status_change_start(bl,SC_JOINTBEAT,skilllv,0,0,0,skill_get_time2(skillid,skilllv),0);
		break;
	case PF_SPIDERWEB:		/* �X�p�C�_?�E�F�b�u */
		{
			if(bl->type == BL_MOB)
			{
				int sec=skill_get_time2(skillid,skilllv);
				if(map[src->m].flag.pvp) //PvP�ł͍S�����Ԕ����H
					sec = sec/2;
				battle_stopwalking(bl,1);
				skill_status_change_start(bl,SC_SPIDERWEB,skilllv,0,0,0,sec,0);
			}
		}
		break;
	case ASC_METEORASSAULT:			/* ���e�I�A�T���g */
		if( rand()%100 < (15 + skilllv*5)*sc_def_vit/100 ) //?�Ԉُ�͏ڍׂ�������Ȃ��̂œK?��
			skill_status_change_start(bl,SC_STAN,skilllv,0,0,0,skill_get_time2(skillid,skilllv),0);
		if( rand()%100 < (10+3*skilllv)*sc_def_int/100 )
			skill_status_change_start(bl,SC_BLIND,skilllv,0,0,0,skill_get_time2(skillid,skilllv),0);
		break;
	case MO_EXTREMITYFIST:			/* ���C���e���� */
		//���C�����g����5���Ԏ��R�񕜂��Ȃ��悤�ɂȂ�
		skill_status_change_start(src,SkillStatusChangeTable[skillid],skilllv,0,0,0,skill_get_time2(skillid,skilllv),0 );
		break;
	case HW_NAPALMVULCAN:			/* �i�p?���o���J�� */
		// skilllv*5%�̊m���Ŏ�
		if (rand()%10000 < 5*skilllv*sc_def_luk)
			skill_status_change_start(bl,SC_CURSE,7,0,0,0,skill_get_time2(NPC_CURSEATTACK,7),0);
		break;
	}

	if(sd && skillid != MC_CARTREVOLUTION && attack_type&BF_WEAPON){	/* �J?�h�ɂ��lj�?�� */
		int i;
		int sc_def_card=100;

		for(i=SC_STONE;i<=SC_BLIND;i++){
			//?�ۂ�?�Ԉُ�
			if(i==SC_STONE || i==SC_FREEZE)
				sc_def_card=sc_def_mdef;
			else if(i==SC_STAN || i==SC_POISON || i==SC_SILENCE)
				sc_def_card=sc_def_vit;
			else if(i==SC_SLEEP || i==SC_CONFUSION || i==SC_BLIND)
				sc_def_card=sc_def_int;
			else if(i==SC_CURSE)
				sc_def_card=sc_def_luk;

			if(!sd->state.arrow_atk) {
				if(rand()%10000 < (sd->addeff[i-SC_STONE])*sc_def_card/100 ){
					if(battle_config.battle_log)
						printf("PC %d skill_addeff: card�ɂ��ُ�?�� %d %d\n",sd->bl.id,i,sd->addeff[i-SC_STONE]);
					skill_status_change_start(bl,i,7,0,0,0,(i==SC_CONFUSION)? 10000+7000:skill_get_time2(sc2[i-SC_STONE],7),0);
				}
			}
			else {
				if(rand()%10000 < (sd->addeff[i-SC_STONE]+sd->arrow_addeff[i-SC_STONE])*sc_def_card/100 ){
					if(battle_config.battle_log)
						printf("PC %d skill_addeff: card�ɂ��ُ�?�� %d %d\n",sd->bl.id,i,sd->addeff[i-SC_STONE]);
					skill_status_change_start(bl,i,7,0,0,0,(i==SC_CONFUSION)? 10000+7000:skill_get_time2(sc2[i-SC_STONE],7),0);
				}
			}
			//������?�Ԉُ�
			if(i==SC_STONE || i==SC_FREEZE)
				sc_def_card=sc_def_mdef2;
			else if(i==SC_STAN || i==SC_POISON || i==SC_SILENCE)
				sc_def_card=sc_def_vit2;
			else if(i==SC_SLEEP || i==SC_CONFUSION || i==SC_BLIND)
				sc_def_card=sc_def_int2;
			else if(i==SC_CURSE)
				sc_def_card=sc_def_luk2;

			if(!sd->state.arrow_atk) {
				if(rand()%10000 < (sd->addeff2[i-SC_STONE])*sc_def_card/100 ){
					if(battle_config.battle_log)
						printf("PC %d skill_addeff: card�ɂ��ُ�?�� %d %d\n",src->id,i,sd->addeff2[i-SC_STONE]);
					skill_status_change_start(src,i,7,0,0,0,(i==SC_CONFUSION)? 10000+7000:skill_get_time2(sc2[i-SC_STONE],7),0);
				}
			}
			else {
				if(rand()%10000 < (sd->addeff2[i-SC_STONE]+sd->arrow_addeff2[i-SC_STONE])*sc_def_card/100 ){
					if(battle_config.battle_log)
						printf("PC %d skill_addeff: card�ɂ��ُ�?�� %d %d\n",src->id,i,sd->addeff2[i-SC_STONE]);
					skill_status_change_start(src,i,7,0,0,0,(i==SC_CONFUSION)? 10000+7000:skill_get_time2(sc2[i-SC_STONE],7),0);
				}
			}
		}
	}
	return 0;
}

/*=========================================================================
 �X�L���U?������΂�?��
-------------------------------------------------------------------------*/
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 ret,prev_state=MS_IDLE;
	int moveblock;
	struct map_session_data *sd=NULL;
	struct mob_data *md=NULL;
	struct pet_data *pd=NULL;
	struct skill_unit *su=NULL;

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

	if(target->type==BL_PC){
		nullpo_retr(0, sd=(struct map_session_data *)target);
	}else if(target->type==BL_MOB){
		nullpo_retr(0, md=(struct mob_data *)target);
	}else if(target->type==BL_PET){
		nullpo_retr(0, pd=(struct pet_data *)target);
	}else if(target->type==BL_SKILL){
		nullpo_retr(0, su=(struct skill_unit *)target);
	}else return 0;

	if(!(count&0x10000 && (sd||md||pd||su))){	/* �w��Ȃ��Ȃ�ʒu?�W������������߂� */
		dx=target->x-src->x; dx=(dx>0)?1:((dx<0)?-1: 0);
		dy=target->y-src->y; dy=(dy>0)?1:((dy<0)?-1: 0);
	}
	if(dx==0 && dy==0){
		int dir=battle_get_dir(target);
		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;
	moveblock=( x/BLOCK_SIZE != nx/BLOCK_SIZE || y/BLOCK_SIZE != ny/BLOCK_SIZE);

	if(count&0x20000) {
		battle_stopwalking(target,1);
		if(sd){
			sd->to_x=nx;
			sd->to_y=ny;
			sd->walktimer = 1;
			clif_walkok(sd);
			clif_movechar(sd);
		}
		else if(md) {
			md->to_x=nx;
			md->to_y=ny;
			prev_state = md->state.state;
			md->state.state = MS_WALK;
			clif_fixmobpos(md);
		}
		else if(pd) {
			pd->to_x=nx;
			pd->to_y=ny;
			prev_state = pd->state.state;
			pd->state.state = MS_WALK;
			clif_fixpetpos(pd);
		}
	}
	else
		battle_stopwalking(target,2);

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

	if(sd)	/* ?�ʊO�ɏo���̂ŏ��� */
		map_foreachinmovearea(clif_pcoutsight,target->m,x-AREA_SIZE,y-AREA_SIZE,x+AREA_SIZE,y+AREA_SIZE,dx,dy,0,sd);
	else if(md)
		map_foreachinmovearea(clif_moboutsight,target->m,x-AREA_SIZE,y-AREA_SIZE,x+AREA_SIZE,y+AREA_SIZE,dx,dy,BL_PC,md);
	else if(pd)
		map_foreachinmovearea(clif_petoutsight,target->m,x-AREA_SIZE,y-AREA_SIZE,x+AREA_SIZE,y+AREA_SIZE,dx,dy,BL_PC,pd);

	if(su){
		skill_unit_move_unit_group(su->group,target->m,dx,dy);
	}else{
//		struct status_change *sc_data=battle_get_sc_data(target);
	if(moveblock) map_delblock(target);
	target->x=nx;
	target->y=ny;
	if(moveblock) map_addblock(target);
/*�_���X���ɃG�t�F�N�g�͈ړ����Ȃ��炵��
		if(sc_data && sc_data[SC_DANCING].timer!=-1){ //?�ۂ��_���X���Ȃ̂ŃG�t�F�N�g���ړ�
			struct skill_unit_group *sg=(struct skill_unit_group *)sc_data[SC_DANCING].val2;
			if(sg)
				skill_unit_move_unit_group(sg,target->m,dx,dy);
		}
*/
	}

	if(sd) {	/* ?��?�ɓ����Ă����̂ŕ\�� */
		map_foreachinmovearea(clif_pcinsight,target->m,nx-AREA_SIZE,ny-AREA_SIZE,nx+AREA_SIZE,ny+AREA_SIZE,-dx,-dy,0,sd);
		if(count&0x20000)
			sd->walktimer = -1;
	}
	else if(md) {
		map_foreachinmovearea(clif_mobinsight,target->m,nx-AREA_SIZE,ny-AREA_SIZE,nx+AREA_SIZE,ny+AREA_SIZE,-dx,-dy,BL_PC,md);
		if(count&0x20000)
			md->state.state = prev_state;
	}
	else if(pd) {
		map_foreachinmovearea(clif_petinsight,target->m,nx-AREA_SIZE,ny-AREA_SIZE,nx+AREA_SIZE,ny+AREA_SIZE,-dx,-dy,BL_PC,pd);
		if(count&0x20000)
			pd->state.state = prev_state;
	}

	skill_unit_move(target,gettick(),(count&0xffff)+7);	/* �X�L�����j�b�g�̔��� */

	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_data;
	int type,lv,damage;

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

	rdamage = 0;
	nullpo_retr(0, src);
	nullpo_retr(0, dsrc);
	nullpo_retr(0, bl);

	sc_data = battle_get_sc_data(bl);

//�������Ȃ����肱������
	if(dsrc->m != bl->m) //?�ۂ������}�b�v�ɂ��Ȃ���Ή������Ȃ�
		return 0;
	if(src->prev == NULL || dsrc->prev == NULL || bl->prev == NULL) //prev�悭�킩��Ȃ���
		return 0;
	if(src->type == BL_PC && pc_isdead((struct map_session_data *)src)) //�p�ҁH��PC�ł��łɎ���ł����牽�����Ȃ�
		return 0;
	if(dsrc->type == BL_PC && pc_isdead((struct map_session_data *)dsrc)) //�p�ҁH��PC�ł��łɎ���ł����牽�����Ȃ�
		return 0;
	if(bl->type == BL_PC && pc_isdead((struct map_session_data *)bl)) //?�ۂ�PC�ł��łɎ���ł����牽�����Ȃ�
		return 0;
	if(bl->type == BL_PC && skillnotok(skillid, (struct map_session_data *)  bl)) 
	        return 0; // [MouseJstr]
	if(sc_data && sc_data[SC_HIDING].timer != -1) { //�n�C�f�B���O?�Ԃ�
		if(skill_get_pl(skillid) != 2) //�X�L����?�����n?���łȂ���Ή������Ȃ�
			return 0;
	}
	if(sc_data && sc_data[SC_TRICKDEAD].timer != -1) //���񂾂ӂ蒆�͉������Ȃ�
		return 0;
	if(skillid == WZ_STORMGUST) { //�g�p�X�L�����X�g?���K�X�g��
		if(sc_data && sc_data[SC_FREEZE].timer != -1) //����?�ԂȂ牽�����Ȃ�
			return 0;
	}
	if(skillid == WZ_FROSTNOVA && dsrc->x == bl->x && dsrc->y == bl->y) //�g�p�X�L�����t���X�g�m���@�ŁAdsrc��bl�������ꏊ�Ȃ牽�����Ȃ�
		return 0;
	if(src->type == BL_PC && ((struct map_session_data *)src)->chatID) //�p�҂�PC�Ń`���b�g���Ȃ牽�����Ȃ�
		return 0;
	if(dsrc->type == BL_PC && ((struct map_session_data *)dsrc)->chatID) //�p�҂�PC�Ń`���b�g���Ȃ牽�����Ȃ�
		return 0;
	if(src->type == BL_PC && bl && mob_gvmobcheck(((struct map_session_data *)src),bl)==0)
		return 0;

//�������Ȃ����肱���܂�

	type=-1;
	lv=(flag>>20)&0xf;
	dmg=battle_calc_attack(attack_type,src,bl,skillid,skilllv,flag&0xff ); //�_��?�W�v�Z

//�}�W�b�N���b�h?����������
	if(attack_type&BF_MAGIC && sc_data && 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
		if(bl->type == BL_PC) { //?�ۂ�PC�̏ꍇ
			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(((struct map_session_data *)bl)->status.sp + sp > ((struct map_session_data *)bl)->status.max_sp) { //��SP+���݂�SP��MSP���傫���ꍇ
				sp = ((struct map_session_data *)bl)->status.max_sp - ((struct map_session_data *)bl)->status.sp; //SP��MSP-����SP�ɂ���
				((struct map_session_data *)bl)->status.sp = ((struct map_session_data *)bl)->status.max_sp; //���݂�SP��MSP����
			}
			else //��SP+���݂�SP��MSP��菬�����ꍇ�͉�SP�����Z
				((struct map_session_data *)bl)->status.sp += sp;
			clif_heal(((struct map_session_data *)bl)->fd,SP_SP,sp); //SP�񕜃G�t�F�N�g�̕\��
			((struct map_session_data *)bl)->canact_tick = tick + skill_delayfix(bl, skill_get_delay(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?�������܂�

	if(src->type==BL_PET) { // [Valaris]
		dmg.damage=battle_attr_fix(skilllv, skill_get_pl(skillid), battle_get_element(bl) );
		dmg.damage2=0;
	}

	damage = dmg.damage + dmg.damage2;

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

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

	if(damage <= 0 || damage < dmg.div_) //������΂�����H��
		dmg.blewcount = 0;

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

//�g�p�҂�PC�̏ꍇ��?����������
	if(src->type == BL_PC) {
		struct map_session_data *sd = (struct map_session_data *)src;
		nullpo_retr(0, sd);
//�A�ŏ�(MO_CHAINCOMBO)��������
		if(skillid == MO_CHAINCOMBO) {
			int delay = 1000 - 4 * battle_get_agi(src) - 2 *  battle_get_dex(src); //��{�f�B���C�̌v�Z
			if(damage < battle_get_hp(bl)) { //�_��?�W��?�ۂ�HP��菬�����ꍇ
				if(pc_checkskill(sd, MO_COMBOFINISH) > 0 && sd->spiritball > 0) //�җ���(MO_COMBOFINISH)�擾��?���ێ�����+300ms
					delay += 300 * battle_config.combo_delay_rate /100; //�lj��f�B���C��conf�ɂ�蒲��

					skill_status_change_start(src,SC_COMBO,MO_CHAINCOMBO,skilllv,0,0,delay,0); //�R���{?�Ԃ�
			}
			sd->attackabletime = sd->canmove_tick = tick + delay;
			clif_combo_delay(src,delay); //�R���{�f�B���C�p�P�b�g�̑��M
		}
//�A�ŏ�(MO_CHAINCOMBO)�����܂�
//�җ���(MO_COMBOFINISH)��������
		else if(skillid == MO_COMBOFINISH) {
			int delay = 700 - 4 * battle_get_agi(src) - 2 *  battle_get_dex(src);
			if(damage < battle_get_hp(bl)) {
				//���C���e����(MO_EXTREMITYFIST)�擾��?��4�•ێ��������g��(MO_EXPLOSIONSPIRITS)?�Ԏ���+300ms
				//���Ռ�(CH_TIGERFIST)�擾����+300ms
				if((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; //�lj��f�B���C��conf�ɂ�蒲��

				skill_status_change_start(src,SC_COMBO,MO_COMBOFINISH,skilllv,0,0,delay,0); //�R���{?�Ԃ�
			}
			sd->attackabletime = sd->canmove_tick = tick + delay;
			clif_combo_delay(src,delay); //�R���{�f�B���C�p�P�b�g�̑��M
		}
//�җ���(MO_COMBOFINISH)�����܂�
//���Ռ�(CH_TIGERFIST)��������
		else if(skillid == CH_TIGERFIST) {
			int delay = 1000 - 4 * battle_get_agi(src) - 2 *  battle_get_dex(src);
			if(damage < battle_get_hp(bl)) {
				if(pc_checkskill(sd, CH_CHAINCRUSH) > 0) //�A����?(CH_CHAINCRUSH)�擾����+300ms
					delay += 300 * battle_config.combo_delay_rate /100; //�lj��f�B���C��conf�ɂ�蒲��

				skill_status_change_start(src,SC_COMBO,CH_TIGERFIST,skilllv,0,0,delay,0); //�R���{?�Ԃ�
			}
			sd->attackabletime = sd->canmove_tick = tick + delay;
			clif_combo_delay(src,delay); //�R���{�f�B���C�p�P�b�g�̑��M
		}
//���Ռ�(CH_TIGERFIST)�����܂�
//�A����?(CH_CHAINCRUSH)��������
		else if(skillid == CH_CHAINCRUSH) {
			int delay = 1000 - 4 * battle_get_agi(src) - 2 *  battle_get_dex(src);
			if(damage < battle_get_hp(bl)) {
				//���C���e����(MO_EXTREMITYFIST)�擾��?��4�•ێ��������g��(MO_EXPLOSIONSPIRITS)?�Ԏ���+300ms
				if(pc_checkskill(sd, MO_EXTREMITYFIST) > 0 && sd->spiritball >= 4 && sd->sc_data[SC_EXPLOSIONSPIRITS].timer != -1)
					delay += 300 * battle_config.combo_delay_rate /100; //�lj��f�B���C��conf�ɂ�蒲��

				skill_status_change_start(src,SC_COMBO,CH_CHAINCRUSH,skilllv,0,0,delay,0); //�R���{?�Ԃ�
			}
			sd->attackabletime = sd->canmove_tick = tick + delay;
			clif_combo_delay(src,delay); //�R���{�f�B���C�p�P�b�g�̑��M
		}
//�A����?(CH_CHAINCRUSH)�����܂�
	}
//�g�p�҂�PC�̏ꍇ��?�������܂�
//����X�L���H��������
	//AppleGirl Was Here
	if(attack_type&BF_MAGIC && damage > 0 && src != bl && src == dsrc) { //Blah Blah
		if(bl->type == BL_PC) { //Blah Blah
			struct map_session_data *tsd = (struct map_session_data *)bl;
			if(tsd->magic_damage_return > 0) { //More Blah
				rdamage += damage * tsd->magic_damage_return / 100;
				if(rdamage < 1) rdamage = 1;
			}
		}
	}
		//Stop Here
	if(attack_type&BF_WEAPON && damage > 0 && src != bl && src == dsrc) { //����X�L�����_��?�W���聕�g�p�҂�?�ێ҂��Ⴄ��src=dsrc
		if(dmg.flag&BF_SHORT) { //�ߋ����U?���H��
			if(bl->type == BL_PC) { //?�ۂ�PC�̎�
				struct map_session_data *tsd = (struct map_session_data *)bl;
				nullpo_retr(0, tsd);
				if(tsd->short_weapon_damage_return > 0) { //�ߋ����U?���˕Ԃ��H��
					rdamage += damage * tsd->short_weapon_damage_return / 100;
					if(rdamage < 1) rdamage = 1;
				}
			}
			if(sc_data && sc_data[SC_REFLECTSHIELD].timer != -1) { //���t���N�g�V?���h��
				rdamage += damage * sc_data[SC_REFLECTSHIELD].val2 / 100; //���˕Ԃ��v�Z
				if(rdamage < 1) rdamage = 1;
			}
		}
		else if(dmg.flag&BF_LONG) { //�������U?���H��
			if(bl->type == BL_PC) { //?�ۂ�PC�̎�
				struct map_session_data *tsd = (struct map_session_data *)bl;
				nullpo_retr(0, tsd);
				if(tsd->long_weapon_damage_return > 0) { //�������U?���˕Ԃ��H��
					rdamage += damage * tsd->long_weapon_damage_return / 100;
					if(rdamage < 1) rdamage = 1;
				}
			}
		}
		if(rdamage > 0)
			clif_damage(src,src,tick, dmg.amotion,0,rdamage,1,4,0);
	}
//����X�L���H�����܂�

	switch(skillid){
	case WZ_SIGHTRASHER:
		clif_skill_damage(src,bl,tick,dmg.amotion,dmg.dmotion, damage, dmg.div_, skillid, (lv!=0)?lv:skilllv, 5);
		break;
	case AS_SPLASHER:
		clif_skill_damage(dsrc,bl,tick,dmg.amotion,dmg.dmotion, damage, dmg.div_, skillid, -1, 5);
		break;
	case NPC_SELFDESTRUCTION:
	case NPC_SELFDESTRUCTION2:
		break;
	default:
		clif_skill_damage(dsrc,bl,tick,dmg.amotion,dmg.dmotion, damage, dmg.div_, skillid, (lv!=0)?lv:skilllv, (skillid==0)? 5:type );
	}
	if(dmg.blewcount > 0 && !map[src->m].flag.gvg) {	/* ������΂�?���Ƃ��̃p�P�b�g */
		if(skillid == WZ_SIGHTRASHER)
			skill_blown(src,bl,dmg.blewcount);
		else
			skill_blown(dsrc,bl,dmg.blewcount);
		if(bl->type == BL_MOB)
			clif_fixmobpos((struct mob_data *)bl);
		else if(bl->type == BL_PET)
			clif_fixpetpos((struct pet_data *)bl);
		else
			clif_fixpos(bl);
	}

	map_freeblock_lock();
	/* ?�ۂɃ_��?�W?�����s�� */
	if(skillid != KN_BOWLINGBASH || flag)
		battle_damage(src,bl,damage,0);
	if(skillid == RG_INTIMIDATE && damage > 0 && !(battle_get_mode(bl)&0x20) && !map[src->m].flag.gvg ) {
		int s_lv = battle_get_lv(src),t_lv = battle_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(damage > 0 && dmg.flag&BF_SKILL && bl->type==BL_PC && pc_checkskill((struct map_session_data *)bl,RG_PLAGIARISM) && sc_data[SC_PRESERVE].timer != -1){
		struct map_session_data *tsd = (struct map_session_data *)bl;
		nullpo_retr(0, tsd);
		if(!tsd->status.skill[skillid].id && !tsd->status.skill[skillid].id
			&& !(skillid > NPC_PIERCINGATT && skillid < NPC_SUMMONMONSTER) ){
			//?��?��ł���X�L��������ΊY?�X�L��������
			if (tsd->cloneskill_id && tsd->cloneskill_lv && 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->cloneskill_lv=skilllv;
			tsd->status.skill[skillid].id=skillid;
			tsd->status.skill[skillid].lv=(pc_checkskill(tsd,RG_PLAGIARISM) > skill_get_max(skillid))?
							skill_get_max(skillid):pc_checkskill(tsd,RG_PLAGIARISM);
			tsd->status.skill[skillid].flag=13;//cloneskill flag
			clif_skillinfoblock(tsd);
		}
	}
	/* �_��?�W������Ȃ�lj�?�ʔ��� */
	if(bl->prev != NULL){
		struct map_session_data *sd = (struct map_session_data *)bl;
		nullpo_retr(0, sd);
		if( bl->type != BL_PC || (sd && !pc_isdead(sd)) ) {
		if(damage > 0)
			skill_additional_effect(src,bl,skillid,skilllv,attack_type,tick);
		if(bl->type==BL_MOB && src!=bl)	/* �X�L���g�p?����MOB�X�L�� */
		{
				struct mob_data *md=(struct mob_data *)bl;
				nullpo_retr(0, md);
				if(battle_config.mob_changetarget_byskill == 1)
				{
					int target;
					target=md->target_id;
					if(src->type == BL_PC)
						md->target_id=src->id;
					mobskill_use(md,tick,MSC_SKILLUSED|(skillid<<16));
					md->target_id=target;
				}
				else
					mobskill_use(md,tick,MSC_SKILLUSED|(skillid<<16));
			}
		}
	}

	if(src->type == BL_PC && dmg.flag&BF_WEAPON && src != bl && src == dsrc && damage > 0) {
		struct map_session_data *sd = (struct map_session_data *)src;
		int hp = 0,sp = 0;
		nullpo_retr(0, sd);
		if(sd->hp_drain_rate && sd->hp_drain_per > 0 && dmg.damage > 0 && rand()%100 < sd->hp_drain_rate) {
			hp += (dmg.damage * sd->hp_drain_per)/100;
			if(sd->hp_drain_rate > 0 && hp < 1) hp = 1;
			else if(sd->hp_drain_rate < 0 && hp > -1) hp = -1;
		}
		if(sd->hp_drain_rate_ && sd->hp_drain_per_ > 0 && dmg.damage2 > 0 && rand()%100 < sd->hp_drain_rate_) {
			hp += (dmg.damage2 * sd->hp_drain_per_)/100;
			if(sd->hp_drain_rate_ > 0 && hp < 1) hp = 1;
			else if(sd->hp_drain_rate_ < 0 && hp > -1) hp = -1;
		}
		if(sd->sp_drain_rate > 0 && sd->sp_drain_per > 0 && dmg.damage > 0 && rand()%100 < sd->sp_drain_rate) {
			sp += (dmg.damage * sd->sp_drain_per)/100;
			if(sd->sp_drain_rate > 0 && sp < 1) sp = 1;
			else if(sd->sp_drain_rate < 0 && sp > -1) sp = -1;
		}
		if(sd->sp_drain_rate_ > 0 && sd->sp_drain_per_ > 0 && dmg.damage2 > 0 && rand()%100 < sd->sp_drain_rate_) {
			sp += (dmg.damage2 * sd->sp_drain_per_)/100;
			if(sd->sp_drain_rate_ > 0 && sp < 1) sp = 1;
			else if(sd->sp_drain_rate_ < 0 && sp > -1) sp = -1;
		}
		if(hp || sp) pc_heal(sd,hp,sp);
	}

	if((skillid != KN_BOWLINGBASH || flag) && rdamage > 0)
		battle_damage(bl,src,rdamage,0);

	if(attack_type&BF_WEAPON && sc_data && sc_data[SC_AUTOCOUNTER].timer != -1 && sc_data[SC_AUTOCOUNTER].val4 > 0) {
		if(sc_data[SC_AUTOCOUNTER].val3 == dsrc->id)
			battle_weapon_attack(bl,dsrc,tick,0x8000|sc_data[SC_AUTOCOUNTER].val1);
		skill_status_change_end(bl,SC_AUTOCOUNTER,-1);
	}

	map_freeblock_unlock();

	return (dmg.damage+dmg.damage2);	/* ?�_����Ԃ� */
}

/*==========================================
 * �X�L����?�U?�p(map_foreachinarea����Ă΂��)
 * flag�ɂ‚��āF16�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 */
typedef int (*SkillFunc)(struct block_list *,struct block_list *,int,int,unsigned int,int);
int skill_area_sub( struct block_list *bl,va_list ap )
{
	struct block_list *src;
	int skill_id,skill_lv,flag;
	unsigned int tick;
	SkillFunc func;

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

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

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

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

static int skill_check_unit_range_sub( struct block_list *bl,va_list ap )
{
	struct skill_unit *unit;
	int *c,x,y,range,sx[4],sy[4];
	int t_range,tx[4],ty[4];
	int i,r_flag,skillid;

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

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

	if(!unit->alive)
		return 0;

	x = va_arg(ap,int);
	y = va_arg(ap,int);
	range = va_arg(ap,int);
	skillid = va_arg(ap,int);

	if(skillid == MG_SAFETYWALL || skillid == AL_PNEUMA) {
		if(unit->group->unit_id != 0x7e && unit->group->unit_id != 0x85)
			return 0;
	}
	else if(skillid == AL_WARP) {
		if((unit->group->unit_id < 0x8f || unit->group->unit_id > 0x99) && unit->group->unit_id != 0x92)
			return 0;
	}
	else if((skillid >= HT_SKIDTRAP && skillid <= HT_CLAYMORETRAP) || skillid == HT_TALKIEBOX) {
		if((unit->group->unit_id < 0x8f || unit->group->unit_id > 0x99) && unit->group->unit_id != 0x92)
			return 0;
	}
	else if(skillid == WZ_FIREPILLAR) {
		if(unit->group->unit_id != 0x87)
			return 0;
	}
	else return 0;
	t_range=(unit->range!=0)? unit->range:unit->group->range;
	tx[0] = tx[3] = unit->bl.x - t_range;
	tx[1] = tx[2] = unit->bl.x + t_range;
	ty[0] = ty[1] = unit->bl.y - t_range;
	ty[2] = ty[3] = unit->bl.y + t_range;
	sx[0] = sx[3] = x - range;
	sx[1] = sx[2] = x + range;
	sy[0] = sy[1] = y - range;
	sy[2] = sy[3] = y + range;
	for(i=r_flag=0;i<4;i++) {
		if(sx[i] >= tx[0] && sx[i] <= tx[1] &&  sy[i] >= ty[0] && sy[i] <= ty[2]) {
			r_flag = 1;
			break;
		}
		if(tx[i] >= sx[0] && tx[i] <= sx[1] &&  ty[i] >= sy[0] && ty[i] <= sy[2]) {
			r_flag = 1;
			break;
		}
	}
	if(r_flag) (*c)++;

	return 0;
}

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

	map_foreachinarea(skill_check_unit_range_sub,m,x-10,y-10,x+10,y+10,BL_SKILL,&c,x,y,range,skillid);

	return c;
}

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

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

	if(bl->prev == NULL || (bl->type != BL_PC && bl->type != BL_MOB))
		return 0;

	if(bl->type == BL_PC && pc_isdead((struct map_session_data *)bl))
		return 0;

	(*c)++;

	return 0;
}

int skill_check_unit_range2(int m,int x,int y,int range)
{
	int c = 0;

	map_foreachinarea(skill_check_unit_range2_sub,m,x-range,y-range,x+range,y+range,0,&c);

	return c;
}

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

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

	nullpo_retr(0, src);

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

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

	else
		return 0;

	nullpo_retr(0, skl);

	skl->timer = -1;
	if (sd) {
		sd->timerskill_count--;
	}

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

		switch(skl->skill_id) {
			case TF_BACKSLIDING:
				clif_skill_nodamage(src,src,skl->skill_id,skl->skill_lv,1);
				break;
			case RG_INTIMIDATE:
				if(sd && !map[src->m].flag.noteleport) {
					int x,y,i,j,c;
					pc_randomwarp(sd,3);
					for(i=0;i<16;i++) {
						j = rand()%8;
						x = sd->bl.x + dirx[j];
						y = sd->bl.y + diry[j];
						if((c=map_getcell(sd->bl.m,x,y)) != 1 && c != 5)
							break;
					}
					if(i >= 16) {
						x = sd->bl.x;
						y = sd->bl.y;
					}
					if(target->prev != NULL) {
						if(target->type == BL_PC && !pc_isdead((struct map_session_data *)target))
							pc_setpos((struct map_session_data *)target,map[sd->bl.m].name,x,y,3);
						else if(target->type == BL_MOB)
							mob_warp((struct mob_data *)target,-1,x,y,3);
					}
				}
				else if(md && !map[src->m].flag.monster_noteleport) {
					int x,y,i,j,c;
					mob_warp(md,-1,-1,-1,3);
					for(i=0;i<16;i++) {
						j = rand()%8;
						x = md->bl.x + dirx[j];
						y = md->bl.y + diry[j];
						if((c=map_getcell(md->bl.m,x,y)) != 1 && c != 5)
							break;
					}
					if(i >= 16) {
						x = md->bl.x;
						y = md->bl.y;
					}
					if(target->prev != NULL) {
						if(target->type == BL_PC && !pc_isdead((struct map_session_data *)target))
							pc_setpos((struct map_session_data *)target,map[md->bl.m].name,x,y,3);
						else if(target->type == BL_MOB)
							mob_warp((struct mob_data *)target,-1,x,y,3);
					}
				}
				break;

			case BA_FROSTJOKE:			/* �����W��?�N */
			case DC_SCREAM:				/* �X�N��?�� */
				range=15;		//���E�S?
				map_foreachinarea(skill_frostjoke_scream,src->m,src->x-range,src->y-range,
					src->x+range,src->y+range,0,src,skl->skill_id,skl->skill_lv,tick);
				break;

			default:
				skill_attack(skl->type,src,src,target,skl->skill_id,skl->skill_lv,tick,skl->flag);
				break;
		}
	}
	else {
		if(src->m != skl->map)
			return 0;
		switch(skl->skill_id) {
			case WZ_METEOR:
				if(skl->type >= 0) {
					skill_unitsetting(src,skl->skill_id,skl->skill_lv,skl->type>>16,skl->type&0xFFFF,0);
					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,0);
				break;
		}
	}

	return 0;
}

/*==========================================
 *
 *------------------------------------------
 */
int skill_addtimerskill(struct block_list *src,unsigned int tick,int target,int x,int y,int skill_id,int skill_lv,int type,int flag)
{
	int i;

	nullpo_retr(1, src);

	if(src->type == BL_PC) {
		struct map_session_data *sd = (struct map_session_data *)src;
		nullpo_retr(1, sd);
		for(i=0;i<MAX_SKILLTIMERSKILL;i++) {
			if(sd->skilltimerskill[i].timer == -1) {
				sd->skilltimerskill[i].timer = add_timer(tick, skill_timerskill, src->id, i);
				sd->skilltimerskill[i].src_id = src->id;
				sd->skilltimerskill[i].target_id = target;
				sd->skilltimerskill[i].skill_id = skill_id;
				sd->skilltimerskill[i].skill_lv = skill_lv;
				sd->skilltimerskill[i].map = src->m;
				sd->skilltimerskill[i].x = x;
				sd->skilltimerskill[i].y = y;
				sd->skilltimerskill[i].type = type;
				sd->skilltimerskill[i].flag = flag;
				sd->timerskill_count++;

				return 0;
			}
		}
		return 1;
	}
	else if(src->type == BL_MOB) {
		struct mob_data *md = (struct mob_data *)src;
		nullpo_retr(1, md);
		for(i=0;i<MAX_MOBSKILLTIMERSKILL;i++) {
			if(md->skilltimerskill[i].timer == -1) {
				md->skilltimerskill[i].timer = add_timer(tick, skill_timerskill, src->id, i);
				md->skilltimerskill[i].src_id = src->id;
				md->skilltimerskill[i].target_id = target;
				md->skilltimerskill[i].skill_id = skill_id;
				md->skilltimerskill[i].skill_lv = skill_lv;
				md->skilltimerskill[i].map = src->m;
				md->skilltimerskill[i].x = x;
				md->skilltimerskill[i].y = y;
				md->skilltimerskill[i].type = type;
				md->skilltimerskill[i].flag = flag;

				return 0;
			}
		}
		return 1;
	}
	else if(src->type == BL_PET) { // [Valaris]
		struct pet_data *pd = (struct pet_data *)src;
		nullpo_retr(1, pd);
		for(i=0;i<MAX_MOBSKILLTIMERSKILL;i++) {
			if(pd->skilltimerskill[i].timer == -1) {
				pd->skilltimerskill[i].timer = add_timer(tick, skill_timerskill, src->id, i);
				pd->skilltimerskill[i].src_id = src->id;
				pd->skilltimerskill[i].target_id = target;
				pd->skilltimerskill[i].skill_id = skill_id;
				pd->skilltimerskill[i].skill_lv = skill_lv;
				pd->skilltimerskill[i].map = src->m;
				pd->skilltimerskill[i].x = x;
				pd->skilltimerskill[i].y = y;
				pd->skilltimerskill[i].type = type;
				pd->skilltimerskill[i].flag = flag;

				return 0;
			}
		}
		return 1;
	}
	return 1;
}

/*==========================================
 *
 *------------------------------------------
 */
int skill_cleartimerskill(struct block_list *src)
{
	int i;

	nullpo_retr(0, src);

	if(src->type == BL_PC) {
		struct map_session_data *sd = (struct map_session_data *)src;
		nullpo_retr(0, sd);

		if (sd->timerskill_count <= 0)
			return 0;

		for(i=0;i<MAX_SKILLTIMERSKILL;i++) {
			if(sd->skilltimerskill[i].timer != -1) {
				delete_timer(sd->skilltimerskill[i].timer, skill_timerskill);
				sd->skilltimerskill[i].timer = -1;
				sd->timerskill_count--;
			}
		}
	}
	else if(src->type == BL_MOB) {
		struct mob_data *md = (struct mob_data *)src;
		nullpo_retr(0, md);
		for(i=0;i<MAX_MOBSKILLTIMERSKILL;i++) {
			if(md->skilltimerskill[i].timer != -1) {
				delete_timer(md->skilltimerskill[i].timer, skill_timerskill);
				md->skilltimerskill[i].timer = -1;
			}
		}
	}

	return 0;
}

/* ��?�X�L���g�p?�������������܂�
 * -------------------------------------------------------------------------
 */

/*==========================================
 * �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;
	struct status_change *sc_data = battle_get_sc_data(src);
	int i;

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

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

	if(src->type==BL_PC)
		sd=(struct map_session_data *)src;
	if(sd && pc_isdead(sd))
		return 1;

	if((skillid == WZ_SIGHTRASHER || skillid == CR_GRANDCROSS || skillid == NPC_DARKGRANDCROSS) && src != bl)
		bl = src;
	if(bl->prev == NULL)
		return 1;
	if(bl->type == BL_PC && pc_isdead((struct map_session_data *)bl))
		return 1;
	map_freeblock_lock();

	switch(skillid)
	{
	/* ����U?�n�X�L�� */
	case SM_BASH:			/* �o�b�V�� */
	case MC_MAMMONITE:		/* ���}?�i�C�g */
	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 TF_POISON:			/* �C���x�i�� */
	case TF_SPRINKLESAND:	/* ���܂� */
	case AC_CHARGEARROW:	/* �`��?�W�A��? */
	case KN_SPEARSTAB:		/* �X�s�A�X�^�u */
	case RG_RAID:		/* �T�v���C�Y�A�^�b�N */
	case RG_INTIMIDATE:		/* �C���e�B�~�f�C�g */
	case BA_MUSICALSTRIKE:	/* �~��?�W�J���X�g���C�N */
	case DC_THROWARROW:		/* ��?�� */
	case BA_DISSONANCE:		/* �s���a�� */
	case CR_HOLYCROSS:		/* �z?��?�N���X */
	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�ōU?�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 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 PA_PRESSURE:	/* �v���b�V��? */
//	case PA_SACRIFICE:	/* �T�N���t�@�C�X */
	case SN_SHARPSHOOTING:			/* �V��?�v�V��?�e�B���O */
	case CG_ARROWVULCAN:			/* �A��?�o���J�� */
	case ASC_BREAKER:				/* �\�E���u��?�J? */
	case HW_MAGICCRASHER:		/* �}�W�b�N�N���b�V��? */
	case ITM_TOMAHAWK:
		skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
		break;
	case NPC_DARKBREATH:
		clif_emotion(src,7);
		skill_attack(BF_MISC,src,src,bl,skillid,skilllv,tick,flag);
		break;
	case MO_INVESTIGATE:	/* ?�� */
		{
			struct status_change *sc_data = battle_get_sc_data(src);
			skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
			if(sc_data && sc_data[SC_BLADESTOP].timer != -1)
				skill_status_change_end(src,SC_BLADESTOP,-1);
		}
		break;
	case SN_FALCONASSAULT:			/* �t�@���R���A�T���g */
		skill_attack(BF_MISC,src,src,bl,skillid,skilllv,tick,flag);
		break;
	case KN_BRANDISHSPEAR:		/* �u�����f�B�b�V���X�s�A */
		{
			struct mob_data *md = (struct mob_data *)bl;
			nullpo_retr(1, md);
			skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
			if(md->hp > 0){
				skill_blown(src,bl,skill_get_blewcount(skillid,skilllv));
				if(bl->type == BL_MOB)
					clif_fixmobpos((struct mob_data *)bl);
				else if(bl->type == BL_PET)
					clif_fixpetpos((struct pet_data *)bl);
				else
					clif_fixpos(bl);
			}
		}
		break;
	case RG_BACKSTAP:		/* �o�b�N�X�^�u */
		{
			int dir = map_calc_dir(src,bl->x,bl->y),t_dir = battle_get_dir(bl);
			int dist = distance(src->x,src->y,bl->x,bl->y);
			if((dist > 0 && !map_check_dir(dir,t_dir)) || bl->type == BL_SKILL) {
				struct status_change *sc_data = battle_get_sc_data(src);
				if(sc_data && sc_data[SC_HIDING].timer != -1)
					skill_status_change_end(src, SC_HIDING, -1);	// �n�C�f�B���O����
				skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
				dir = dir < 4 ? dir+4 : dir-4; // change direction [Celest]
				if (bl->type == BL_PC)
					((struct map_session_data *)bl)->dir=dir;
				else if (bl->type == BL_MOB)
					((struct mob_data *)bl)->dir=dir;
				clif_changed_dir(bl);
				//skill_blown(src,bl,skill_get_blewcount(skillid,skilllv)); 
			}
			else if(src->type == BL_PC)
				clif_skill_fail(sd,sd->skillid,0,0);
		}
		break;

	case AM_ACIDTERROR:		/* �A�V�b�h�e��? */
		skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
		if(bl->type == BL_PC && rand()%100 < skill_get_time(skillid,skilllv) && battle_config.equipment_breaking) {
			pc_breakarmor((struct map_session_data *)bl);
			clif_emotion(bl, 23);
		}
		break;
	case MO_FINGEROFFENSIVE:	/* �w? */
		{
			struct status_change *sc_data = battle_get_sc_data(src);

			if(!battle_config.finger_offensive_type)
				skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
			else {
				skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
				if(sd) {
					for(i=1;i<sd->spiritball_old;i++)
						skill_addtimerskill(src,tick+i*200,bl->id,0,0,skillid,skilllv,BF_WEAPON,flag);
					sd->canmove_tick = tick + (sd->spiritball_old-1)*200;
				}
			}
			if(sc_data && sc_data[SC_BLADESTOP].timer != -1)
				skill_status_change_end(src,SC_BLADESTOP,-1);
		}
		break;
	case MO_CHAINCOMBO:		/* �A�ŏ� */
		{
			struct status_change *sc_data = battle_get_sc_data(src);
			skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
			if(sc_data && sc_data[SC_BLADESTOP].timer != -1)
				skill_status_change_end(src,SC_BLADESTOP,-1);
		}
		break;
	case MO_COMBOFINISH:	/* �җ��� */
	case CH_TIGERFIST:		/* ���Ռ� */
	case CH_CHAINCRUSH:		/* �A����? */
	case CH_PALMSTRIKE:		/* �ҌՍd�h�R */
		skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
		break;
	case MO_EXTREMITYFIST:	/* ���C���e�P�� */
		{
			struct status_change *sc_data = battle_get_sc_data(src);

		if(sd) {
			struct walkpath_data wpd;
			int dx,dy;

			dx = bl->x - sd->bl.x;
			dy = bl->y - sd->bl.y;
			if(dx > 0) dx++;
			else if(dx < 0) dx--;
			if(dy > 0) dy++;
			else if(dy < 0) dy--;
			if(dx == 0 && dy == 0) dx++;
			if(path_search(&wpd,src->m,sd->bl.x,sd->bl.y,sd->bl.x+dx,sd->bl.y+dy,1) == -1) {
				dx = bl->x - sd->bl.x;
				dy = bl->y - sd->bl.y;
				if(path_search(&wpd,src->m,sd->bl.x,sd->bl.y,sd->bl.x+dx,sd->bl.y+dy,1) == -1) {
					clif_skill_fail(sd,sd->skillid,0,0);
					break;
				}
			}
			sd->to_x = sd->bl.x + dx;
			sd->to_y = sd->bl.y + dy;
			skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
			clif_walkok(sd);
			clif_movechar(sd);
			if(dx < 0) dx = -dx;
			if(dy < 0) dy = -dy;
			sd->attackabletime = sd->canmove_tick = tick + 100 + sd->speed * ((dx > dy)? dx:dy);
			if(sd->canact_tick < sd->canmove_tick)
				sd->canact_tick = sd->canmove_tick;
			pc_movepos(sd,sd->to_x,sd->to_y);
			skill_status_change_end(&sd->bl,SC_COMBO,-1);
		}
		else
			skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
		skill_status_change_end(src, SC_EXPLOSIONSPIRITS, -1);
			if(sc_data && sc_data[SC_BLADESTOP].timer != -1)
				skill_status_change_end(src,SC_BLADESTOP,-1);
		}
		break;
	/* ����n��?�U?�X�L�� */
	case AC_SHOWER:			/* �A��?�V����? */
	case SM_MAGNUM:			/* �}�O�i���u���C�N */
	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 ASC_METEORASSAULT:	/* ���e�I�A�T���g */
	case AS_SPLASHER:	/* [Valaris] */
		if(flag&1){
			/* �•ʂɃ_��?�W��?���� */
			if(bl->id!=skill_area_temp[1]){
				int dist=0;
				if(skillid==SM_MAGNUM){	/* �}�O�i���u���C�N�Ȃ璆�S����̋������v�Z */
					int dx=abs( bl->x - skill_area_temp[2] );
					int dy=abs( bl->y - skill_area_temp[3] );
					dist=((dx>dy)?dx:dy);
				}
				skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,
					0x0500|dist  );
				if (bl->type == BL_MOB && skillid == AS_GRIMTOOTH) {
					struct status_change *sc_data = battle_get_sc_data(bl);
					if (sc_data && sc_data[SC_SLOWDOWN].timer == -1)
						skill_status_change_start(bl,SC_SLOWDOWN,0,0,0,0,1000,0);
				}
			}
		}else{
			int ar=1;
			int x=bl->x,y=bl->y;
			if( skillid==SM_MAGNUM){
				x=src->x;
				y=src->y;
			}else if(skillid==AC_SHOWER || skillid==ASC_METEORASSAULT)	/* �A��?�V����?�A���e�I�A�T���g��?5*5 */
				ar=2;
			else if(skillid==AS_SPLASHER)	/* �x�i���X�v���b�V��?��?3*3 */
				ar=1;
			else if(skillid==NPC_SPLASHATTACK)	/* �X�v���b�V���A�^�b�N�͔�?7*7 */
				ar=3;

			if (skillid == ASC_METEORASSAULT)
				clif_skill_nodamage(src,bl,skillid,skilllv,1);
			
			skill_area_temp[1]=bl->id;
			skill_area_temp[2]=x;
			skill_area_temp[3]=y;
			/* �܂��^?�Q�b�g�ɍU?�������� */
			skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,0);
			/* ���̌�^?�Q�b�g�ȊO�̔�??�̓G�S?��?�����s�� */
			map_foreachinarea(skill_area_sub,
				bl->m,x-ar,y-ar,x+ar,y+ar,0,
				src,skillid,skilllv,tick, flag|BCT_ENEMY|1,
				skill_castend_damage_id);
			if (skillid == SM_MAGNUM)	// fire element for 10 seconds
				skill_status_change_start(src,SC_FLAMELAUNCHER,0,0,0,0,10000,0);
		}
		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 damage;
			map_freeblock_lock();
			damage = skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,0);
			if(damage > 0) {*/
				int i,c;	/* ���l���畷���������Ȃ̂ŊԈ���Ă�”\���偕?����?���������� */
				c = skill_get_blewcount(skillid,skilllv);
				if(map[bl->m].flag.gvg) c = 0;
				for(i=0;i<c;i++){
					skill_blown(src,bl,1);
					if(bl->type == BL_MOB)
						clif_fixmobpos((struct mob_data *)bl);
					else if(bl->type == BL_PET)
						clif_fixpetpos((struct pet_data *)bl);
					else
						clif_fixpos(bl);
					skill_area_temp[0]=0;
					map_foreachinarea(skill_area_sub,
						bl->m,bl->x-1,bl->y-1,bl->x+1,bl->y+1,0,
						src,skillid,skilllv,tick, flag|BCT_ENEMY ,
						skill_area_sub_count);
					if(skill_area_temp[0]>1) break;
				}
				skill_area_temp[1]=bl->id;
				skill_area_temp[2]=bl->x;
				skill_area_temp[3]=bl->y;
				skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,0);

				/* ���̌�^?�Q�b�g�ȊO�̔�??�̓G�S?��?�����s�� */
				map_foreachinarea(skill_area_sub,
					bl->m,bl->x-1,bl->y-1,bl->x+1,bl->y+1,0,
					src,skillid,skilllv,tick, flag|BCT_ENEMY|1,
					skill_castend_damage_id);
/*				battle_damage(src,bl,damage,1);
				if(rdamage > 0)
					battle_damage(bl,src,rdamage,0);
			}
			map_freeblock_unlock();*/
		}
		break;

	case ALL_RESURRECTION:		/* ���U���N�V���� */
	case PR_TURNUNDEAD:			/* �^?���A���f�b�h */
		if(bl->type != BL_PC && battle_check_undead(battle_get_race(bl),battle_get_elem_type(bl)))
			skill_attack(BF_MAGIC,src,src,bl,skillid,skilllv,tick,flag);
		else {
			map_freeblock_unlock();
			return 1;
		}
		break;

	/* ���@�n�X�L�� */
	case MG_SOULSTRIKE:			/* �\�E���X�g���C�N */
	case NPC_DARKSOULSTRIKE:		/*�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 MG_FROSTDIVER:			/* �t���X�g�_�C�o�[ */
	case WZ_JUPITEL:			/* ���s�e���T���_�[ */
	case NPC_DARKJUPITEL:			/*���s�e��*/
	case NPC_MAGICALATTACK:		/* MOB:���@��?�U? */
	case PR_ASPERSIO:			/* �A�X�y���V�I */
//	case HW_NAPALMVULCAN:		/* �i�p�[���o���J�� */
		skill_attack(BF_MAGIC,src,src,bl,skillid,skilllv,tick,flag);
		break;

	case MG_FROSTDIVER:		/* �t���X�g�_�C�o�[ */
	{
		struct status_change *sc_data = battle_get_sc_data(bl);
		int sc_def_mdef, rate, damage;
		sc_def_mdef = 100 - (3 + battle_get_mdef(bl) + battle_get_luk(bl)/3);
		rate = (skilllv*3+35)*sc_def_mdef/100-(battle_get_int(bl)+battle_get_luk(bl))/15;
		rate = rate<=5?5:rate;
		if (sc_data && sc_data[SC_FREEZE].timer != -1) {
			skill_attack(BF_MAGIC,src,src,bl,skillid,skilllv,tick,flag);
			if (sd)
				clif_skill_fail(sd,skillid,0,0);
			break;
		}
		damage = skill_attack(BF_MAGIC,src,src,bl,skillid,skilllv,tick,flag);
		if (battle_get_hp(bl) > 0 && damage > 0 && rand()%100 < rate) {
			skill_status_change_start(bl,SC_FREEZE,skilllv,0,0,0,skill_get_time2(skillid,skilllv),0);
		} else if (sd) {
			clif_skill_fail(sd,skillid,0,0);
		}
		break;
	}

	case WZ_WATERBALL:			/* �E�H?�^?�{?�� */
		skill_attack(BF_MAGIC,src,src,bl,skillid,skilllv,tick,flag);
		if(skilllv>1)
			skill_status_change_start(src,SC_WATERBALL,skilllv,bl->id,0,0,0,0);
		break;

	case PR_BENEDICTIO:			/* ��?�~�� */
		if(battle_get_race(bl)==1 || battle_get_race(bl)==6)
			skill_attack(BF_MAGIC,src,src,bl,skillid,skilllv,tick,flag);
		break;

	/* ���@�n��?�U?�X�L�� */
	case MG_NAPALMBEAT:			/* �i�p?���r?�g */
	case MG_FIREBALL:			/* �t�@�C��?�{?�� */
		if(flag&1){
			/* �•ʂɃ_��?�W��?���� */
			if(bl->id!=skill_area_temp[1]){
				if(skillid==MG_FIREBALL){	/* �t�@�C��?�{?���Ȃ璆�S����̋������v�Z */
					int dx=abs( bl->x - skill_area_temp[2] );
					int dy=abs( bl->y - skill_area_temp[3] );
					skill_area_temp[0]=((dx>dy)?dx:dy);
				}
				skill_attack(BF_MAGIC,src,src,bl,skillid,skilllv,tick,
					skill_area_temp[0]| 0x0500);
			}
		}else{
			int ar=(skillid==MG_NAPALMBEAT)?1:2;
			skill_area_temp[1]=bl->id;
			if(skillid==MG_NAPALMBEAT){	/* �i�p?���ł͐��?���� */
				skill_area_temp[0]=0;
				map_foreachinarea(skill_area_sub,
					bl->m,bl->x-1,bl->y-1,bl->x+1,bl->y+1,0,
					src,skillid,skilllv,tick, flag|BCT_ENEMY ,
					skill_area_sub_count);
			}else{
				skill_area_temp[0]=0;
				skill_area_temp[2]=bl->x;
				skill_area_temp[3]=bl->y;
			}
			/* �܂��^?�Q�b�g�ɍU?�������� */
			skill_attack(BF_MAGIC,src,src,bl,skillid,skilllv,tick,
					skill_area_temp[0] );
			/* ���̌�^?�Q�b�g�ȊO�̔�??�̓G�S?��?�����s�� */
			map_foreachinarea(skill_area_sub,
				bl->m,bl->x-ar,bl->y-ar,bl->x+ar,bl->y+ar,0,
				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{
			int ar=(skillid==HW_NAPALMVULCAN)?1:2;
			skill_area_temp[1]=bl->id;
			if(skillid==HW_NAPALMVULCAN){
				skill_area_temp[0]=0;
				map_foreachinarea(skill_area_sub,
					bl->m,bl->x-1,bl->y-1,bl->x+1,bl->y+1,0,
					src,skillid,skilllv,tick, flag|BCT_ENEMY ,
					skill_area_sub_count);
			}else{
				skill_area_temp[0]=0;
				skill_area_temp[2]=bl->x;
				skill_area_temp[3]=bl->y;
			}
			skill_attack(BF_MAGIC,src,src,bl,skillid,skilllv,tick,
				skill_area_temp[0] );
			map_foreachinarea(skill_area_sub,
				bl->m,bl->x-ar,bl->y-ar,bl->x+ar,bl->y+ar,0,
				src,skillid,skilllv,tick, flag|BCT_ENEMY|1,
				skill_castend_damage_id);
		}
		break;

	case WZ_FROSTNOVA:			/* �t���X�g�m���@ */
		skill_castend_pos2(src,bl->x,bl->y,skillid,skilllv,tick,0);
		//skill_attack(BF_MAGIC,src,src,bl,skillid,skilllv,tick,flag);
		map_foreachinarea(skill_attack_area,src->m,src->x-5,bl->y-5,bl->x+5,bl->y+5,0,BF_MAGIC,src,src,skillid,skilllv,tick,flag,BCT_ENEMY); 
		break;

	case WZ_SIGHTRASHER:
		clif_skill_nodamage(src,bl,skillid,skilllv,1);
		skill_castend_pos2(src,bl->x,bl->y,skillid,skilllv,tick,0);
		skill_status_change_end(src,SC_SIGHT,-1);
		break;

	/* ���̑� */
	case HT_BLITZBEAT:			/* �u���b�c�r?�g */
		if(flag&1){
			/* �•ʂɃ_��?�W��?���� */
			if(bl->id!=skill_area_temp[1])
				skill_attack(BF_MISC,src,src,bl,skillid,skilllv,tick,skill_area_temp[0]|(flag&0xf00000));
		}else{
			skill_area_temp[0]=0;
			skill_area_temp[1]=bl->id;
			if(flag&0xf00000)
				map_foreachinarea(skill_area_sub,bl->m,bl->x-1,bl->y-1,bl->x+1,bl->y+1,0,
					src,skillid,skilllv,tick, flag|BCT_ENEMY ,skill_area_sub_count);
			/* �܂��^?�Q�b�g�ɍU?�������� */
			skill_attack(BF_MISC,src,src,bl,skillid,skilllv,tick,skill_area_temp[0]|(flag&0xf00000));
			/* ���̌�^?�Q�b�g�ȊO�̔�??�̓G�S?��?�����s�� */
			map_foreachinarea(skill_area_sub,
				bl->m,bl->x-1,bl->y-1,bl->x+1,bl->y+1,0,
				src,skillid,skilllv,tick, flag|BCT_ENEMY|1,
				skill_castend_damage_id);
		}
		break;

	case CR_GRANDCROSS:			/* �O�����h�N���X */
	case NPC_DARKGRANDCROSS:		/*�ŃO�����h�N���X*/
		/* �X�L�����j�b�g�z�u */
		skill_castend_pos2(src,bl->x,bl->y,skillid,skilllv,tick,0);
		if(sd)
			sd->canmove_tick = tick + 1000;
		else if(src->type == BL_MOB)
			mob_changestate((struct mob_data *)src,MS_DELAY,1000);
		break;

	case TF_THROWSTONE:			/* ���� */
	case NPC_SMOKING:			/* �X��?�L���O */
		skill_attack(BF_MISC,src,src,bl,skillid,skilllv,tick,0 );
		break;

	// Celest
	case PF_SOULBURN:
		{
			int per = skilllv < 5 ? 20+ skilllv*10 : 60;
			if (rand()%100 < per) {
				clif_skill_nodamage(src,bl,skillid,skilllv,1);
				if (skilllv == 5)
					skill_attack(BF_MAGIC,src,src,bl,skillid,skilllv,tick,0 );
				if (bl->type == BL_PC)
					((struct map_session_data *)bl)->status.sp = 0;
			} else {
				clif_skill_nodamage(src,src,skillid,skilllv,1);
				if (skilllv == 5)
					skill_attack(BF_MAGIC,src,src,src,skillid,skilllv,tick,0 );
				sd->status.sp = 0;
				clif_updatestatus(sd,SP_SP);
			}
			skill_status_change_start(src,SC_BLOCKSKILL,skilllv,0,skillid,0, (skilllv < 5 ? 10000: 15000),0 );
		}
		break;

	case NPC_SELFDESTRUCTION:	/* ���� */
	case NPC_SELFDESTRUCTION2:	/* ����2 */
			if(flag&1){
			/* �•ʂɃ_��?�W��?���� */
			if(src->type==BL_MOB){
				struct mob_data* mb = (struct mob_data*)src;
				nullpo_retr(1, mb);
				mb->hp=skill_area_temp[2];
				if(bl->id!=skill_area_temp[1])
					skill_attack(BF_MISC,src,src,bl,NPC_SELFDESTRUCTION,skilllv,tick,flag );
				mb->hp=1;
			}
		}else{
			struct mob_data *md;
			if((md=(struct mob_data *)src)){
			skill_area_temp[1]=bl->id;
				skill_area_temp[2]=battle_get_hp(src);
				clif_skill_nodamage(src,src,NPC_SELFDESTRUCTION,-1,1);
			map_foreachinarea(skill_area_sub,
				bl->m,bl->x-5,bl->y-5,bl->x+5,bl->y+5,0,
					src,skillid,skilllv,tick, flag|BCT_ENEMY|1,
				skill_castend_damage_id);
				battle_damage(src,src,md->hp,0);
				}
		}
		break;

	/* HP�z?/HP�z?���@ */
	case NPC_BLOODDRAIN:
	case NPC_ENERGYDRAIN:
		{
			int heal;
			heal = skill_attack((skillid==NPC_BLOODDRAIN)?BF_WEAPON:BF_MAGIC,src,src,bl,skillid,skilllv,tick,flag);
			if( heal > 0 ){
				struct block_list tbl;
				tbl.id = 0;
				tbl.m = src->m;
				tbl.x = src->x;
				tbl.y = src->y;
				clif_skill_nodamage(&tbl,src,AL_HEAL,heal,1);
				battle_heal(NULL,src,heal,0,0);
			}
		}
		break;

	// unknown skills [Celest]
	case NPC_BIND:
	case NPC_EXPLOSIONSPIRITS:
	case NPC_INCAGI:
		clif_skill_nodamage(src,bl,skillid,skilllv,1);
		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{
				int ar=sd->splash_range;
				skill_area_temp[1]=bl->id;
				map_foreachinarea(skill_area_sub,
					bl->m, bl->x - ar, bl->y - ar, bl->x + ar, bl->y + ar, 0,
					src, skillid, skilllv, tick, flag | BCT_ENEMY | 1,
					skill_castend_damage_id);
			}
		}
		break;

	default:
		printf("Unknown skill used:%d\n",skillid);
		map_freeblock_unlock();
		return 1;
	}
	if(sc_data) {
		if (sc_data[SC_MAGICPOWER].timer != -1 && skillid != HW_MAGICPOWER)	//�}�W�b�N�p��?��?�ʏI��
			skill_status_change_end(src,SC_MAGICPOWER,-1);
	}
	map_freeblock_unlock();

	return 0;
}

/*==========================================
 * �X�L���g�p�i�r�������AID�w��x���n�j
 *------------------------------------------
 */
int skill_castend_nodamage_id( struct block_list *src, struct block_list *bl,int skillid,int skilllv,unsigned int tick,int flag )
{
	struct map_session_data *sd=NULL;
	struct map_session_data *dstsd=NULL;
	struct mob_data *md=NULL;
	struct mob_data *dstmd=NULL;
	int i,abra_skillid=0,abra_skilllv;
	int sc_def_vit,sc_def_mdef,strip_time,strip_per;
	int sc_dex,sc_luk;
	//�N���X�`�F���W�p�{�X�����X�^?ID
	int changeclass[]={1038,1039,1046,1059,1086,1087,1112,1115
				,1157,1159,1190,1272,1312,1373,1492};
	int poringclass[]={1002};

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

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

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

	sc_dex=battle_get_mdef(bl);
	sc_luk=battle_get_luk(bl);
	sc_def_vit = 100 - (3 + battle_get_vit(bl) + battle_get_luk(bl)/3);
	//sc_def_vit = 100 - (3 + battle_get_vit(bl) + battle_get_luk(bl)/3);
	sc_def_mdef = 100 - (3 + battle_get_mdef(bl) + battle_get_luk(bl)/3);

	if(bl->type==BL_PC){
		nullpo_retr(1, dstsd=(struct map_session_data *)bl);
	}else if(bl->type==BL_MOB){
		nullpo_retr(1, dstmd=(struct mob_data *)bl);
		if(sc_def_vit>50)
			sc_def_vit=50;
		if(sc_def_mdef>50)
			sc_def_mdef=50;
	}
	if(sc_def_vit < 0)
		sc_def_vit=0;
	if(sc_def_mdef < 0)
		sc_def_mdef=0;

	if(bl == NULL || bl->prev == NULL)
		return 1;
	if(sd && pc_isdead(sd))
		return 1;
	if(dstsd && pc_isdead(dstsd) && skillid != ALL_RESURRECTION)
		return 1;
	if(battle_get_class(bl) == 1288)
		return 1;
	if (skillnotok(skillid, (struct map_session_data *)bl)) // [MouseJstr]
		return 0;
	
	map_freeblock_lock();
	switch(skillid)
	{
	case AL_HEAL:				/* �q?�� */
		{
			int heal=skill_calc_heal( src, skilllv );
			int heal_get_jobexp;
			int skill;
			struct pc_base_job s_class;
			
			if( dstsd && dstsd->special_state.no_magic_damage )
				heal=0;	/* ?��峃J?�h�i�q?���ʂO�j */
			if (sd){
				s_class = pc_calc_base_job(sd->status.class);
				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 && s_class.job == 23 && 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�
			}
			

			clif_skill_nodamage(src,bl,skillid,heal,1);
			heal_get_jobexp = battle_heal(NULL,bl,heal,0,0);

			// JOB??�l�l��
			if(src->type == BL_PC && bl->type==BL_PC && heal > 0 && src != bl && battle_config.heal_exp > 0){
				heal_get_jobexp = heal_get_jobexp * battle_config.heal_exp / 100;
				if(heal_get_jobexp <= 0)
					heal_get_jobexp = 1;
				pc_gainexp((struct map_session_data *)src,0,heal_get_jobexp);
			}
		}
		break;

	case ALL_RESURRECTION:		/* ���U���N�V���� */
		if(bl->type==BL_PC){
			int per=0;
			struct map_session_data *tsd = (struct map_session_data*)bl;
			nullpo_retr(1, tsd);
			if( (map[bl->m].flag.pvp) && tsd->pvp_point<0 )
				break;			/* PVP�ŕ����s�”\?�� */

			if(pc_isdead(tsd)){	/* ���S���� */
				clif_skill_nodamage(src,bl,skillid,skilllv,1);
				switch(skilllv){
				case 1: per=10; break;
				case 2: per=30; break;
				case 3: per=50; break;
				case 4: per=80; break;
				}
				tsd->status.hp=tsd->status.max_hp*per/100;
				if(tsd->status.hp<=0) tsd->status.hp=1;
				if(tsd->special_state.restart_full_recover ){	/* �I�V���X�J?�h */
					tsd->status.hp=tsd->status.max_hp;
					tsd->status.sp=tsd->status.max_sp;
				}
				pc_setstand(tsd);
				if(battle_config.pc_invincible_time > 0)
					pc_setinvincibletimer(tsd,battle_config.pc_invincible_time);
				clif_updatestatus(tsd,SP_HP);
				clif_resurrection(&tsd->bl,1);
				if(src != bl && sd && battle_config.resurrection_exp > 0) {
					int exp = 0,jexp = 0;
					int lv = tsd->status.base_level - sd->status.base_level, jlv = tsd->status.job_level - sd->status.job_level;
					if(lv > 0) {
						exp = (int)((double)tsd->status.base_exp * (double)lv * (double)battle_config.resurrection_exp / 1000000.);
						if(exp < 1) exp = 1;
					}
					if(jlv > 0) {
						jexp = (int)((double)tsd->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���� */
		if( bl->type==BL_PC && ((struct map_session_data *)bl)->special_state.no_magic_damage )
			break;
		if( rand()%100 < (50+skilllv*3+(battle_get_lv(src)+battle_get_int(src)/5)-sc_def_mdef) ) {
			clif_skill_nodamage(src,bl,skillid,skilllv,1);
			skill_status_change_start(bl,SkillStatusChangeTable[skillid],skilllv,0,0,0,skill_get_time(skillid,skilllv),0);
		}
		break;

	case AL_CRUCIS:
		if(flag&1) {
			int race = battle_get_race(bl),ele = battle_get_elem_type(bl);
			if(battle_check_target(src,bl,BCT_ENEMY) && (race == 6 || battle_check_undead(race,ele))) {
				int slv=battle_get_lv(src),tlv=battle_get_lv(bl),rate;
				rate = 25 + skilllv*2 + slv - tlv;
				if(rand()%100 < rate)
					skill_status_change_start(bl,SkillStatusChangeTable[skillid],skilllv,0,0,0,0,0);
			}
		}
		else {
			int range = 15;
			clif_skill_nodamage(src,bl,skillid,skilllv,1);
			map_foreachinarea(skill_area_sub,
				src->m,src->x-range,src->y-range,src->x+range,src->y+range,0,
				src,skillid,skilllv,tick, flag|BCT_ENEMY|1,
				skill_castend_nodamage_id);
		}
		break;

	case PR_LEXDIVINA:		/* ���b�N�X�f�B�r?�i */
		{
			struct status_change *sc_data = battle_get_sc_data(bl);
			clif_skill_nodamage(src,bl,skillid,skilllv,1);
			if( bl->type==BL_PC && ((struct map_session_data *)bl)->special_state.no_magic_damage )
				break;
			if(sc_data && sc_data[SC_DIVINA].timer != -1)
				skill_status_change_end(bl,SC_DIVINA,-1);
			else if( rand()%100 < sc_def_vit ) {
				skill_status_change_start(bl,SkillStatusChangeTable[skillid],skilllv,0,0,0,skill_get_time(skillid,skilllv),0);
			}
		}
		break;
	case SA_ABRACADABRA:
		//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,sd->skillid,0,0);
			break;
		}
		//pc_delitem(sd, pc_search_inventory(sd, 715), 1, 0);
		pc_delitem(sd, i, 1, 0);
		//
		do{
			abra_skillid=skill_abra_dataset(skilllv);
		}while(abra_skillid == 0);
		abra_skilllv=skill_get_max(abra_skillid)>pc_checkskill(sd,SA_ABRACADABRA)?pc_checkskill(sd,SA_ABRACADABRA):skill_get_max(abra_skillid);
		clif_skill_nodamage(src,bl,skillid,skilllv,1);
		sd->skillitem=abra_skillid;
		sd->skillitemlv=abra_skilllv;
		clif_item_skill(sd,abra_skillid,abra_skilllv,"�A�u���J�_�u��");
		break;
	case SA_COMA:
		clif_skill_nodamage(src,bl,skillid,skilllv,1);
		if( bl->type==BL_PC && ((struct map_session_data *)bl)->special_state.no_magic_damage )
			break;
		if(dstsd){
			dstsd->status.hp=1;
			dstsd->status.sp=1;
			clif_updatestatus(dstsd,SP_HP);
			clif_updatestatus(dstsd,SP_SP);
		}
		if(dstmd) dstmd->hp=1;
		break;
	case SA_FULLRECOVERY:
		clif_skill_nodamage(src,bl,skillid,skilllv,1);
		if( bl->type==BL_PC && ((struct map_session_data *)bl)->special_state.no_magic_damage )
			break;
		if(dstsd) pc_heal(dstsd,dstsd->status.max_hp,dstsd->status.max_sp);
		if(dstmd) dstmd->hp=battle_get_max_hp(&dstmd->bl);
		break;
	case SA_SUMMONMONSTER:
		clif_skill_nodamage(src,bl,skillid,skilllv,1);
		if (sd) mob_once_spawn(sd,map[sd->bl.m].name,sd->bl.x,sd->bl.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);
		if (sd) pc_damage(NULL,sd,sd->status.max_hp);
		break;

	case SA_QUESTION:
	case SA_GRAVITY:
		clif_skill_nodamage(src,bl,skillid,skilllv,1);
		break;
	case SA_CLASSCHANGE:
		clif_skill_nodamage(src,bl,skillid,skilllv,1);
		if(dstmd) mob_class_change(dstmd,changeclass);
		break;
	case SA_MONOCELL:
		clif_skill_nodamage(src,bl,skillid,skilllv,1);
		if(dstmd) mob_class_change(dstmd,poringclass);
		break;
	case SA_DEATH:
		clif_skill_nodamage(src,bl,skillid,skilllv,1);
		if (dstsd) pc_damage(NULL,dstsd,dstsd->status.max_hp);
		if (dstmd) mob_damage(NULL,dstmd,dstmd->hp,1);
		break;
	case SA_REVERSEORCISH:
		clif_skill_nodamage(src,bl,skillid,skilllv,1);
		if (dstsd) pc_setoption(dstsd,dstsd->status.option|0x0800);
		break;
	case SA_FORTUNE:
		clif_skill_nodamage(src,bl,skillid,skilllv,1);
		if(sd) pc_getzeny(sd,battle_get_lv(bl)*100);
		break;
	case SA_TAMINGMONSTER:
		clif_skill_nodamage(src,bl,skillid,skilllv,1);
		if (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:		/* ��?�~�� */
	case CR_PROVIDENCE:		/* �v�����B�f���X */
		if( bl->type==BL_PC && ((struct map_session_data *)bl)->special_state.no_magic_damage ){
			clif_skill_nodamage(src,bl,skillid,skilllv,1);
		}else{
			skill_status_change_start(bl,SkillStatusChangeTable[skillid],skilllv,0,0,0,skill_get_time(skillid,skilllv),0 );
			clif_skill_nodamage(src,bl,skillid,skilllv,1);
		}
		break;

	case CG_MARIONETTE:		/* �}���I�l�b�g�R���g��?�� */
		if(sd && dstsd){
			struct status_change *sc_data = battle_get_sc_data(src);
			struct status_change *tsc_data = battle_get_sc_data(bl);
			int sc = SkillStatusChangeTable[skillid];
			int sc2 = SC_MARIONETTE2;
			
			if((dstsd->bl.type!=BL_PC)
			 || (sd->bl.id == dstsd->bl.id)
			 || (!sd->status.party_id)
			 || (sd->status.party_id != dstsd->status.party_id)) {			
			 	clif_skill_fail(sd,skillid,0,0);
				map_freeblock_unlock();
				return 1;
			}
			if(sc_data && tsc_data){
				if(sc_data[sc].timer == -1 && tsc_data[sc2].timer == -1) {
					skill_status_change_start (src,sc,skilllv,0,bl->id,0,skill_get_time(skillid,skilllv),0);
					skill_status_change_start (bl,sc2,skilllv,0,src->id,0,skill_get_time(skillid,skilllv),0);
				}
				else if (sc_data[sc].timer != -1 && tsc_data[sc2].timer != -1 &&
				sc_data[sc].val3 == bl->id && tsc_data[sc2].val3 == src->id) {
					skill_status_change_end(src, sc, -1);
					skill_status_change_end(bl, sc2, -1);
				}
				else {
					clif_skill_fail(sd,skillid,0,0);
					map_freeblock_unlock();
					return 1;
				}
				clif_skill_nodamage(src,bl,skillid,skilllv,1);
			}
		}			
		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(bl->type==BL_PC && ((struct map_session_data *)bl)->special_state.no_magic_damage ){
			clif_skill_nodamage(src,bl,skillid,skilllv,0);
			break;
		}
		if(bl->type==BL_PC) {
			struct map_session_data *sd2=(struct map_session_data *)bl;
			if(sd2->status.weapon==0 || sd2->sc_data[SC_FLAMELAUNCHER].timer!=-1 || sd2->sc_data[SC_FROSTWEAPON].timer!=-1 ||
				sd2->sc_data[SC_LIGHTNINGLOADER].timer!=-1 || sd2->sc_data[SC_SEISMICWEAPON].timer!=-1 ||
					sd2->sc_data[SC_ENCPOISON].timer!=-1) {
				clif_skill_fail(sd,skillid,0,0);
				clif_skill_nodamage(src,bl,skillid,skilllv,0);
				break;
			}
		}
		if(rand()%100 > (60+skilllv*10) && (skilllv != 5)) {
			clif_skill_fail(sd,skillid,0,0);
			clif_skill_nodamage(src,bl,skillid,skilllv,0);
			if(bl->type==BL_PC && battle_config.equipment_breaking) {
				struct map_session_data *sd2=(struct map_session_data *)bl;
				if(sd!=sd2) clif_displaymessage(sd->fd,"You broke target's weapon");
				pc_breakweapon(sd2);
			}
			break;
		}
		else {
			skill_status_change_start(bl,SkillStatusChangeTable[skillid],skilllv,0,0,0,skill_get_time(skillid,skilllv),0 );
			clif_skill_nodamage(src,bl,skillid,skilllv,1);
		}
		break;

	case PR_ASPERSIO:		/* �A�X�y���V�I */
		clif_skill_nodamage(src,bl,skillid,skilllv,1);
		if( bl->type==BL_PC && ((struct map_session_data *)bl)->special_state.no_magic_damage )
			break;
		if(bl->type==BL_MOB)
			break;
		skill_status_change_start(bl,SkillStatusChangeTable[skillid],skilllv,0,0,0,skill_get_time(skillid,skilllv),0 );
		break;
	case PR_KYRIE:			/* �L���G�G���C�\�� */
		clif_skill_nodamage(bl,bl,skillid,skilllv,1);
		if( bl->type==BL_PC && ((struct map_session_data *)bl)->special_state.no_magic_damage )
			break;
		skill_status_change_start(bl,SkillStatusChangeTable[skillid],skilllv,0,0,0,skill_get_time(skillid,skilllv),0 );
		break;
	case KN_AUTOCOUNTER:		/* �I?�g�J�E���^? */
	case KN_TWOHANDQUICKEN:	/* �c?�n���h�N�C�b�P�� */
	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 SM_ENDURE:			/* �C���f���A */
	case MG_SIGHT:			/* �T�C�g */
	case AL_RUWACH:			/* ���A�t */
	case MO_EXPLOSIONSPIRITS:	// �����g��
	case MO_STEELBODY:		// ����
	case LK_AURABLADE:		/* �I?���u��?�h */
	case LK_PARRYING:		/* �p���C���O */
	case LK_CONCENTRATION:	/* �R���Z���g��?�V���� */
//	case LK_BERSERK:		/* �o?�T?�N */
	case HP_ASSUMPTIO:		/*  */
	case WS_CARTBOOST:		/* �J?�g�u?�X�g */
	case SN_SIGHT:			/* �g�D��?�T�C�g */
	case WS_MELTDOWN:		/* �����g�_�E�� */
	case ST_REJECTSWORD:	/* ���W�F�N�g�\?�h */
	case HW_MAGICPOWER:		/* ���@��?�� */
	case PF_MEMORIZE:		/* �������C�Y */
	case PA_SACRIFICE:
	case ASC_EDP:			// [Celest]
		clif_skill_nodamage(src,bl,skillid,skilllv,1);
		skill_status_change_start(bl,SkillStatusChangeTable[skillid],skilllv,0,0,0,skill_get_time(skillid,skilllv),0 );
		break;
	case SM_ENDURE:			/* �C���f���A */
		clif_skill_nodamage(src,bl,skillid,skilllv,1);
		skill_status_change_start(bl,SkillStatusChangeTable[skillid],skilllv,0,0,0,skill_get_time(skillid,skilllv),0 );
		skill_status_change_start(src,SC_BLOCKSKILL,skilllv,0,skillid,0,10000,0 );
		break;
		
	case SM_AUTOBERSERK:	// Celest
		{
			struct status_change *tsc_data = battle_get_sc_data(bl);
			int sc=SkillStatusChangeTable[skillid];
			clif_skill_nodamage(src,bl,skillid,skilllv,1);
			if( tsc_data ){
				if( tsc_data[sc].timer==-1 )
					skill_status_change_start(bl,sc,skilllv,0,0,0,0,0);
				else
					skill_status_change_end(bl, sc, -1);
			}
		}
		break;
	
	case AS_ENCHANTPOISON: // Prevent spamming [Valaris]
		if(bl->type==BL_PC) {
			struct map_session_data *sd2=(struct map_session_data *)bl;
			if(sd2->sc_data[SC_FLAMELAUNCHER].timer!=-1 || sd2->sc_data[SC_FROSTWEAPON].timer!=-1 ||
				sd2->sc_data[SC_LIGHTNINGLOADER].timer!=-1 || sd2->sc_data[SC_SEISMICWEAPON].timer!=-1 ||
					sd2->sc_data[SC_ENCPOISON].timer!=-1) {
						clif_skill_nodamage(src,bl,skillid,skilllv,0);
						clif_skill_fail(sd,skillid,0,0);
						break;
			}
		}
		clif_skill_nodamage(src,bl,skillid,skilllv,1);
		skill_status_change_start(bl,SkillStatusChangeTable[skillid],skilllv,0,0,0,skill_get_time(skillid,skilllv),0 );
		break;
	case LK_TENSIONRELAX:	/* �e���V���������b�N�X */
		clif_skill_nodamage(src,bl,skillid,skilllv,1);
		pc_setsit(sd);
		clif_sitting(sd);
		skill_status_change_start(bl,SkillStatusChangeTable[skillid],skilllv,0,0,0,skill_get_time(skillid,skilllv),0 );
		break;
	case LK_BERSERK:		/* �o?�T?�N */
		clif_skill_nodamage(src,bl,skillid,skilllv,1);
		skill_status_change_start(bl,SkillStatusChangeTable[skillid],skilllv,0,0,0,skill_get_time(skillid,skilllv),0 );
		//sd->status.hp = sd->status.max_hp * 3;
		break;
	case MC_CHANGECART:
		clif_skill_nodamage(src,bl,skillid,skilllv,1);
		break;
	case AC_CONCENTRATION:	/* �W���͌��� */
		{
			int range = 1;
			clif_skill_nodamage(src,bl,skillid,skilllv,1);
			skill_status_change_start(bl,SkillStatusChangeTable[skillid],skilllv,0,0,0,skill_get_time(skillid,skilllv),0 );
			map_foreachinarea( skill_status_change_timer_sub,
				src->m, src->x-range, src->y-range, src->x+range,src->y+range,0,
				src,SkillStatusChangeTable[skillid],tick);
		}
		break;
	case SM_PROVOKE:		/* �v���{�b�N */
		{
			struct status_change *sc_data = battle_get_sc_data(bl);

			/* MVPmob�ƕs���ɂ�?���Ȃ� */
			if((bl->type==BL_MOB && battle_get_mode(bl)&0x20) || battle_check_undead(battle_get_race(bl),battle_get_elem_type(bl))) //�s���ɂ�?���Ȃ�
			{
				map_freeblock_unlock();
				return 1;
			}

			clif_skill_nodamage(src,bl,skillid,skilllv,1);
			skill_status_change_start(bl,SkillStatusChangeTable[skillid],skilllv,0,0,0,skill_get_time(skillid,skilllv),0 );

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

			if(sc_data){
				if(sc_data[SC_FREEZE].timer!=-1)
					skill_status_change_end(bl,SC_FREEZE,-1);
				if(sc_data[SC_STONE].timer!=-1 && sc_data[SC_STONE].val2==0)
					skill_status_change_end(bl,SC_STONE,-1);
				if(sc_data[SC_SLEEP].timer!=-1)
					skill_status_change_end(bl,SC_SLEEP,-1);
			}

			if(bl->type==BL_MOB) {
				int range = skill_get_range(skillid,skilllv);
				if(range < 0)
					range = battle_get_range(src) - (range + 1);
				mob_target((struct mob_data *)bl,src,range);
			}
		}
		break;

	case CR_DEVOTION:		/* �f�B�{?�V���� */
		if(sd && dstsd){
			//?����{�q�̏ꍇ�̌��̐E�Ƃ��Z�o����
			struct pc_base_job dst_s_class = pc_calc_base_job(dstsd->status.class);

			int lv = sd->status.base_level-dstsd->status.base_level;
			lv = (lv<0)?-lv:lv;
			if((dstsd->bl.type!=BL_PC)	// �����PC����Ȃ��Ƃ���
			 ||(sd->bl.id == dstsd->bl.id)	// ���肪�����͂���
			 ||(lv > 10)			// ���x�����}10�܂�
			 ||(!sd->status.party_id && !sd->status.guild_id)	// PT�ɂ��M���h�ɂ���?�����͂���
			 ||((sd->status.party_id != dstsd->status.party_id)	// �����p?�e�B?���A
			 &&(sd->status.guild_id != dstsd->status.guild_id))	// �����M���h����Ȃ��Ƃ���
			 ||(dst_s_class.job==14||dst_s_class.job==21)){	// �N���Z����
				clif_skill_fail(sd,skillid,0,0);
				map_freeblock_unlock();
				return 1;
			}
			for(i=0;i<skilllv;i++){
				if(!sd->dev.val1[i]){		// �󂫂�������������
					sd->dev.val1[i] = bl->id;
					sd->dev.val2[i] = bl->id;
					break;
				}else if(i==skilllv-1){		// �󂫂��Ȃ�����
					clif_skill_fail(sd,skillid,0,0);
					map_freeblock_unlock();
					return 1;
				}
			}
			clif_skill_nodamage(src,bl,skillid,skilllv,1);
			clif_devotion(sd,bl->id);
			skill_status_change_start(bl,SkillStatusChangeTable[skillid],src->id,1,0,0,1000*(15+15*skilllv),0 );
		}
		else	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_BLADESTOP:	// ���n���
		clif_skill_nodamage(src,bl,skillid,skilllv,1);
		skill_status_change_start(src,SkillStatusChangeTable[skillid],skilllv,0,0,0,skill_get_time(skillid,skilllv),0 );
		break;
	case MO_ABSORBSPIRITS:	// ?�D
		i=0;
		if(sd && dstsd) {
			if(sd == dstsd || map[sd->bl.m].flag.pvp || map[sd->bl.m].flag.gvg) {
				if(dstsd->spiritball > 0) {
					clif_skill_nodamage(src,bl,skillid,skilllv,1);
					i = dstsd->spiritball * 7;
					pc_delspiritball(dstsd,dstsd->spiritball,0);
					if(i > 0x7FFF)
						i = 0x7FFF;
					if(sd->status.sp + i > sd->status.max_sp)
						i = sd->status.max_sp - sd->status.sp;
					}
			}
		}else if(sd && dstmd){ //?�ۂ������X�^?�̏ꍇ
			//20%�̊m����?�ۂ�Lv*2��SP���񕜂���B���������Ƃ��̓^?�Q�b�g(��?�D?)��????!!
			if(rand()%100<20){
				i=2*mob_db[dstmd->class].lv;
				mob_target(dstmd,src,0);
			}
		}
		if(i){
						sd->status.sp += i;
					clif_heal(sd->fd,SP_SP,i);
				}
				else
					clif_skill_nodamage(src,bl,skillid,skilllv,0);
		break;

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

	case AM_PHARMACY:			/* �|?�V�����쐬 */
		if(sd) {
			clif_skill_produce_mix_list(sd,32);
			clif_skill_nodamage(src,bl,skillid,skilllv,1);
		}
		break;
	case WS_CREATECOIN:				/* �N���G�C�g�R�C�� */
		if(sd) {
			clif_skill_produce_mix_list(sd,64);
			clif_skill_nodamage(src,bl,skillid,skilllv,1);
		}
		break;
	case WS_CREATENUGGET:			/* �򐻑� */
		if(sd) {
			clif_skill_produce_mix_list(sd,128);
			clif_skill_nodamage(src,bl,skillid,skilllv,1);
		}
		break;
	case ASC_CDP: // [DracoRPG]
		// notes: success rate (from emperium.org) = 20 + [(20*Dex)/50] + [(20*Luk)/100]
		if(sd) {
			clif_skill_produce_mix_list(sd,256);
			clif_skill_nodamage(src,bl,skillid,skilllv,1);
		}
		break;	
	case BS_HAMMERFALL:		/* �n���}?�t�H?�� */
		clif_skill_nodamage(src,bl,skillid,skilllv,1);
		if( bl->type==BL_PC && ((struct map_session_data *)bl)->special_state.no_weapon_damage )
			break;
		if( rand()%100 < (20+ 10*skilllv)*sc_def_vit/100 ) {
			skill_status_change_start(bl,SC_STAN,skilllv,0,0,0,skill_get_time2(skillid,skilllv),0);
		}
		break;

	case RG_RAID:			/* �T�v���C�Y�A�^�b�N */
		clif_skill_nodamage(src,bl,skillid,skilllv,1);
		{
			int x=bl->x,y=bl->y;
			skill_area_temp[1]=bl->id;
			skill_area_temp[2]=x;
			skill_area_temp[3]=y;
			map_foreachinarea(skill_area_sub,
				bl->m,x-1,y-1,x+1,y+1,0,
				src,skillid,skilllv,tick, flag|BCT_ENEMY|1,
				skill_castend_damage_id);
		}
		skill_status_change_end(src, SC_HIDING, -1);	// �n�C�f�B���O����
		break;

	case KN_BRANDISHSPEAR:	/*�u�����f�B�b�V���X�s�A*/
		{
			int c,n=4,ar;
			int dir = map_calc_dir(src,bl->x,bl->y);
			struct square tc;
			int x=bl->x,y=bl->y;
			ar=skilllv/3;
			skill_brandishspear_first(&tc,dir,x,y);
			skill_brandishspear_dir(&tc,dir,4);
			/* ��?�C */
			if(skilllv == 10){
				for(c=1;c<4;c++){
					map_foreachinarea(skill_area_sub,
						bl->m,tc.val1[c],tc.val2[c],tc.val1[c],tc.val2[c],0,
						src,skillid,skilllv,tick, flag|BCT_ENEMY|n,
						skill_castend_damage_id);
				}
			}
			/* ��?�B�A */
			if(skilllv > 6){
				skill_brandishspear_dir(&tc,dir,-1);
				n--;
			}else{
				skill_brandishspear_dir(&tc,dir,-2);
				n-=2;
			}

			if(skilllv > 3){
				for(c=0;c<5;c++){
					map_foreachinarea(skill_area_sub,
						bl->m,tc.val1[c],tc.val2[c],tc.val1[c],tc.val2[c],0,
						src,skillid,skilllv,tick, flag|BCT_ENEMY|n,
						skill_castend_damage_id);
					if(skilllv > 6 && n==3 && c==4){
						skill_brandishspear_dir(&tc,dir,-1);
						n--;c=-1;
					}
				}
			}
			/* ��?�@ */
			for(c=0;c<10;c++){
				if(c==0||c==5) skill_brandishspear_dir(&tc,dir,-1);
				map_foreachinarea(skill_area_sub,
					bl->m,tc.val1[c%5],tc.val2[c%5],tc.val1[c%5],tc.val2[c%5],0,
					src,skillid,skilllv,tick, flag|BCT_ENEMY|1,
					skill_castend_damage_id);
			}
		}
		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) ){
			/* �•ʂ�?�� */
			clif_skill_nodamage(bl,bl,skillid,skilllv,1);
			if( bl->type==BL_PC && ((struct map_session_data *)bl)->special_state.no_magic_damage )
				break;
			skill_status_change_start(bl,SkillStatusChangeTable[skillid],skilllv,0,0,0,skill_get_time(skillid,skilllv),0);
		}
		else{
			/* �p?�e�B�S?�ւ�?�� */
			party_foreachsamemap(skill_area_sub,
				sd,1,
				src,skillid,skilllv,tick, flag|BCT_PARTY|1,
				skill_castend_nodamage_id);
		}
		break;
	case BS_ADRENALINE:		/* �A�h���i�������b�V�� */
	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,1);
			skill_status_change_start(bl,SkillStatusChangeTable[skillid],skilllv,(src == bl)? 1:0,0,0,skill_get_time(skillid,skilllv),0);
		}
		else{
			/* �p?�e�B�S?�ւ�?�� */
			party_foreachsamemap(skill_area_sub,
				sd,1,
				src,skillid,skilllv,tick, flag|BCT_PARTY|1,
				skill_castend_nodamage_id);
		}
		break;

	/*�i�t���Ɖ������K�v�j */
	case BS_MAXIMIZE:		/* �}�L�V�}�C�Y�p��? */
	case NV_TRICKDEAD:		/* ���񂾂ӂ� */
	case CR_DEFENDER:		/* �f�B�t�F���_? */
	case CR_AUTOGUARD:		/* �I?�g�K?�h */
		{
			struct status_change *tsc_data = battle_get_sc_data(bl);
			int sc=SkillStatusChangeTable[skillid];
			clif_skill_nodamage(src,bl,skillid,skilllv,1);
			if( tsc_data ){
				if( tsc_data[sc].timer==-1 )
					/* �t������ */
					skill_status_change_start(bl,sc,skilllv,0,0,0,skill_get_time(skillid,skilllv),0);
				else
					/* �������� */
					skill_status_change_end(bl, sc, -1);
			}
		}
		break;

	case TF_HIDING:			/* �n�C�f�B���O */
		{
			struct status_change *tsc_data = battle_get_sc_data(bl);
			int sc=SkillStatusChangeTable[skillid];
			clif_skill_nodamage(src,bl,skillid,-1,1);
			if(tsc_data && tsc_data[sc].timer!=-1 )
				/* �������� */
				skill_status_change_end(bl, sc, -1);
			else
				/* �t������ */
				skill_status_change_start(bl,sc,skilllv,0,0,0,skill_get_time(skillid,skilllv),0);
		}
		break;

	case AS_CLOAKING:		/* �N��?�L���O */
		{
			struct status_change *tsc_data = battle_get_sc_data(bl);
			int sc=SkillStatusChangeTable[skillid];
			clif_skill_nodamage(src,bl,skillid,skilllv,1);
			if(tsc_data && tsc_data[sc].timer!=-1 )
				/* �������� */
				skill_status_change_end(bl, sc, -1);
			else
				/* �t������ */
				skill_status_change_start(bl,sc,skilllv,0,0,0,skill_get_time(skillid,skilllv),0);
			//skill_check_cloaking(bl);
		}
		break;

	case ST_CHASEWALK:			/* �n�C�f�B���O */
		{
			struct status_change *tsc_data = battle_get_sc_data(bl);
			int sc=SkillStatusChangeTable[skillid];
			clif_skill_nodamage(src,bl,skillid,-1,1);
			if(tsc_data && tsc_data[sc].timer!=-1 )
				/* �������� */
				skill_status_change_end(bl, sc, -1);
			else
				/* �t������ */
				skill_status_change_start(bl,sc,skilllv,0,0,0,skill_get_time(skillid,skilllv),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��Łc */
	case DC_FORTUNEKISS:		/* �K�^�̃L�X */
	case DC_SERVICEFORYOU:		/* �T?�r�X�t�H?��? */
	case CG_MOONLIT:			/* ������̐�ɗ�����Ԃт� */
		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 */
		{
			// cancel Basilica if already in effect
			struct status_change *sc_data = battle_get_sc_data(src);
			if(sc_data && sc_data[SC_BASILICA].timer != -1){
				struct skill_unit *su;
				if ((su = (struct skill_unit *)sc_data[SC_BASILICA].val4)) {
					struct skill_unit_group *sg;
					if ((sg = su->group) && sg->src_id == sd->bl.id) {
						skill_status_change_end(src,SC_BASILICA,-1);
						skill_delunitgroup (sg);
						break;
					}
				}
			} else {
				// otherwise allow casting
				skill_status_change_start(src,SkillStatusChangeTable[skillid],skilllv,0,0,0,skill_get_time(skillid,skilllv),0);
				skill_clear_unitgroup(src);
				clif_skill_nodamage(src,bl,skillid,skilllv,1);
				skill_unitsetting(src,skillid,skilllv,src->x,src->y,0);
			}
		}
		break;

	case PA_GOSPEL:				/* �S�X�y�� */
		skill_clear_unitgroup(src);
		clif_skill_nodamage(src,bl,skillid,skilllv,1);
		skill_unitsetting(src,skillid,skilllv,src->x,src->y,0);
		break;

	case BD_ADAPTATION:			/* �A�h���u */
		{
			struct status_change *sc_data = battle_get_sc_data(src);
			if(sc_data && sc_data[SC_DANCING].timer!=-1){
				clif_skill_nodamage(src,bl,skillid,skilllv,1);
				skill_stop_dancing(src,0);
			}
		}
		break;

	case BA_FROSTJOKE:			/* �����W��?�N */
	case DC_SCREAM:				/* �X�N��?�� */
		clif_skill_nodamage(src,bl,skillid,skilllv,1);
		skill_addtimerskill(src,tick+3000,bl->id,0,0,skillid,skilllv,0,flag);
		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)) {
				int range = skill_get_range(skillid,skilllv);
				if(range < 0)
					range = battle_get_range(src) - (range + 1);
				clif_skill_nodamage(src,bl,skillid,skilllv,1);
				mob_target((struct mob_data *)bl,src,range);
			}
			else
				clif_skill_fail(sd,skillid,0,0);
		}
		break;

	case MG_STONECURSE:			/* �X�g?���J?�X */
		{
			struct status_change *sc_data = battle_get_sc_data(bl);
			// Level 6-10 doesn't consume a red gem if it fails [celest]
			int i, gem_flag = 1;
			if (bl->type==BL_MOB && battle_get_mode(bl)&0x20) {
				clif_skill_fail(sd,sd->skillid,0,0);
				break;
			}
			clif_skill_nodamage(src,bl,skillid,skilllv,1);
			if( bl->type==BL_PC && ((struct map_session_data *)bl)->special_state.no_magic_damage )
				break;
			if (sc_data && sc_data[SC_STONE].timer != -1) {
				skill_status_change_end(bl,SC_STONE,-1);
				if (sd)
					clif_skill_fail(sd,skillid,0,0);
			}
			else if( rand()%100 < skilllv*4+20 && !battle_check_undead(battle_get_race(bl),battle_get_elem_type(bl)))
				skill_status_change_start(bl,SC_STONE,skilllv,0,0,0,skill_get_time2(skillid,skilllv),0);
			else if(sd) {
				if (skilllv > 5) gem_flag = 0;
				clif_skill_fail(sd,skillid,0,0);
			}
			if (dstmd)
				mob_target(dstmd,src,skill_get_range(skillid,skilllv));
			if (sd && gem_flag) {
				if ((i=pc_search_inventory(sd, skill_db[skillid].itemid[0])) < 0 ) {
					clif_skill_fail(sd,sd->skillid,0,0);
					break;
				}
				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? */
		clif_skill_nodamage(src,bl,skillid,skilllv,1);
		if( bl->type==BL_PC && ((struct map_session_data *)bl)->special_state.no_magic_damage )
			break;
		skill_status_change_end(bl, SC_SILENCE	, -1 );
		skill_status_change_end(bl, SC_BLIND	, -1 );
		skill_status_change_end(bl, SC_CONFUSION, -1 );
		if( battle_check_undead(battle_get_race(bl),battle_get_elem_type(bl)) ){//�A���f�b�h�Ȃ�È�?��
			skill_status_change_start(bl, SC_CONFUSION,1,0,0,0,6000,0);
		}
		break;

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

	case PR_STRECOVERY:			/* ���J�o��? */
		{
			clif_skill_nodamage(src,bl,skillid,skilllv,1);
			if( bl->type==BL_PC && ((struct map_session_data *)bl)->special_state.no_magic_damage )
				break;
			skill_status_change_end(bl, SC_FREEZE	, -1 );
			skill_status_change_end(bl, SC_STONE	, -1 );
			skill_status_change_end(bl, SC_SLEEP	, -1 );
			skill_status_change_end(bl, SC_STAN		, -1 );
			if( battle_check_undead(battle_get_race(bl),battle_get_elem_type(bl)) ){//�A���f�b�h�Ȃ�È�?��
				int blind_time;
				//blind_time=30-battle_get_vit(bl)/10-battle_get_int/15;
				blind_time=30*(100-(battle_get_int(bl)+battle_get_vit(bl))/2)/100;
				if(rand()%100 < (100-(battle_get_int(bl)/2+battle_get_vit(bl)/3+battle_get_luk(bl)/10)))
					skill_status_change_start(bl, SC_BLIND,1,0,0,0,blind_time,0);
			}
			if(dstmd){
				dstmd->attacked_id=0;
				dstmd->target_id=0;
				dstmd->state.targettype = NONE_ATTACKABLE;
				dstmd->state.skillstate=MSS_IDLE;
				dstmd->next_walktime=tick+rand()%3000+3000;
			}
		}
		break;

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

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

	case BS_REPAIRWEAPON:			/* ����C�� */
		if(sd) {
//���삵�Ȃ��̂łƂ肠�����R�����g�A�E�g
			/*if (pc_search_inventory(sd, 999) < 0 ) { //fixed by Lupus (item pos can be = 0!)
				clif_skill_fail(sd,sd->skillid,0,0);
				map_freeblock_unlock();
				return 1;
			}*/
			clif_item_repair_list(sd);
		}
		break;

	case MC_VENDING:			/* �I�X�J�� */
		if(sd)
			clif_openvendingreq(sd,2+sd->skilllv);
		break;

	case AL_TELEPORT:			/* �e���|?�g */
		if( sd ){
			if(map[sd->bl.m].flag.noteleport){	/* �e���|�֎~ */
				clif_skill_teleportmessage(sd,0);
				break;
			}
			clif_skill_nodamage(src,bl,skillid,skilllv,1);
			if( sd->skilllv==1 )
				clif_skill_warppoint(sd,sd->skillid,"Random","","","");
			else{
				clif_skill_warppoint(sd,sd->skillid,"Random",
					sd->status.save_point.map,"","");
			}
		}else if( bl->type==BL_MOB )
			mob_warp((struct mob_data *)bl,-1,-1,-1,3);
		break;

	case AL_HOLYWATER:			/* �A�N�A�x�l�f�B�N�^ */
		if(sd) {
			int eflag;
			struct item item_tmp;
			clif_skill_nodamage(src,bl,skillid,skilllv,1);
			memset(&item_tmp,0,sizeof(item_tmp));
			item_tmp.nameid = 523;
			item_tmp.identify = 1;
			if(battle_config.holywater_name_input) {
				item_tmp.card[0] = 0xfe;
				item_tmp.card[1] = 0;
				*((unsigned long *)(&item_tmp.card[2]))=sd->char_id;	/* �L����ID */
			}
			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 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 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���� */
	{
		struct status_change *tsc_data = battle_get_sc_data(bl);
		int scid, equip, strip_fix;
		scid = SkillStatusChangeTable[skillid];
		switch (skillid) {
			case RG_STRIPWEAPON:
				equip = EQP_WEAPON;
				break;
			case RG_STRIPSHIELD:
				equip = EQP_SHIELD;
				break;
			case RG_STRIPARMOR:
				equip = EQP_ARMOR;
				break;
			case RG_STRIPHELM:
				equip = EQP_HELM;
				break;
			default:
				return 1;
		}

		if (tsc_data && tsc_data[scid].timer != -1)
			break;

		strip_fix = battle_get_dex(src) - battle_get_dex(bl);
		if(strip_fix < 0)
			strip_fix=0;
		strip_per = 5+2*skilllv+strip_fix/5;
		if (rand()%100 >= strip_per)
			break;

		if (dstsd) {
			for (i=0;i<MAX_INVENTORY;i++) {
				if (dstsd->status.inventory[i].equip && dstsd->status.inventory[i].equip & equip){
					pc_unequipitem(dstsd,i,0);
					break;
				}
			}
			if (i == MAX_INVENTORY)
				break;
		}
		clif_skill_nodamage(src,bl,skillid,skilllv,1);
		strip_time = skill_get_time(skillid,skilllv)+strip_fix/2;
		skill_status_change_start(bl,scid,skilllv,0,0,0,strip_time,0 );
		break;
	}

	// Full Strip [Celest]
	case ST_FULLSTRIP:
		{
			struct status_change *tsc_data = battle_get_sc_data(bl);
			int c=0, i, j, strip_fix;
			int striplist[2][4] = { { 0, 0, 0, 0 },
				{ 0x0002, 0x0020, 0x0010, 0x0100 } };

			strip_fix = battle_get_dex(src) - battle_get_dex(bl);
			if(strip_fix < 0)
				strip_fix=0;
			strip_per = 5+2*skilllv+strip_fix/5;
			strip_time = skill_get_time(skillid,skilllv)+strip_fix/2;
			for (i=0; i<4; i++) {
				if(tsc_data && tsc_data[SC_CP_WEAPON + i].timer != -1)
					break;
				if(rand()%100 < strip_per) {
					striplist[0][i] = 1;
					c++;
				}
			}

			if (c > 0) {
				clif_skill_nodamage(src,bl,skillid,skilllv,1);
				for (j=0; j<4 && c > 0; j++) {
					if (striplist[0][j]) {
						skill_status_change_start(bl,SC_STRIPWEAPON + i,skilllv,0,0,0,strip_time,0 );
						if(dstsd){
							for(i=0;i<MAX_INVENTORY;i++){
								if(dstsd->status.inventory[i].equip && dstsd->status.inventory[i].equip & striplist[1][j]){
									pc_unequipitem(dstsd,i,3);
									--c;
									break;
								}
							}
						}
					}
				}
			}
		}
		break;


	/* PotionPitcher */
	case AM_POTIONPITCHER:		/* �|?�V�����s�b�`��? */
		{
			struct block_list tbl;
			int i,x,hp = 0,sp = 0;
			if(sd) {
				if(sd==dstsd) {	// cancel use on oneself
					map_freeblock_unlock();
					return 1;
				}
				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;
				}
				sd->state.potionpitcher_flag = 1;
				sd->potion_hp = sd->potion_sp = sd->potion_per_hp = sd->potion_per_sp = 0;
				sd->skilltarget = bl->id;
				run_script(sd->inventory_data[i]->use_script,0,sd->bl.id,0);
				pc_delitem(sd,i,skill_db[skillid].amount[x],0);
				sd->state.potionpitcher_flag = 0;
				if(sd->potion_per_hp > 0 || sd->potion_per_sp > 0) {
					hp = battle_get_max_hp(bl) * sd->potion_per_hp / 100;
					hp = hp * (100 + pc_checkskill(sd,AM_POTIONPITCHER)*10 + pc_checkskill(sd,AM_LEARNINGPOTION)*5)/100;
					if(dstsd) {
						sp = dstsd->status.max_sp * sd->potion_per_sp / 100;
						sp = sp * (100 + pc_checkskill(sd,AM_POTIONPITCHER)*10 + pc_checkskill(sd,AM_LEARNINGPOTION)*5)/100;
					}
				}
				else {
					if(sd->potion_hp > 0) {
						hp = sd->potion_hp * (100 + pc_checkskill(sd,AM_POTIONPITCHER)*10 + pc_checkskill(sd,AM_LEARNINGPOTION)*5)/100;
						hp = hp * (100 + (battle_get_vit(bl)<<1)) / 100;
						if(dstsd)
							hp = hp * (100 + pc_checkskill(dstsd,SM_RECOVERY)*10) / 100;
					}
					if(sd->potion_sp > 0) {
						sp = sd->potion_sp * (100 + pc_checkskill(sd,AM_POTIONPITCHER)*10 + pc_checkskill(sd,AM_LEARNINGPOTION)*5)/100;
						sp = sp * (100 + (battle_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 + (battle_get_vit(bl)<<1)) / 100;
				if(dstsd)
					hp = hp * (100 + pc_checkskill(dstsd,SM_RECOVERY)*10) / 100;
			}
			tbl.id = 0;
			tbl.m = src->m;
			tbl.x = src->x;
			tbl.y = src->y;
			clif_skill_nodamage(src,bl,skillid,skilllv,1);
			if(hp > 0 || (hp <= 0 && sp <= 0))
				clif_skill_nodamage(&tbl,bl,AL_HEAL,hp,1);
			if(sp > 0)
				clif_skill_nodamage(&tbl,bl,MG_SRECOVERY,sp,1);
			battle_heal(src,bl,hp,sp,0);
		}
		break;
	case AM_CP_WEAPON:
		{
			struct status_change *tsc_data = battle_get_sc_data(bl);
			clif_skill_nodamage(src,bl,skillid,skilllv,1);
			if(tsc_data && tsc_data[SC_STRIPWEAPON].timer != -1)
				skill_status_change_end(bl, SC_STRIPWEAPON, -1 );
			skill_status_change_start(bl,SkillStatusChangeTable[skillid],skilllv,0,0,0,skill_get_time(skillid,skilllv),0 );
		}
		break;
	case AM_CP_SHIELD:
		{
			struct status_change *tsc_data = battle_get_sc_data(bl);
			clif_skill_nodamage(src,bl,skillid,skilllv,1);
			if(tsc_data && tsc_data[SC_STRIPSHIELD].timer != -1)
				skill_status_change_end(bl, SC_STRIPSHIELD, -1 );
			skill_status_change_start(bl,SkillStatusChangeTable[skillid],skilllv,0,0,0,skill_get_time(skillid,skilllv),0 );
		}
		break;
	case AM_CP_ARMOR:
		{
			struct status_change *tsc_data = battle_get_sc_data(bl);
			clif_skill_nodamage(src,bl,skillid,skilllv,1);
			if(tsc_data && tsc_data[SC_STRIPARMOR].timer != -1)
				skill_status_change_end(bl, SC_STRIPARMOR, -1 );
			skill_status_change_start(bl,SkillStatusChangeTable[skillid],skilllv,0,0,0,skill_get_time(skillid,skilllv),0 );
		}
		break;
	case AM_CP_HELM:
		{
			struct status_change *tsc_data = battle_get_sc_data(bl);
			clif_skill_nodamage(src,bl,skillid,skilllv,1);
			if(tsc_data && tsc_data[SC_STRIPHELM].timer != -1)
				skill_status_change_end(bl, SC_STRIPHELM, -1 );
			skill_status_change_start(bl,SkillStatusChangeTable[skillid],skilllv,0,0,0,skill_get_time(skillid,skilllv),0 );
		}
		break;

	case SA_DISPELL:			/* �f�B�X�y�� */
		{
			int i;
			clif_skill_nodamage(src,bl,skillid,skilllv,1);
			if( bl->type==BL_PC && ((struct map_session_data *)bl)->special_state.no_magic_damage )
				break;
			for(i=0;i<136;i++){
				if(i==SC_RIDING || i== SC_FALCON || 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)
						continue;
				skill_status_change_end(bl,i,-1);
			}
		}
		break;

	case TF_BACKSLIDING:		/* �o�b�N�X�e�b�v */
		battle_stopwalking(src,1);
		skill_blown(src,bl,skill_get_blewcount(skillid,skilllv)|0x10000);
		if(src->type == BL_MOB)
			clif_fixmobpos((struct mob_data *)src);
		else if(src->type == BL_PET)
			clif_fixpetpos((struct pet_data *)src);
		else if(src->type == BL_PC)
			clif_fixpos(src);
		skill_addtimerskill(src,tick + 200,src->id,0,0,skillid,skilllv,0,flag);
		break;

	case SA_CASTCANCEL:
		clif_skill_nodamage(src,bl,skillid,skilllv,1);
		skill_castcancel(src,1);
		if(sd) {
			int sp = skill_get_sp(sd->skillid_old,sd->skilllv_old);
			sp = sp * (90 - (skilllv-1)*20) / 100;
			if(sp < 0) sp = 0;
			pc_heal(sd,0,-sp);
		}
		break;
	case SA_SPELLBREAKER:	// �X�y���u���C�J?
		{
			struct status_change *sc_data = battle_get_sc_data(bl);
			int sp;
			if(sc_data && sc_data[SC_MAGICROD].timer != -1) {
				if(dstsd) {
					sp = skill_get_sp(skillid,skilllv);
					sp = sp * sc_data[SC_MAGICROD].val2 / 100;
					if(sp > 0x7fff) sp = 0x7fff;
					else if(sp < 1) sp = 1;
					if(dstsd->status.sp + sp > dstsd->status.max_sp) {
						sp = dstsd->status.max_sp - dstsd->status.sp;
						dstsd->status.sp = dstsd->status.max_sp;
					}
					else
						dstsd->status.sp += sp;
					clif_heal(dstsd->fd,SP_SP,sp);
				}
				clif_skill_nodamage(bl,bl,SA_MAGICROD,sc_data[SC_MAGICROD].val1,1);
				if(sd) {
					sp = sd->status.max_sp/5;
					if(sp < 1) sp = 1;
					pc_heal(sd,0,-sp);
				}
			}
			else {
				int bl_skillid=0,bl_skilllv=0;
				if(bl->type == BL_PC) {
					if(dstsd && dstsd->skilltimer != -1) {
						bl_skillid = dstsd->skillid;
						bl_skilllv = dstsd->skilllv;
					}
				}
				else if(bl->type == BL_MOB) {
					if(dstmd && dstmd->skilltimer != -1) {
						bl_skillid = dstmd->skillid;
						bl_skilllv = dstmd->skilllv;
					}
				}
				if(bl_skillid > 0 && skill_db[bl_skillid].skill_type == BF_MAGIC) {
					clif_skill_nodamage(src,bl,skillid,skilllv,1);
					skill_castcancel(bl,0);
					sp = skill_get_sp(bl_skillid,bl_skilllv);
					if(dstsd)
						pc_heal(dstsd,0,-sp);
					if(sd) {
						sp = sp*(25*(skilllv-1))/100;
						if(skilllv > 1 && sp < 1) sp = 1;
						if(sp > 0x7fff) sp = 0x7fff;
						else if(sp < 1) sp = 1;
						if(sd->status.sp + sp > sd->status.max_sp) {
							sp = sd->status.max_sp - sd->status.sp;
							sd->status.sp = sd->status.max_sp;
						}
						else
							sd->status.sp += sp;
						clif_heal(sd->fd,SP_SP,sp);
					}
				}
				else if(sd)
					clif_skill_fail(sd,skillid,0,0);
			}
		}
		break;
	case SA_MAGICROD:
		if( bl->type==BL_PC && ((struct map_session_data *)bl)->special_state.no_magic_damage )
			break;
		skill_status_change_start(bl,SkillStatusChangeTable[skillid],skilllv,0,0,0,skill_get_time(skillid,skilllv),0 );
		break;
	case SA_AUTOSPELL:			/* �I?�g�X�y�� */
		clif_skill_nodamage(src,bl,skillid,skilllv,1);
		if(sd)
			clif_autospell(sd,skilllv);
		else {
			int maxlv=1,spellid=0;
			static const int spellarray[3] = { MG_COLDBOLT,MG_FIREBOLT,MG_LIGHTNINGBOLT };
			if(skilllv >= 10) {
				spellid = MG_FROSTDIVER;
				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)
				skill_status_change_start(src,SC_AUTOSPELL,skilllv,spellid,maxlv,0,
					skill_get_time(SA_AUTOSPELL,skilllv),0);
		}
		break;

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

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

	case NPC_HALLUCINATION:
		clif_skill_nodamage(src,bl,skillid,skilllv,1);
		if( bl->type==BL_PC && ((struct map_session_data *)bl)->special_state.no_magic_damage )
			break;
		skill_status_change_start(bl,SkillStatusChangeTable[skillid],skilllv,0,0,0,skill_get_time(skillid,skilllv),0 );
		break;

	case NPC_KEEPING:
	case NPC_BARRIER:
		{
			int skill_time = skill_get_time(skillid,skilllv);
			clif_skill_nodamage(src,bl,skillid,skilllv,1);
			skill_status_change_start(bl,SkillStatusChangeTable[skillid],skilllv,0,0,0,skill_time,0 );
			if (src->type == BL_MOB)
				mob_changestate((struct mob_data *)src,MS_DELAY,skill_time);
			else if (src->type == BL_PC)
				sd->attackabletime = sd->canmove_tick = tick + skill_time;
		}
		break;

	case NPC_DARKBLESSING:
		{
			int sc_def = 100 - battle_get_mdef(bl);
			clif_skill_nodamage(src,bl,skillid,skilllv,1);
			if( bl->type==BL_PC && ((struct map_session_data *)bl)->special_state.no_magic_damage )
				break;
			if(battle_get_elem_type(bl) == 7 || battle_get_race(bl) == 6)
				break;
			if(rand()%100 < sc_def*(50+skilllv*5)/100) {
				if(dstsd) {
					int hp = battle_get_hp(bl)-1;
					pc_heal(dstsd,-hp,0);
				}
				else if(dstmd)
					dstmd->hp = 1;
			}
		}
		break;

	case NPC_SELFDESTRUCTION:	/* ���� */
	case NPC_SELFDESTRUCTION2:	/* ����2 */
		skill_status_change_start(bl,SkillStatusChangeTable[skillid],skilllv,skillid,0,0,skill_get_time(skillid,skilllv),0);
		break;
	case NPC_LICK:
		clif_skill_nodamage(src,bl,skillid,skilllv,1);
		if( bl->type==BL_PC && ((struct map_session_data *)bl)->special_state.no_weapon_damage )
			break;
		if(dstsd)
			pc_heal(dstsd,0,-100);
		if(rand()%100 < (skilllv*5)*sc_def_vit/100)
			skill_status_change_start(bl,SC_STAN,skilllv,0,0,0,skill_get_time2(skillid,skilllv),0);
		break;

	case NPC_SUICIDE:			/* ���� */
		if(src && bl){
			clif_skill_nodamage(src,bl,skillid,skilllv,1);
			if (md)
				mob_damage(NULL,md,md->hp,0);
			else if (sd)
				pc_damage(NULL,sd,sd->status.hp);
		}
		break;

	case NPC_SUMMONSLAVE:		/* �艺���� */
	case NPC_SUMMONMONSTER:		/* MOB���� */
		if(md)
			mob_summonslave(md,mob_db[md->class].skill[md->skillidx].val,skilllv,(skillid==NPC_SUMMONSLAVE)?1:0);
		break;

	case NPC_TRANSFORMATION:
	case NPC_METAMORPHOSIS:
		if(md)
			mob_class_change(md,mob_db[md->class].skill[md->skillidx].val);
		break;

	case NPC_EMOTION:			/* �G��?�V���� */
		if(md)
			clif_emotion(&md->bl,mob_db[md->class].skill[md->skillidx].val[0]);
		break;

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

	// Equipment breaking monster skills [Celest]
	case NPC_BREAKWEAPON:
		clif_skill_nodamage(src,bl,skillid,skilllv,1);
		if(bl->type == BL_PC && rand()%100 < skilllv && battle_config.equipment_breaking)
			pc_breakweapon((struct map_session_data *)bl);
		break;
	
	case NPC_BREAKARMOR:
		clif_skill_nodamage(src,bl,skillid,skilllv,1);
		if(bl->type == BL_PC && rand()%100 < skilllv && battle_config.equipment_breaking)
			pc_breakarmor((struct map_session_data *)bl);
		break;
	
	case NPC_BREAKHELM:
		clif_skill_nodamage(src,bl,skillid,skilllv,1);
		if(bl->type == BL_PC && rand()%100 < skilllv && battle_config.equipment_breaking)
			// since we don't have any code for helm breaking yet...
			pc_breakweapon((struct map_session_data *)bl);
		break;
	
	case NPC_BREAKSHIELD:
		clif_skill_nodamage(src,bl,skillid,skilllv,1);
		if(bl->type == BL_PC && rand()%100 < skilllv && battle_config.equipment_breaking)
			// since we don't have any code for helm breaking yet...
			pc_breakweapon((struct map_session_data *)bl);
		break;

	case WE_MALE:				/* �N�����͌��� */
		if(sd && dstsd){
			int hp_rate=(skilllv <= 0)? 0:skill_db[skillid].hp_rate[skilllv-1];
			int gain_hp=sd->status.max_hp*abs(hp_rate)/100;// 15%
			clif_skill_nodamage(src,bl,skillid,gain_hp,1);
			battle_heal(NULL,bl,gain_hp,0,0);
		}
		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=sd->status.max_sp*abs(sp_rate)/100;// 15%
			clif_skill_nodamage(src,bl,skillid,gain_sp,1);
			battle_heal(NULL,bl,0,gain_sp,0);
		}
		break;

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

	case PF_HPCONVERSION:			/* ���C�t�u������ */
		clif_skill_nodamage(src,bl,skillid,skilllv,1);
		if(sd){
			int conv_hp=0,conv_sp=0;
			conv_hp=sd->status.hp/10; //��{��HP��10%
			sd->status.hp -= conv_hp; //HP�����炷
			conv_sp=conv_hp*10*skilllv/100;
			conv_sp=(sd->status.sp+conv_sp>sd->status.max_sp)?sd->status.max_sp-sd->status.sp:conv_sp;
			sd->status.sp += conv_sp; //SP��?�₷
			pc_heal(sd,-conv_hp,conv_sp);
			clif_heal(sd->fd,SP_SP,conv_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[bl->m].flag.pvp || map[bl->m].flag.gvg) &&
			   (su->group->unit_id >= 0x8f && su->group->unit_id <= 0x99) &&
			   (su->group->unit_id != 0x92)){ //?�����Ԃ�
				if(sd){
					if(battle_config.skill_removetrap_type == 1){
						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 == 0x91 && su->group->val2){
					struct block_list *target=map_id2bl(su->group->val2);
					if(target && (target->type == BL_PC || target->type == BL_MOB))
						skill_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 0x8f:	/* �u���X�g�}�C�� */
					case 0x90:	/* �X�L�b�h�g���b�v */
					case 0x93:	/* �����h�}�C�� */
					case 0x94:	/* �V���b�N�E�F?�u�g���b�v */
					case 0x95:	/* �T���h�}�� */
					case 0x96:	/* �t���b�V��? */
					case 0x97:	/* �t��?�W���O�g���b�v */
					case 0x98:	/* �N���C���A?�g���b�v */
					case 0x99:	/* �g?�L?�{�b�N�X */
						su->group->unit_id = 0x8c;
						clif_changelook(bl,LOOK_BASE,su->group->unit_id);
						su->group->limit=DIFF_TICK(tick+1500,su->group->tick);
						su->limit=DIFF_TICK(tick+1500,su->group->tick);
				}
			}
		}
		break;
	case BD_ENCORE:					/* �A���R?�� */
		clif_skill_nodamage(src,bl,skillid,skilllv,1);
		if(sd)
			skill_use_id(sd,src->id,sd->skillid_dance,sd->skilllv_dance);
		break;

	case AS_SPLASHER:		/* �x�i���X�v���b�V��? */
		if((double)battle_get_max_hp(bl)*2/3 < battle_get_hp(bl)) //HP��2/3�ȏ�?���Ă����玸�s
			return 1;
		clif_skill_nodamage(src,bl,skillid,skilllv,1);
		skill_status_change_start(bl,SkillStatusChangeTable[skillid],skilllv,skillid,src->id,skill_get_time(skillid,skilllv),1000,0 );
		break;

	case PF_MINDBREAKER:		/* �v���{�b�N */
		{
			struct status_change *sc_data = battle_get_sc_data(bl);

			/* MVPmob�ƕs���ɂ�?���Ȃ� */
			if((bl->type==BL_MOB && battle_get_mode(bl)&0x20) || battle_check_undead(battle_get_race(bl),battle_get_elem_type(bl))) //�s���ɂ�?���Ȃ�
			{
				map_freeblock_unlock();
				return 1;
			}

			clif_skill_nodamage(src,bl,skillid,skilllv,1);
			skill_status_change_start(bl,SkillStatusChangeTable[skillid],skilllv,0,0,0,skill_get_time(skillid,skilllv),0 );

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

			if(sc_data){
				if(sc_data[SC_FREEZE].timer!=-1)
					skill_status_change_end(bl,SC_FREEZE,-1);
				if(sc_data[SC_STONE].timer!=-1 && sc_data[SC_STONE].val2==0)
					skill_status_change_end(bl,SC_STONE,-1);
				if(sc_data[SC_SLEEP].timer!=-1)
					skill_status_change_end(bl,SC_SLEEP,-1);
			}

			if(bl->type==BL_MOB) {
				int range = skill_get_range(skillid,skilllv);
				if(range < 0)
					range = battle_get_range(src) - (range + 1);
				mob_target((struct mob_data *)bl,src,range);
			}
		}
		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_heal(dstsd->fd,SP_SP,sp1);
				} 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);
					dstmd->state.soul_change_flag = 1;
				}
			}
			clif_skill_nodamage(src,bl,skillid,skilllv,1);
		}
		break;

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

	// Slim Pitcher
	case CR_SLIMPITCHER:
		{
			if (sd && flag&1) {
				int hp = sd->potion_hp * (100 + pc_checkskill(sd,CR_SLIMPITCHER)*10 + pc_checkskill(sd,AM_POTIONPITCHER)*10 + pc_checkskill(sd,AM_LEARNINGPOTION)*5)/100;
				hp = hp * (100 + (battle_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);
				battle_heal(src,bl,hp,0,0);
			}
		}
		break;
	// Full Chemical Protection
	case CR_FULLPROTECTION:
		{
			int i, skilltime;
			struct status_change *tsc_data = battle_get_sc_data(bl);
			clif_skill_nodamage(src,bl,skillid,skilllv,1);
			skilltime = skill_get_time(skillid,skilllv);
			for (i=0; i<4; i++) {
				if(tsc_data && tsc_data[SC_STRIPWEAPON + i].timer != -1)
					skill_status_change_end(bl, SC_STRIPWEAPON + i, -1 );
				skill_status_change_start(bl,SC_CP_WEAPON + i,skilllv,0,0,0,skilltime,0 );
			}
		}
		break;

	case RG_CLEANER:	//AppleGirl
		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->src_id == src->id || map[bl->m].flag.pvp || map[bl->m].flag.gvg) &&
			   (su->group->unit_id == 0xb0)){ //?�����Ԃ�
				if(sd)
				skill_delunit(su);
			}
		}
		break;

	// New guild skills [Celest]
	case GD_BATTLEORDER:
		{
			struct guild *g = NULL;
			// Only usable during WoE
			if (!agit_flag) {
				clif_skill_fail(sd,skillid,0,0);
				map_freeblock_unlock();
				return 0;
			}
			if(flag&1) {
				if (dstsd && dstsd->status.guild_id == sd->status.guild_id)	{
					skill_status_change_start(&dstsd->bl,SC_BATTLEORDERS,skilllv,0,0,0,0,0 );
				}
			}
			else if (sd && sd->status.guild_id > 0 && (g = guild_search(sd->status.guild_id)) &&
				strcmp(sd->status.name,g->master)==0) {
				clif_skill_nodamage(src,bl,skillid,skilllv,1);
				map_foreachinarea(skill_area_sub,
					src->m,src->x-15,src->y-15,src->x+15,src->y+15,0,
					src,skillid,skilllv,tick, flag|BCT_ALL|1,
					skill_castend_nodamage_id);
			}
		}
		break;
	case GD_REGENERATION:
		{
			struct guild *g = NULL;
			// Only usable during WoE
			if (!agit_flag) {
				clif_skill_fail(sd,skillid,0,0);
				map_freeblock_unlock();
				return 0;
			}
			if(flag&1) {
				if (dstsd && dstsd->status.guild_id == sd->status.guild_id)	{
					skill_status_change_start(&dstsd->bl,SC_REGENERATION,skilllv,0,0,0,0,0 );
				}
			}
			else if (sd && sd->status.guild_id > 0 && (g = guild_search(sd->status.guild_id)) &&
				strcmp(sd->status.name,g->master)==0) {
				clif_skill_nodamage(src,bl,skillid,skilllv,1);
				map_foreachinarea(skill_area_sub,
					src->m,src->x-15,src->y-15,src->x+15,src->y+15,0,
					src,skillid,skilllv,tick, flag|BCT_ALL|1,
					skill_castend_nodamage_id);
			}
		}
		break;
	case GD_RESTORE:		
		{
			struct guild *g = NULL;
			// Only usable during WoE
			if (!agit_flag) {
				clif_skill_fail(sd,skillid,0,0);
				map_freeblock_unlock();
				return 0;
			}
			if(flag&1) {
				if (dstsd && dstsd->status.guild_id == sd->status.guild_id)	{
					int hp, sp;
					hp = dstsd->status.max_hp*0.9;
					sp = dstsd->status.max_sp*0.9;
					sp = dstsd->status.sp + sp <= dstsd->status.max_sp ? sp : dstsd->status.max_sp - dstsd->status.sp;
					clif_skill_nodamage(src,bl,AL_HEAL,hp,1);
					battle_heal(NULL,bl,hp,sp,0);
				}
			}
			else if (sd && sd->status.guild_id > 0 && (g = guild_search(sd->status.guild_id)) &&
				strcmp(sd->status.name,g->master)==0) {
				clif_skill_nodamage(src,bl,skillid,skilllv,1);
				map_foreachinarea(skill_area_sub,
					src->m,src->x-15,src->y-15,src->x+15,src->y+15,0,
					src,skillid,skilllv,tick, flag|BCT_ALL|1,
					skill_castend_nodamage_id);
			}
		}
		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 c, j = 0;
			struct guild *g = NULL;
			// Only usable during WoE
			if (!agit_flag) {
				clif_skill_fail(sd,skillid,0,0);
				map_freeblock_unlock();
				return 0;
			}
			// i don't know if it actually summons in a circle, but oh well. ;P
			if (sd && sd->status.guild_id > 0 && (g = guild_search(sd->status.guild_id)) &&
				strcmp(sd->status.name,g->master)==0) {
				for(i = 0; i < g->max_member; i++, j++) {
					if (j>8) j=0;
					if ((dstsd = g->member[i].sd) != NULL && sd != dstsd &&
						!map[sd->bl.m].flag.nowarpto && !map[dstsd->bl.m].flag.nowarp) {
						clif_skill_nodamage(src,bl,skillid,skilllv,1);
						if ((c=read_gat(sd->bl.m,sd->bl.x+dx[j],sd->bl.y+dy[j]))==1 || c==5)
							dx[j] = dy[j] = 0;
						pc_setpos(dstsd, sd->mapname, sd->bl.x+dx[j], sd->bl.y+dy[j], 2);
					}
				}
				skill_status_change_start(src,SC_BLOCKSKILL,skilllv,0,skillid,0,300000,0 );
			}
		}
		break;

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

	map_freeblock_unlock();
	return 0;
}

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

	nullpo_retr(0, sd);

	if( sd->bl.prev == NULL ) //prev�������̂͂���Ȃ́H
		return 0;

	if(sd->skillid != SA_CASTCANCEL && sd->skilltimer != tid )	/* �^�C�}ID�̊m�F */
		return 0;
	if(sd->skillid != SA_CASTCANCEL && sd->skilltimer != -1 && pc_checkskill(sd,SA_FREECAST) > 0) {
		sd->speed = sd->prev_speed;
		clif_updatestatus(sd,SP_SPEED);
	}
	if(sd->skillid != SA_CASTCANCEL)
		sd->skilltimer=-1;

	if((bl=map_id2bl(sd->skilltarget))==NULL || bl->prev==NULL) {
		sd->canact_tick = tick;
		sd->canmove_tick = tick;
		sd->skillitem = sd->skillitemlv = -1;
		return 0;
	}
	if(sd->bl.m != bl->m || pc_isdead(sd)) { //�}�b�v���Ⴄ������������ł���
		sd->canact_tick = tick;
		sd->canmove_tick = tick;
		sd->skillitem = sd->skillitemlv = -1;
		return 0;
	}

	if(sd->skillid == PR_LEXAETERNA) {
		struct status_change *sc_data = battle_get_sc_data(bl);
		if(sc_data && (sc_data[SC_FREEZE].timer != -1 || (sc_data[SC_STONE].timer != -1 && sc_data[SC_STONE].val2 == 0))) {
			clif_skill_fail(sd,sd->skillid,0,0);
			sd->canact_tick = tick;
			sd->canmove_tick = tick;
			sd->skillitem = sd->skillitemlv = -1;
			return 0;
		}
	}
	else if(sd->skillid == RG_BACKSTAP) {
		int dir = map_calc_dir(&sd->bl,bl->x,bl->y),t_dir = battle_get_dir(bl);
		int dist = distance(sd->bl.x,sd->bl.y,bl->x,bl->y);
		if(bl->type != BL_SKILL && (dist == 0 || map_check_dir(dir,t_dir))) {
			clif_skill_fail(sd,sd->skillid,0,0);
			sd->canact_tick = tick;
			sd->canmove_tick = tick;
			sd->skillitem = sd->skillitemlv = -1;
			return 0;
		}
	}

	inf2 = skill_get_inf2(sd->skillid);
	if( ( (skill_get_inf(sd->skillid)&1) || inf2&4 ) &&	// �މ�G??�W�`�F�b�N
		battle_check_target(&sd->bl,bl, BCT_ENEMY)<=0 ) {
		sd->canact_tick = tick;
		sd->canmove_tick = tick;
		sd->skillitem = sd->skillitemlv = -1;
		return 0;
	}
	if(inf2 & 0xC00 && sd->bl.id != bl->id) {
		int fail_flag = 1;
		if(inf2 & 0x400 && battle_check_target(&sd->bl,bl, BCT_PARTY) > 0)
			fail_flag = 0;
		if(inf2 & 0x800 && sd->status.guild_id > 0 && sd->status.guild_id == battle_get_guild_id(bl))
			fail_flag = 0;
		if(fail_flag) {
			clif_skill_fail(sd,sd->skillid,0,0);
			sd->canact_tick = tick;
			sd->canmove_tick = tick;
			sd->skillitem = sd->skillitemlv = -1;
			return 0;
		}
	}

	range = skill_get_range(sd->skillid,sd->skilllv);
	if(range < 0)
		range = battle_get_range(&sd->bl) - (range + 1);
	range += battle_config.pc_skill_add_range;
	if((sd->skillid == MO_EXTREMITYFIST && sd->sc_data[SC_COMBO].timer != -1 && sd->sc_data[SC_COMBO].val1 == MO_COMBOFINISH) ||
	   (sd->skillid == CH_TIGERFIST && sd->sc_data[SC_COMBO].timer != -1 && sd->sc_data[SC_COMBO].val1 == MO_COMBOFINISH) ||
	   (sd->skillid == CH_CHAINCRUSH && sd->sc_data[SC_COMBO].timer != -1 && sd->sc_data[SC_COMBO].val1 == MO_COMBOFINISH) ||
	   (sd->skillid == CH_CHAINCRUSH && sd->sc_data[SC_COMBO].timer != -1 && sd->sc_data[SC_COMBO].val1 == CH_TIGERFIST))
		range += skill_get_blewcount(MO_COMBOFINISH,sd->sc_data[SC_COMBO].val2);
	if(battle_config.skill_out_range_consume) { // changed to allow casting when target walks out of range [Valaris]
		if(range < distance(sd->bl.x,sd->bl.y,bl->x,bl->y)) {
			clif_skill_fail(sd,sd->skillid,0,0);
			sd->canact_tick = tick;
			sd->canmove_tick = tick;
			sd->skillitem = sd->skillitemlv = -1;
			return 0;
		}
	}
	if(!skill_check_condition(sd,1)) {		/* �g�p?���`�F�b�N */
		sd->canact_tick = tick;
		sd->canmove_tick = tick;
		sd->skillitem = sd->skillitemlv = -1;
		return 0;
	}
	sd->skillitem = sd->skillitemlv = -1;
	if(battle_config.skill_out_range_consume) {
		if(range < distance(sd->bl.x,sd->bl.y,bl->x,bl->y)) {
			clif_skill_fail(sd,sd->skillid,0,0);
			sd->canact_tick = tick;
			sd->canmove_tick = tick;
			return 0;
		}
	}

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

	switch( skill_get_nk(sd->skillid) )
	{
	/* �U?�n/������΂��n */
	case 0:	case 2:
		skill_castend_damage_id(&sd->bl,bl,sd->skillid,sd->skilllv,tick,0);
		break;
	case 1:/* �x���n */
		if( (sd->skillid==AL_HEAL || (sd->skillid==ALL_RESURRECTION && bl->type != BL_PC) || sd->skillid==PR_ASPERSIO) && battle_check_undead(battle_get_race(bl),battle_get_elem_type(bl)))
			skill_castend_damage_id(&sd->bl,bl,sd->skillid,sd->skilllv,tick,0);
		else
			skill_castend_nodamage_id(&sd->bl,bl,sd->skillid,sd->skilllv,tick,0);
		break;
	}

	return 0;
}

/*==========================================
 * �X�L���g�p�i�r�������A�ꏊ�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;
	int i,tmpx = 0,tmpy = 0, x1 = 0, y1 = 0;

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

	nullpo_retr(0, src);

	if(src->type==BL_PC){
		nullpo_retr(0, sd=(struct map_session_data *)src);
	}
	if( skillid != WZ_METEOR && 
		skillid != WZ_SIGHTRASHER && 
		skillid != AM_CANNIBALIZE &&
		skillid != AM_SPHEREMINE)
		clif_skill_poseffect(src,skillid,skilllv,x,y,tick);

        if (skillnotok(skillid, sd)) // [MouseJstr]
             return 0;

	switch(skillid)
	{
	case PR_BENEDICTIO:			/* ��?�~�� */
		skill_area_temp[1]=src->id;
		map_foreachinarea(skill_area_sub,
			src->m,x-1,y-1,x+1,y+1,0,
			src,skillid,skilllv,tick, flag|BCT_NOENEMY|1,
			skill_castend_nodamage_id);
		map_foreachinarea(skill_area_sub,
			src->m,x-1,y-1,x+1,y+1,0,
			src,skillid,skilllv,tick, flag|BCT_ENEMY|1,
			skill_castend_damage_id);
		break;

	case BS_HAMMERFALL:			/* �n���}?�t�H?�� */
		skill_area_temp[1]=src->id;
		skill_area_temp[2]=x;
		skill_area_temp[3]=y;
		map_foreachinarea(skill_area_sub,
			src->m,x-2,y-2,x+2,y+2,0,
			src,skillid,skilllv,tick, flag|BCT_ENEMY|2,
			skill_castend_nodamage_id);
		break;

	case HT_DETECTING:				/* �f�B�e�N�e�B���O */
		{
			const int range=7;
			if(src->x!=x)
				x+=(src->x-x>0)?-range:range;
			if(src->y!=y)
				y+=(src->y-y>0)?-range:range;
			map_foreachinarea( skill_status_change_timer_sub,
				src->m, x-range, y-range, x+range,y+range,0,
				src,SC_SIGHT,tick);
		}
		break;

	case MG_SAFETYWALL:			/* �Z�C�t�e�B�E�H?�� */
	case MG_FIREWALL:			/* �t�@�C��?�E�H?�� */
	case MG_THUNDERSTORM:		/* �T���_?�X�g?�� */
	case AL_PNEUMA:				/* �j��?�} */
	case WZ_ICEWALL:			/* �A�C�X�E�H?�� */
	case WZ_FIREPILLAR:			/* �t�@�C�A�s��? */
	case WZ_SIGHTRASHER:
	case WZ_QUAGMIRE:			/* �N�@�O�}�C�A */
	case WZ_VERMILION:			/* ��?�h�I�u���@?�~���I�� */
	case WZ_FROSTNOVA:			/* �t���X�g�m���@ */
	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_DARKGRANDCROSS:		/*�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_SPIDERWEB:			/* �X�p�C�_?�E�F�b�u */
	case PF_FOGWALL:			/* �t�H�O�E�H?�� */
	case HT_TALKIEBOX:			/* �g?�L?�{�b�N�X */
		skill_unitsetting(src,skillid,skilllv,x,y,0);
			break;
	
	case RG_GRAFFITI:			/* Graffiti [Valaris] */
		skill_clear_unitgroup(src);
		skill_unitsetting(src,skillid,skilllv,x,y,0);
			break;

	case SA_VOLCANO:		/* �{���P?�m */
	case SA_DELUGE:			/* �f����?�W */
	case SA_VIOLENTGALE:	/* �o�C�I�����g�Q�C�� */
	case SA_LANDPROTECTOR:	/* �����h�v���e�N�^? */
		skill_clear_element_field(src);//?�Ɏ�����?�����Ă���?������N���A
		skill_unitsetting(src,skillid,skilllv,x,y,0);
		break;

	case WZ_METEOR:				//���e�I�X�g?��
		{
			int flag=0;
			for(i=0;i<2+(skilllv>>1);i++) {
				int j=0, c;
				do {
					tmpx = x + (rand()%7 - 3);
					tmpy = y + (rand()%7 - 3);
					if(tmpx < 0)
						tmpx = 0;
					else if(tmpx >= map[src->m].xs)
						tmpx = map[src->m].xs - 1;
					if(tmpy < 0)
						tmpy = 0;
					else if(tmpy >= map[src->m].ys)
						tmpy = map[src->m].ys - 1;
					j++;
				} while(((c=map_getcell(src->m,tmpx,tmpy))==1 || c==5) && j<100);
				if(j >= 100)
					continue;
				if(flag==0){
					clif_skill_poseffect(src,skillid,skilllv,tmpx,tmpy,tick);
					flag=1;
				}
				if(i > 0)
					skill_addtimerskill(src,tick+i*1000,0,tmpx,tmpy,skillid,skilllv,(x1<<16)|y1,flag);
				x1 = tmpx;
				y1 = tmpy;
			}
			skill_addtimerskill(src,tick+i*1000,0,tmpx,tmpy,skillid,skilllv,-1,flag);
		}
		break;

	case AL_WARP:				/* ��?�v�|?�^�� */
		if(sd) {
			if(map[sd->bl.m].flag.noteleport)	/* �e���|�֎~ */
				break;
			clif_skill_warppoint(sd,sd->skillid,sd->status.save_point.map,
				(sd->skilllv>1)?sd->status.memo_point[0].map:"",
				(sd->skilllv>2)?sd->status.memo_point[1].map:"",
				(sd->skilllv>3)?sd->status.memo_point[2].map:"");
		}
		break;
	case MO_BODYRELOCATION:
		if(sd){
			pc_movepos(sd,x,y);
		}else if( src->type==BL_MOB )
			mob_warp((struct mob_data *)src,-1,x,y,0);
		skill_status_change_start(src,SC_BLOCKSKILL,skilllv,0,MO_EXTREMITYFIST,0,2000,0 );
		break;
	case AM_CANNIBALIZE:	// �o�C�I�v�����g
		if(sd){
			int mx,my,id=0;
			int summons[5] = { 1020, 1068, 1118, 1500, 1368 };

			struct mob_data *md;

			mx = x;// + (rand()%10 - 5);
			my = y;// + (rand()%10 - 5);
			
			id=mob_once_spawn(sd,"this",mx,my,"--ja--", summons[skilllv-1] ,1,"");
			if( (md=(struct mob_data *)map_id2bl(id)) !=NULL ){
				md->master_id=sd->bl.id;
				md->hp=2210+skilllv*200;
				md->state.special_mob_ai=1;
				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;
	case AM_SPHEREMINE:	// �X�t�B�A?�}�C��
		if(sd){
			int mx,my,id=0;
			struct mob_data *md;

			mx = x;// + (rand()%10 - 5);
			my = y;// + (rand()%10 - 5);
			id=mob_once_spawn(sd,"this",mx,my,"--ja--",1142,1,"");
			if( (md=(struct mob_data *)map_id2bl(id)) !=NULL ){
				md->master_id=sd->bl.id;
				md->hp=2000+skilllv*400;
				md->state.special_mob_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 x = skilllv%11 - 1;
				int i = pc_search_inventory(sd,skill_db[skillid].itemid[x]);
				if(i < 0 || skill_db[skillid].itemid[x] <= 0 || 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;
				}
				sd->state.potionpitcher_flag = 1;
				sd->potion_hp = 0;
				run_script(sd->inventory_data[i]->use_script,0,sd->bl.id,0);
				pc_delitem(sd,i,skill_db[skillid].amount[x],0);
				sd->state.potionpitcher_flag = 0;
				if(sd->potion_hp > 0) {
					map_foreachinarea(skill_area_sub,
						src->m,x-3,y-3,x+3,y+3,0,
						src,skillid,skilllv,tick,flag|BCT_ALL|1,
						skill_castend_nodamage_id);					
				}
			}
		}
		break;
	}

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

        if(skillnotok(skill_num, sd))
            return 0;

	if( sd->opt1>0 || sd->status.option&2 )
		return 0;
	//�X�L�����g���Ȃ�?�Ԉُ풆
	if(sd->sc_count){
		if( sd->sc_data[SC_DIVINA].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 (sd->sc_data[SC_BLOCKSKILL].timer!=-1)
			if (skill_num == sd->sc_data[SC_BLOCKSKILL].val3)
				return 0;
	}

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

	pc_stopattack(sd);

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

	if(strcmp(map,"cancel")==0)
		return 0;

	switch(skill_num){
	case AL_TELEPORT:		/* �e���|?�g */
		if(strcmp(map,"Random")==0)
			pc_randomwarp(sd,3);
		else
			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;
			int maxcount=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(sd->skillid)) > 0) {
				int c;
				for(i=c=0;i<MAX_SKILLUNITGROUP;i++) {
					if(sd->skillunit[i].alive_count > 0 && sd->skillunit[i].skill_id == sd->skillid)
						c++;
				}
				if(c >= maxcount) {
					clif_skill_fail(sd,sd->skillid,0,0);
					sd->canact_tick = gettick();
					sd->canmove_tick = gettick();
					sd->skillitem = sd->skillitemlv = -1;
					return 0;
				}
			}

			if(sd->skilllv <= 0) return 0;
			for(i=0;i<sd->skilllv;i++){
				if(strcmp(map,p[i]->map)==0){
					x=p[i]->x;
					y=p[i]->y;
					break;
				}
			}
			if(x==0 || y==0)	/* �s���p�P�b�g�H */
				return 0;

			if(!skill_check_condition(sd,3))
				return 0;
			if((group=skill_unitsetting(&sd->bl,sd->skillid,sd->skilllv,sd->skillx,sd->skilly,0))==NULL)
				return 0;
			group->valstr=(char *)aCalloc(24,sizeof(char));
			memcpy(group->valstr,map,24);
			group->val2=(x<<16)|y;
		}
		break;
	}

	return 0;
}

/*==========================================
 * �X�L�����j�b�g�ݒ�?��
 *------------------------------------------
 */
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,count=1,limit=10000,val1=0,val2=0;
	int target=BCT_ENEMY,interval=1000,range=0;
	int dir=0,aoe_diameter=0;	// -- aoe_diameter (moonsoul) added for sage Area Of Effect skills
	struct status_change *sc_data;

	nullpo_retr(0, src);

	sc_data = battle_get_sc_data(src);	// for firewall and fogwall - celest

	switch(skillid){	/* �ݒ� */

	case MG_SAFETYWALL:			/* �Z�C�t�e�B�E�H?�� */
		limit=skill_get_time(skillid,skilllv);
		val2=skilllv+1;
		interval = -1;
		target=(battle_config.defnotenemy)?BCT_NOENEMY:BCT_ALL;
		break;

	case MG_FIREWALL:			/* �t�@�C��?�E�H?�� */
		if(src->x == x && src->y == y)
			dir = 2;
		else
			dir=map_calc_dir(src,x,y);
		if(dir&1) count=5;
		else count=3;
		limit=skill_get_time(skillid,skilllv);
		if(sc_data) {
			if (sc_data[SC_VIOLENTGALE].timer!=-1) limit *= 1.5;
		}
		// check for sc_data first - Celest
		// if (((struct map_session_data *)src)->sc_data[SC_VIOLENTGALE].timer!=-1)
		//	limit *= 1.5;
		val2=4+skilllv;
		interval=1;
		break;

	case AL_PNEUMA:				/* �j��?�} */
		limit=skill_get_time(skillid,skilllv);
		interval = -1;
		target=(battle_config.defnotenemy)?BCT_NOENEMY:BCT_ALL;
		count = 9;
		break;

	case AL_WARP:				/* ��?�v�|?�^�� */
		target=BCT_ALL;
		val1=skilllv+6;
		if(flag==0)
			limit=2000;
		else
			limit=skill_get_time(skillid,skilllv);
		break;

	case PR_SANCTUARY:			/* �T���N�`���A�� */
		count=21;
		limit=skill_get_time(skillid,skilllv);
		val1=(skilllv+3)*2;
		val2=(skilllv>6)?777:skilllv*100;
		target=BCT_ALL;
		range=1;
		break;

	case PR_MAGNUS:				/* �}�O�k�X�G�N�\�V�Y�� */
		count=33;
		limit=skill_get_time(skillid,skilllv);
		interval=3000;
		break;

	case WZ_FIREPILLAR:			/* �t�@�C�A?�s��? */
		if(flag==0)
			limit=skill_get_time(skillid,skilllv);
		else
			limit=1000;
		interval=2000;
		val1=skilllv+2;
		if(skilllv < 6)
			range=1;
		else
			range=2; 
		break;

	case MG_THUNDERSTORM:		/* �T���_?�X�g?�� */
		limit=500;
		range=1;
		break;

	case WZ_FROSTNOVA:		/* �t���X�g�m���@ */
		limit=500;
		range=5;
		break;

	case WZ_HEAVENDRIVE:		/* �w�����Y�h���C�u */
		limit=500;
		range=2;
		break;

	case WZ_METEOR:				/* ���e�I�X�g?�� */
		limit=500;
		range=3;
		break;

	case WZ_SIGHTRASHER:
		limit=500;
		count=41;
		break;

	case WZ_VERMILION:			/* ��?�h�I�u���@?�~���I�� */
		limit=4100;
		interval=1000;
		range=6;
		break;

	case WZ_ICEWALL:			/* �A�C�X�E�H?�� */
		limit=skill_get_time(skillid,skilllv);
		count=5;
		break;

	case WZ_STORMGUST:			/* �X�g?���K�X�g */
		limit=4600;
		interval=450;
		range=5;
		break;

	case WZ_QUAGMIRE:			/* �N�@�O�}�C�A */
		limit=skill_get_time(skillid,skilllv);
		interval=200;
		count=25;
		break;

	case HT_SANDMAN:			/* �T���h�}�� */
	case HT_CLAYMORETRAP:		/* �N���C���A?�g���b�v */
		limit=skill_get_time(skillid,skilllv);
		// longer trap times in WOE [celest]
		if (map[src->m].flag.gvg) limit *= 4;
		range=2;
		break;
	case HT_SKIDTRAP:			/* �X�L�b�h�g���b�v */
	case HT_LANDMINE:			/* �����h�}�C�� */
	case HT_ANKLESNARE:			/* �A���N���X�l�A */
	case PF_SPIDERWEB:			/* �X�p�C�_?�E�F�b�u */
	case HT_FLASHER:			/* �t���b�V��? */
	case HT_FREEZINGTRAP:		/* �t��?�W���O�g���b�v */
	case HT_BLASTMINE:			/* �u���X�g�}�C�� */
		limit=skill_get_time(skillid,skilllv);
		// longer trap times in WOE [celest]
		if (skillid != PF_SPIDERWEB && map[src->m].flag.gvg)
			limit *= 4;
		range=1;
		break;

	case HT_TALKIEBOX:			/* �g?�L?�{�b�N�X */
		limit=skill_get_time(skillid,skilllv);
		range=1;
		target=BCT_ALL;
		break;

	case HT_SHOCKWAVE:			/* �V���b�N�E�F?�u�g���b�v */
		limit=skill_get_time(skillid,skilllv);
		range=1;
		val1=skilllv*15+10;
		break;

	case AS_VENOMDUST:			/* �x�m���_�X�g */
		limit=skill_get_time(skillid,skilllv);
		interval=1000;
		count=5;
		break;

	case CR_GRANDCROSS:			/* �O�����h�N���X */
	case NPC_DARKGRANDCROSS:		/*�ŃO�����h�N���X*/
		count=29;
		limit=1000;
		interval=300;
		break;

	case SA_VOLCANO:			/* �{���P?�m */
	case SA_DELUGE:				/* �f����?�W */
	case SA_VIOLENTGALE:				/* �o�C�I�����g�Q�C�� */
		limit=skill_get_time(skillid,skilllv);
		//count=skilllv<=2?25:(skilllv<=4?49:81);
		count=49;
		target=BCT_ALL;
		break;

	case SA_LANDPROTECTOR:	/* �O�����h�N���X */
		limit=skill_get_time(skillid,skilllv);	// changed to get duration from cast_db (moonsoul)
		val1=skilllv*15+10;
		aoe_diameter=skilllv+skilllv%2+5;
		target=BCT_ALL;
		count=aoe_diameter*aoe_diameter;	// -- this will not function if changed to ^2 (moonsoul)
		break;

	case BD_LULLABY:			/* �q��S */
	case BD_ETERNALCHAOS:		/* �G�^?�i���J�I�X */
	case BD_ROKISWEIL:			/* ���L�̋��� */
		count=81;
		limit=skill_get_time(skillid,skilllv);
		range=5;
		target=(skillid==BD_ETERNALCHAOS ? BCT_ENEMY : BCT_ALL);
		break;
	case BD_RICHMANKIM:
	case BD_DRUMBATTLEFIELD:	/* ?���ۂ̋��� */
	case BD_RINGNIBELUNGEN:		/* �j?�x�����O�̎w�� */
	case BD_INTOABYSS:			/* �[���̒��� */
	case BD_SIEGFRIED:			/* �s���g�̃W?�N�t��?�h */
		count=81;
		limit=skill_get_time(skillid,skilllv);
		range=5;
		target=BCT_PARTY;
		break;

	case BA_WHISTLE:			/* ���J */
		count=49;
		limit=skill_get_time(skillid,skilllv);
		range=3;
		target=BCT_NOENEMY;
		if(src->type == BL_PC)
			val1 = (pc_checkskill((struct map_session_data *)src,BA_MUSICALLESSON)+1)>>1;
		val2 = ((battle_get_agi(src)/10)&0xffff)<<16;
		val2 |= (battle_get_luk(src)/10)&0xffff;
		break;
	case DC_HUMMING:			/* �n�~���O */
		count=49;
		limit=skill_get_time(skillid,skilllv);
		range=3;
		target=BCT_NOENEMY;
		if(src->type == BL_PC)
			val1 = (pc_checkskill((struct map_session_data *)src,DC_DANCINGLESSON)+1)>>1;
		val2 = battle_get_dex(src)/10;
		break;

	case BA_DISSONANCE:			/* �s���a�� */
	case DC_UGLYDANCE:			/* ��������ȃ_���X */
		count=49;
		limit=skill_get_time(skillid,skilllv);
		range=3;
		target=BCT_ENEMY;
		break;

	case DC_DONTFORGETME:		/* ����Y��Ȃ��Łc */
		count=49;
		limit=skill_get_time(skillid,skilllv);
		range=3;
		target=BCT_ENEMY;
		if(src->type == BL_PC)
			val1 = (pc_checkskill((struct map_session_data *)src,DC_DANCINGLESSON)+1)>>1;
		val2 = ((battle_get_str(src)/20)&0xffff)<<16;
		val2 |= (battle_get_agi(src)/10)&0xffff;
		break;
	case BA_POEMBRAGI:			/* �u���M�̎� */
		count=49;
		limit=skill_get_time(skillid,skilllv);
		range=3;
		target=BCT_NOENEMY;
		if(src->type == BL_PC)
			val1 = pc_checkskill((struct map_session_data *)src,BA_MUSICALLESSON);
		val2 = ((battle_get_dex(src)/10)&0xffff)<<16;
		val2 |= (battle_get_int(src)/5)&0xffff;
		break;
	case BA_APPLEIDUN:			/* �C�h�D���̗ь� */
		count=49;
		limit=skill_get_time(skillid,skilllv);
		range=3;
		target=BCT_NOENEMY;
		if(src->type == BL_PC)
			val1 = ((pc_checkskill((struct map_session_data *)src,BA_MUSICALLESSON))&0xffff)<<16;
		else
			val1 = 0;
		val1 |= (battle_get_vit(src))&0xffff;
		val2 = 0;//�񕜗p�^�C���J�E���^(6�b?��1?��)
		break;
	case DC_SERVICEFORYOU:		/* �T?�r�X�t�H?��? */
		count=49;
		limit=skill_get_time(skillid,skilllv);
		range=3;
		target=BCT_PARTY;
		if(src->type == BL_PC)
			val1 = (pc_checkskill((struct map_session_data *)src,DC_DANCINGLESSON)+1)>>1;
		val2 = battle_get_int(src)/10;
		break;
	case BA_ASSASSINCROSS:		/* �[�z�̃A�T�V���N���X */
		count=49;
		limit=skill_get_time(skillid,skilllv);
		range=3;
		target=BCT_NOENEMY;
		if(src->type == BL_PC)
			val1 = (pc_checkskill((struct map_session_data *)src,BA_MUSICALLESSON)+1)>>1;
		val2 = battle_get_agi(src)/20;
		break;
	case DC_FORTUNEKISS:		/* �K�^�̃L�X */
		count=49;
		limit=skill_get_time(skillid,skilllv);
		range=3;
		target=BCT_NOENEMY;
		if(src->type == BL_PC)
			val1 = (pc_checkskill((struct map_session_data *)src,DC_DANCINGLESSON)+1)>>1;
		val2 = battle_get_luk(src)/10;
		break;

	case AM_DEMONSTRATION:		/* �f�����X�g��?�V���� */
		limit=skill_get_time(skillid,skilllv);
		interval=1000;
		range=1;
		target=BCT_ENEMY;
		break;

	case WE_CALLPARTNER:		/* ���Ȃ��Ɉ������� */
		limit=skill_get_time(skillid,skilllv);
		range=-1;
		break;

	case HP_BASILICA:			/* �o�W���J */
		limit=skill_get_time(skillid,skilllv);
		target=BCT_ALL;
		range=3;
		//Fix to prevent the priest from walking while Basilica is up.
		battle_stopwalking(src,1);
		//skill_status_change_start(src,SC_ANKLE,skilllv,0,0,0,limit,0);
		//sd->canmove_tick = gettick() + limit; // added later [celest]
		break;

	case PA_GOSPEL:		/* �S�X�y�� */
		count=49;
		target=BCT_PARTY;
		limit=skill_get_time(skillid,skilllv);
		break;

	case CG_MOONLIT:
		range=1;
		target=BCT_ALL;
		limit=skill_get_time(skillid,skilllv);
		break;

	case PF_FOGWALL:	/* �t�H�O�E�H?�� */
		count=15;
		limit=skill_get_time(skillid,skilllv);
		if(sc_data) {
			if (sc_data[SC_DELUGE].timer!=-1) limit *= 2;
		}
		break;

	case RG_GRAFFITI:			/* Graffiti */
		count=1;	// Leave this at 1 [Valaris]
		limit=600000;	// Time length [Valaris]
		break;

	case GD_LEADERSHIP:
	case GD_GLORYWOUNDS:
	case GD_SOULCOLD:
	case GD_HAWKEYES:
		range=2;
		target=BCT_ALL;
		limit=300000;
		break;

	default:
		if(battle_config.error_log)
			printf ("skill_unitsetting: Unknown skill id = %d\n",skillid);
		return 0;
	}

	nullpo_retr(NULL, group=skill_initunitgroup(src,count,skillid,skilllv,skill_get_unit_id(skillid,flag&1)));
	group->limit=limit;
	group->val1=val1;
	group->val2=val2;
	group->target_flag=target;
	group->interval=interval;
	group->range=range;
	if(skillid==HT_TALKIEBOX ||
	   skillid==RG_GRAFFITI){
		group->valstr=calloc(80, 1);
		if(group->valstr==NULL){
			printf("skill_castend_map: out of memory !\n");
			exit(1);
		}
		memcpy(group->valstr,talkie_mes,80);
	}
	for(i=0;i<count;i++){
		struct skill_unit *unit;
		int ux=x,uy=y,val1=skilllv,val2=0,limit=group->limit,alive=1;
		int range=group->range;
		switch(skillid){	/* �ݒ� */
		case AL_PNEUMA:				/* �j��?�} */
			{
				static const int dx[9]={-1, 0, 1,-1, 0, 1,-1, 0, 1};
				static const int dy[9]={-1,-1,-1, 0, 0, 0, 1, 1, 1};
				ux+=dx[i];
				uy+=dy[i];
			}
			break;
		case MG_FIREWALL:		/* �t�@�C��?�E�H?�� */
			{
				if(dir&1){	/* �΂ߔz�u */
					static const int dx[][5]={
						{ 1,1,0,0,-1 }, { -1,-1,0,0,1 },
					},dy[][5]={
						{ 1,0,0,-1,-1 }, { 1,0,0,-1,-1 },
					};
					ux+=dx[(dir>>1)&1][i];
					uy+=dy[(dir>>1)&1][i];
				}else{	/* �㉺�z�u */
					if(dir%4==0)	/* �㉺ */
						ux+=i-1;
					else			/* ���E */
						uy+=i-1;
				}
				val2=group->val2;
			}
			break;

		case PR_SANCTUARY:		/* �T���N�`���A�� */
			{
				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, };
				ux+=dx[i];
				uy+=dy[i];
			}
			break;

		case PR_MAGNUS:			/* �}�O�k�X�G�N�\�V�Y�� */
			{
				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 };
				ux+=dx[i];
				uy+=dy[i];
			}
			break;

		case WZ_SIGHTRASHER:
			{
				static const int dx[]={
					-5, 0, 5, -4, 0, 4, -3, 0, 3, -2, 0, 2, -1, 0, 1, -5,-4,-3,-2,-1, 0, 1, 2, 3, 4, 5, -1, 0, 1, -2, 0, 2, -3, 0, 3, -4, 0, 4, -5, 0, 5 };
				static const int dy[]={
					-5,-5,-5, -4,-4,-4, -3,-3,-3, -2,-2,-2, -1,-1,-1,  0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,  1, 1, 1,  2, 2, 2,  3, 3, 3,  4, 4, 4,  5, 5, 5 };
				ux+=dx[i];
				uy+=dy[i];
			}
			break;

		case WZ_ICEWALL:		/* �A�C�X�E�H?�� */
			{
				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};
				if(skilllv <= 1)
					val1 = 500;
				else
					val1 = 200 + 200*skilllv;
				if(src->x == x && src->y == y)
					dir = 2;
				else
					dir=map_calc_dir(src,x,y);
				ux+=(2-i)*diry[dir];
				uy+=(i-2)*dirx[dir];
			}
			break;

		case WZ_QUAGMIRE:		/* �N�@�O�}�C�A */
			ux+=(i%5-2);
			uy+=(i/5-2);
			if(i==12)
				range=2;
			else
				range=-1;

			break;

		case AS_VENOMDUST:		/* �x�m���_�X�g */
			{
				static const int dx[]={-1,0,0,0,1};
				static const int dy[]={0,-1,0,1,0};
				ux+=dx[i];
				uy+=dy[i];
			}
			break;

		case CR_GRANDCROSS:		/* �O�����h�N���X */
		case NPC_DARKGRANDCROSS:		/*�ŃO�����h�N���X*/
			{
				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, };
				ux+=dx[i];
				uy+=dy[i];
			}
			break;
		case SA_VOLCANO:			/* �{���P?�m */
		case SA_DELUGE:				/* �f����?�W */
		case SA_VIOLENTGALE:				/* �o�C�I�����g�Q�C�� */
			{
				int u_range=0,central=0;
				if(skilllv<=2){
					u_range=2;
					central=12;
				}else if(skilllv<=4){
					u_range=3;
					central=24;
				}else if(skilllv>=5){
					u_range=4;
					central=40;
				}
				ux+=(i%(u_range*2+1)-u_range);
				uy+=(i/(u_range*2+1)-u_range);

				if(i==central)
					range=u_range;//�����̃��j�b�g��?�ʔ�?�͑S��?
				else
					range=-1;//�����ȊO�̃��j�b�g�͏���
			}
			break;
		case SA_LANDPROTECTOR:				/* �����h�v���e�N�^? */
			{
				int u_range=0;

				if(skilllv<=2) u_range=3;
				else if(skilllv<=4) u_range=4;
				else if(skilllv>=5) u_range=5;

				ux+=(i%(u_range*2+1)-u_range);
				uy+=(i/(u_range*2+1)-u_range);

				range=0;
			}
			break;

		/* �_���X�Ȃ� */
		case BD_LULLABY:		/* �q��� */
		case BD_RICHMANKIM:		/* �j�����h�̉� */
		case BD_ETERNALCHAOS:	/* �i���̍��� */
		case BD_DRUMBATTLEFIELD:/* ?���ۂ̋��� */
		case BD_RINGNIBELUNGEN:	/* �j?�x�����O�̎w�� */
		case BD_ROKISWEIL:		/* ���L�̋��� */
		case BD_INTOABYSS:		/* �[���̒��� */
		case BD_SIEGFRIED:		/* �s���g�̃W?�N�t��?�h */
			ux+=(i%9-4);
			uy+=(i/9-4);
			if(i==40)
				range=4;	/* ���S�̏ꍇ�͔�?��4�ɃI?�o?���C�h */
			else
				range=-1;	/* ���S����Ȃ��ꍇ�͔�?��-1�ɃI?�o?���C�h */
			break;
		case BA_DISSONANCE:		/* �s���a�� */
		case BA_WHISTLE:		/* ���J */
		case BA_ASSASSINCROSS:	/* �[�z�̃A�T�V���N���X */
		case BA_POEMBRAGI:		/* �u���M�̎� */
		case BA_APPLEIDUN:		/* �C�h�D���̗ь� */
		case DC_UGLYDANCE:		/* ��������ȃ_���X */
		case DC_HUMMING:		/* �n�~���O */
		case DC_DONTFORGETME:	/* ����Y��Ȃ��Łc */
		case DC_FORTUNEKISS:	/* �K�^�̃L�X */
		case DC_SERVICEFORYOU:	/* �T?�r�X�t�H?��? */
		case CG_MOONLIT:
			ux+=(i%7-3);
			uy+=(i/7-3);
			if(i==40)
				range=4;	/* ���S�̏ꍇ�͔�?��4�ɃI?�o?���C�h */
			else
				range=-1;	/* ���S����Ȃ��ꍇ�͔�?��-1�ɃI?�o?���C�h */
			break;
		case PA_GOSPEL:		/* �S�X�y�� */
			ux+=(i%7-3);
			uy+=(i/7-3);
			break;
		case PF_FOGWALL:	/* �t�H�O�E�H?�� */
			ux+=(i%5-2);
			uy+=(i/5-1);
			break;
		case RG_GRAFFITI:	/* Graffiti [Valaris] */
			ux+=(i%5-2);
			uy+=(i/5-2);
			break;
		}
		//����X�L���̏ꍇ�ݒu���W��Ƀ����h�v���e�N�^?���Ȃ����`�F�b�N
		if(range<=0)
			map_foreachinarea(skill_landprotector,src->m,ux,uy,ux,uy,BL_SKILL,skillid,&alive);

		if(skillid==WZ_ICEWALL && alive){
			val2=map_getcell(src->m,ux,uy);
			if(val2==5 || val2==1)
				alive=0;
			else {
				map_setcell(src->m,ux,uy,5);
				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;

			// [celest]
			if (sc_data) {
				// attach the unit's id to the caster
				switch (skillid) {
				case HP_BASILICA:
					if (sc_data[SC_BASILICA].timer!=-1)
						sc_data[SC_BASILICA].val4 = (int)unit;
					break;
				case GD_LEADERSHIP:
					{
						struct map_session_data *sd = (struct map_session_data *)src;
						if (sd)
							sd->state.leadership_flag = (int)unit;
					}
					break;
				case GD_GLORYWOUNDS:
					{
						struct map_session_data *sd = (struct map_session_data *)src;
						if (sd)
							sd->state.glorywounds_flag = (int)unit;
					}
					break;
				case GD_SOULCOLD:
					{
						struct map_session_data *sd = (struct map_session_data *)src;
						if (sd)
							sd->state.soulcold_flag = (int)unit;
					}
					break;
				case GD_HAWKEYES:
					{
						struct map_session_data *sd = (struct map_session_data *)src;
						if (sd)
							sd->state.hawkeyes_flag = (int)unit;
					}
					break;
				}
			}
		}
	}
	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 skill_unit_group_tickset *ts;
	struct map_session_data *srcsd=NULL;
	int diff,goflag,splash_count=0;

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

	if( bl->prev==NULL || !src->alive || (bl->type == BL_PC && pc_isdead((struct map_session_data *)bl) ) )
		return 0;

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

	if(ss->type == BL_PC)
		nullpo_retr(0, srcsd=(struct map_session_data *)ss);
	if(srcsd && srcsd->chatID)
		return 0;

	if( bl->type!=BL_PC && bl->type!=BL_MOB )
		return 0;
	nullpo_retr(0, ts=skill_unitgrouptickset_search( bl, sg->group_id));
	diff=DIFF_TICK(tick,ts->tick);
	goflag=(diff>sg->interval || diff<0);
	if (sg->skill_id == CR_GRANDCROSS && !battle_config.gx_allhit) // �d�Ȃ��Ă�����3HIT���Ȃ�
		goflag = (diff>sg->interval*map_count_oncell(bl->m,bl->x,bl->y) || diff<0);

	//?�ۂ�LP��ɋ���ꍇ�͖�?
	map_foreachinarea(skill_landprotector,bl->m,bl->x,bl->y,bl->x,bl->y,BL_SKILL,0,&goflag);

	if(!goflag)
		return 0;
	ts->tick=tick;
	ts->group_id=sg->group_id;

	switch(sg->unit_id){
	case 0x83:	/* �T���N�`���A�� */
		{
			int race=battle_get_race(bl);
			int damage_flag = (battle_check_undead(race,battle_get_elem_type(bl)) || race == 6)? 1:0;

			if( battle_get_hp(bl)>=battle_get_max_hp(bl) && !damage_flag)
				break;

			if((sg->val1--)<=0){
				skill_delunitgroup(sg);
				return 0;
			}
			if(!damage_flag) {
				int heal=sg->val2;
				if( bl->type==BL_PC && ((struct map_session_data *)bl)->special_state.no_magic_damage)
					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);
			}
			else {
				// reduce healing count if this was meant for damaging [celest]
				sg->val1 /= 2;
				skill_attack(BF_MAGIC,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
			}
		}
		break;

	case 0x84:	/* �}�O�k�X�G�N�\�V�Y�� */
		{
			int race=battle_get_race(bl);
			int damage_flag = (battle_check_undead(race,battle_get_elem_type(bl)) || race == 6)? 1:0;

			if(!damage_flag)
				return 0;
			skill_attack(BF_MAGIC,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
		}
		break;

	case 0x85:	/* �j��?�} */
		{
			struct skill_unit *unit2;
			struct status_change *sc_data=battle_get_sc_data(bl);
			int type=SC_PNEUMA;
			if(sc_data) {
				if (sc_data[type].timer==-1)
					skill_status_change_start(bl,type,sg->skill_lv,(int)src,0,0,0,0);
				else if((unit2=(struct skill_unit *)sc_data[type].val2) && unit2 != src ){
					if(DIFF_TICK(sg->tick,unit2->group->tick)>0 )
						skill_status_change_start(bl,type,sg->skill_lv,(int)src,0,0,0,0);
					ts->tick-=sg->interval;
				}
			}
		}
		break;
	case 0x7e:	/* �Z�C�t�e�B�E�H?�� */
		{
			struct skill_unit *unit2;
			struct status_change *sc_data=battle_get_sc_data(bl);
			int type=SC_SAFETYWALL;
			if(sc_data) {
				if (sc_data[type].timer==-1)
					skill_status_change_start(bl,type,sg->skill_lv,(int)src,0,0,0,0);
				else if((unit2=(struct skill_unit *)sc_data[type].val2) && unit2 != src ){
					if(sg->val1 < unit2->group->val1 )
						skill_status_change_start(bl,type,sg->skill_lv,(int)src,0,0,0,0);
					ts->tick-=sg->interval;
				}
			}
		}
		break;

	case 0x86:	/* ��?�h�I�u���@?�~���I��(���X�g?���K�X�g ���O�����h�N���X) */
		skill_attack(BF_MAGIC,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
		break;

	case 0x7f:	/* �t�@�C��?�E�H?�� */
		if( (src->val2--)>0)
			skill_attack(BF_MAGIC,ss,&src->bl,bl,
				sg->skill_id,sg->skill_lv,tick,0);
		if( src->val2<=0 )
			skill_delunit(src);
		break;

	case 0x87:	/* �t�@�C�A?�s��?(?���O) */
		skill_delunit(src);
		skill_unitsetting(ss,sg->skill_id,sg->skill_lv,src->bl.x,src->bl.y,1);
		break;

	case 0x88:	/* �t�@�C�A?�s��?(?����) */
		if(DIFF_TICK(tick,sg->tick) < 150)
			//skill_attack(BF_MAGIC,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
			map_foreachinarea(skill_attack_area,bl->m,bl->x-1,bl->y-1,bl->x+1,bl->y+1,0,BF_MAGIC,ss,&src->bl,sg->skill_id,sg->skill_lv,tick,0,BCT_ENEMY);  // area damage [Celest]
		break;

	case 0x90:	/* �X�L�b�h�g���b�v */
		{
			int i,c = skill_get_blewcount(sg->skill_id,sg->skill_lv);
			if(map[bl->m].flag.gvg) c = 0;
			for(i=0;i<c;i++)
				skill_blown(&src->bl,bl,1|0x30000);
			sg->unit_id = 0x8c;
			clif_changelook(&src->bl,LOOK_BASE,sg->unit_id);
			sg->limit=DIFF_TICK(tick,sg->tick)+1500;
		}
		break;

	case 0x93:	/* �����h�}�C�� */
		skill_attack(BF_MISC,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
		sg->unit_id = 0x8c;
		clif_changelook(&src->bl,LOOK_BASE,0x88);
		sg->limit=DIFF_TICK(tick,sg->tick)+1500;
		break;

	case 0x8f:	/* �u���X�g�}�C�� */
	case 0x94:	/* �V���b�N�E�F?�u�g���b�v */
	case 0x95:	/* �T���h�}�� */
	case 0x96:	/* �t���b�V��? */
	case 0x97:	/* �t��?�W���O�g���b�v */
	case 0x98:	/* �N���C���A?�g���b�v */
		map_foreachinarea(skill_count_target,src->bl.m
					,src->bl.x-src->range,src->bl.y-src->range
					,src->bl.x+src->range,src->bl.y+src->range
					,0,&src->bl,&splash_count);
		map_foreachinarea(skill_trap_splash,src->bl.m
					,src->bl.x-src->range,src->bl.y-src->range
					,src->bl.x+src->range,src->bl.y+src->range
					,0,&src->bl,tick,splash_count);
		sg->unit_id = 0x8c;
		clif_changelook(&src->bl,LOOK_BASE,sg->unit_id);
		sg->limit=DIFF_TICK(tick,sg->tick)+1500;
		break;

	case 0x91:	/* �A���N���X�l�A */
		{
			struct status_change *sc_data=battle_get_sc_data(bl);
			if(sg->val2==0 && sc_data && sc_data[SC_ANKLE].timer==-1){
			int moveblock = ( bl->x/BLOCK_SIZE != src->bl.x/BLOCK_SIZE || bl->y/BLOCK_SIZE != src->bl.y/BLOCK_SIZE);
				int sec=skill_get_time2(sg->skill_id,sg->skill_lv) - (double)battle_get_agi(bl)*0.1;
				if(battle_get_mode(bl)&0x20)
					sec = sec/5;
				battle_stopwalking(bl,1);
				skill_status_change_start(bl,SC_ANKLE,sg->skill_lv,0,0,0,sec,0);
	
			if(moveblock) map_delblock(bl);
				bl->x = src->bl.x;
				bl->y = src->bl.y;
			if(moveblock) map_addblock(bl);
			if(bl->type == BL_MOB)
				clif_fixmobpos((struct mob_data *)bl);
			else if(bl->type == BL_PET)
				clif_fixpetpos((struct pet_data *)bl);
			else
				clif_fixpos(bl);
			clif_01ac(&src->bl);
				sg->limit=DIFF_TICK(tick,sg->tick) + sec;
			sg->val2=bl->id;
		}
		}
		break;

	case 0x80:	/* ��?�v�|?�^��(?����) */
		if(bl->type==BL_PC){
			struct map_session_data *sd = (struct map_session_data *)bl;
			if(sd && src->bl.m == bl->m && src->bl.x == bl->x && src->bl.y == bl->y && src->bl.x == sd->to_x && src->bl.y == sd->to_y) {
				if( battle_config.chat_warpportal || !sd->chatID ){
					if((sg->val1--)>0){
						pc_setpos(sd,sg->valstr,sg->val2>>16,sg->val2&0xffff,3);
						if(sg->src_id == bl->id ||( strcmp(map[src->bl.m].name,sg->valstr) == 0	&& src->bl.x == (sg->val2>>16) && src->bl.y == (sg->val2&0xffff) ))
							skill_delunitgroup(sg);
					}else
						skill_delunitgroup(sg);
				}
			}
		}else if(bl->type==BL_MOB && battle_config.mob_warpportal){
			int m=map_mapname2mapid(sg->valstr);
			struct mob_data *md;
			md=(struct mob_data *)bl;
			mob_warp((struct mob_data *)bl,m,sg->val2>>16,sg->val2&0xffff,3);
		}
		break;

	case 0x8e:	/* �N�@�O�}�C�A */
		{
			struct status_change *sc_data=battle_get_sc_data(bl);
			int type=SkillStatusChangeTable[sg->skill_id];			
			if( bl->type==BL_PC && ((struct map_session_data *)bl)->special_state.no_magic_damage )
				break;
			if(sc_data && sc_data[type].timer==-1)
				skill_status_change_start(bl,type,sg->skill_lv,(int)src,0,0,skill_get_time2(sg->skill_id,sg->skill_lv),0);
		}
		break;
	case 0x92:	/* �x�m���_�X�g */
		{
			struct status_change *sc_data=battle_get_sc_data(bl);
			int type=SkillStatusChangeTable[sg->skill_id];
			if(sc_data && sc_data[type].timer==-1 )
				skill_status_change_start(bl,type,sg->skill_lv,(int)src,0,0,skill_get_time2(sg->skill_id,sg->skill_lv),0);
		}
		break;
	case 0x9a:	/* �{���P?�m */
	case 0x9b:	/* �f����?�W */
	case 0x9c:	/* �o�C�I�����g�Q�C�� */
		{
			struct skill_unit *unit2;
			struct status_change *sc_data=battle_get_sc_data(bl);
			int type=SkillStatusChangeTable[sg->skill_id];
			if(sc_data) {
				if (sc_data[type].timer==-1)
					skill_status_change_start(bl,type,sg->skill_lv,(int)src,0,0,skill_get_time2(sg->skill_id,sg->skill_lv),0);
				else if((unit2=(struct skill_unit *)sc_data[type].val2) && unit2 != src ){
					if( unit2->group != 0 && DIFF_TICK(sg->tick,unit2->group->tick)>0 )
						skill_status_change_start(bl,type,sg->skill_lv,(int)src,0,0,skill_get_time2(sg->skill_id,sg->skill_lv),0);
					ts->tick-=sg->interval;
				}
			}
		} break;

	case 0x9e:	/* �q��S */
	case 0x9f:	/* �j�����h�̉� */
	case 0xa0:	/* �i���̍��� */
	case 0xa1:	/* ?���ۂ̋��� */
	case 0xa2:	/* �j?�x�����O�̎w�� */
	case 0xa3:	/* ���L�̋��� */
	case 0xa4:	/* �[���̒��� */
	case 0xa5:	/* �s���g�̃W?�N�t��?�h */
	case 0xa6:	/* �s���a�� */
	case 0xa7:	/* ���J */
	case 0xa8:	/* �[�z�̃A�T�V���N���X */
	case 0xa9:	/* �u���M�̎� */
	case 0xab:	/* ��������ȃ_���X */
	case 0xac:	/* �n�~���O */
	case 0xad:	/* ����Y��Ȃ��Łc */
	case 0xae:	/* �K�^�̃L�X */
	case 0xaf:	/* �T?�r�X�t�H?��? */
	case 0xb4:
//	case 0xb6:				/* �t�H�O�E�H?�� */
		{
			struct skill_unit *unit2;
			struct status_change *sc_data=battle_get_sc_data(bl);
			int type=SkillStatusChangeTable[sg->skill_id];
			if(sg->src_id == bl->id)
				break;
			if(sc_data) {
				if (sc_data[type].timer==-1)
					skill_status_change_start(bl,type,sg->skill_lv,sg->val1,sg->val2,
						(int)src,skill_get_time2(sg->skill_id,sg->skill_lv),0);
				else if( (unit2=(struct skill_unit *)sc_data[type].val4) && unit2 != src ){
					if( unit2->group && DIFF_TICK(sg->tick,unit2->group->tick)>0 )
						skill_status_change_start(bl,type,sg->skill_lv,sg->val1,sg->val2,
							(int)src,skill_get_time2(sg->skill_id,sg->skill_lv),0);
					ts->tick-=sg->interval;
				}
			}
		} break;

	case 0xaa:	/* �C�h�D���̗ь� */
		{
			struct skill_unit *unit2;
			struct status_change *sc_data=battle_get_sc_data(bl);
			int type=SkillStatusChangeTable[sg->skill_id];
			if(sg->src_id == bl->id)
				break;
			if(sc_data) {
				if (sc_data[type].timer==-1)
					skill_status_change_start(bl,type,sg->skill_lv,(sg->val1)>>16,(sg->val1)&0xffff,
						(int)src,skill_get_time2(sg->skill_id,sg->skill_lv),0);
				else if((unit2=(struct skill_unit *)sc_data[type].val4) && unit2 != src ){
					if( unit2->group != 0 && DIFF_TICK(sg->tick,unit2->group->tick)>0 )
						skill_status_change_start(bl,type,sg->skill_lv,(sg->val1)>>16,(sg->val1)&0xffff,
							(int)src,skill_get_time2(sg->skill_id,sg->skill_lv),0);
					ts->tick-=sg->interval;
				}
			}
		} break;

	case 0xb6:				/* �t�H�O�E�H?�� */
		{
			struct skill_unit *unit2;
			struct status_change *sc_data=battle_get_sc_data(bl);
			int type=SkillStatusChangeTable[sg->skill_id];
			if(sc_data) {
				if (sc_data[type].timer==-1) {
					skill_status_change_start(bl,type,sg->skill_lv,sg->val1,sg->val2,
						(int)src,skill_get_time2(sg->skill_id,sg->skill_lv),0);
					skill_additional_effect(ss,bl,sg->skill_id,sg->skill_lv,BF_MISC,tick);
				}
				else if( (unit2=(struct skill_unit *)sc_data[type].val4) && unit2 != src ){
					if( unit2->group && DIFF_TICK(sg->tick,unit2->group->tick)>0 ) {
						skill_status_change_start(bl,type,sg->skill_lv,sg->val1,sg->val2,
							(int)src,skill_get_time2(sg->skill_id,sg->skill_lv),0);
						skill_additional_effect(ss,bl,sg->skill_id,sg->skill_lv,BF_MISC,tick);
					}
//					ts->tick-=sg->interval;
				}
			}
		} break;

	case 0xb1:	/* �f�����X�g��?�V���� */
		skill_attack(BF_WEAPON,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
		if(bl->type == BL_PC && rand()%100 < sg->skill_lv && battle_config.equipment_breaking)
			pc_breakweapon((struct map_session_data *)bl);
		break;
	case 0x99:				/* �g?�L?�{�b�N�X */
		if(sg->src_id == bl->id) //����������ł�?�����Ȃ�
			break;
		if(sg->val2==0){
			clif_talkiebox(&src->bl,sg->valstr);
			sg->unit_id = 0x8c;
			clif_changelook(&src->bl,LOOK_BASE,sg->unit_id);
			sg->limit=DIFF_TICK(tick,sg->tick)+5000;
			sg->val2=-1; //����
		}
		break;
	case 0xb2:				/* ���Ȃ���_?�������ł� */
	case 0xb3:				/* �S�X�y�� */
	//case 0xb6:				/* �t�H�O�E�H?�� */ - moved [celest]
	//�Ƃ肠�����������Ȃ�
		break;

	case 0xb7:	/* �X�p�C�_?�E�F�b�u */
		if(sg->val2==0){
			int moveblock = ( bl->x/BLOCK_SIZE != src->bl.x/BLOCK_SIZE || bl->y/BLOCK_SIZE != src->bl.y/BLOCK_SIZE);
			skill_additional_effect(ss,bl,sg->skill_id,sg->skill_lv,BF_MISC,tick);
			if(moveblock) map_delblock(bl);
			bl->x = (&src->bl)->x;
			bl->y = (&src->bl)->y;
			if(moveblock) map_addblock(bl);
			if(bl->type == BL_MOB)
				clif_fixmobpos((struct mob_data *)bl);
			else if(bl->type == BL_PET)
				clif_fixpetpos((struct pet_data *)bl);
			else
				clif_fixpos(bl);
			clif_01ac(&src->bl);
			sg->limit=DIFF_TICK(tick,sg->tick) + skill_get_time2(sg->skill_id,sg->skill_lv);
			sg->val2=bl->id;
		}
		break;

	// New guild skills [Celest]
	case 0xc1: // GD_LEADERSHIP
		{
			struct map_session_data *sd;
			if (srcsd && bl->type == BL_PC && (sd=(struct map_session_data *)bl) &&
				sd->status.guild_id == srcsd->status.guild_id &&
				sd != srcsd) {
					sd->state.leadership_flag = (int)src;
					pc_calcstatus (sd, 0);
				}
		}
		break;
	case 0xc2: // GD_GLORYWOUNDS
		{
			struct map_session_data *sd;
			if (srcsd && bl->type == BL_PC && (sd=(struct map_session_data *)bl) &&
				sd->status.guild_id == srcsd->status.guild_id &&
				sd != srcsd) {
					sd->state.glorywounds_flag = (int)src;
					pc_calcstatus (sd, 0);
				}
		}
		break;
	case 0xc3: // GD_SOULCOLD
		{
			struct map_session_data *sd;
			if (srcsd && bl->type == BL_PC && (sd=(struct map_session_data *)bl) &&
				sd->status.guild_id == srcsd->status.guild_id &&
				sd != srcsd) {
					sd->state.soulcold_flag = (int)src;
					pc_calcstatus (sd, 0);
				}
		}
		break;
	case 0xc4: // GD_HAWKEYES
		{
			struct map_session_data *sd;
			if (srcsd && bl->type == BL_PC && (sd=(struct map_session_data *)bl) &&
				sd->status.guild_id == srcsd->status.guild_id &&
				sd != srcsd) {
					sd->state.hawkeyes_flag = (int)src;
					pc_calcstatus (sd, 0);
				}
		}
		break;

/*	default:
		if(battle_config.error_log)
			printf("skill_unit_onplace: Unknown skill unit id=%d block=%d\n",sg->unit_id,bl->id);
		break;*/
	}
	if(bl->type==BL_MOB && ss!=bl)	/* �X�L���g�p?����MOB�X�L�� */
	{
		if(battle_config.mob_changetarget_byskill == 1)
		{
			int target=((struct mob_data *)bl)->target_id;
			if(ss->type == BL_PC)
				((struct mob_data *)bl)->target_id=ss->id;
			mobskill_use((struct mob_data *)bl,tick,MSC_SKILLUSED|(sg->skill_id<<16));
			((struct mob_data *)bl)->target_id=target;
		}
		else
			mobskill_use((struct mob_data *)bl,tick,MSC_SKILLUSED|(sg->skill_id<<16));
	}

	return 0;
}
/*==========================================
 * �X�L�����j�b�g���痣?����(�������͂��Ă���)�ꍇ
 *------------------------------------------
 */
int skill_unit_onout(struct skill_unit *src,struct block_list *bl,unsigned int tick)
{
	struct skill_unit_group *sg;

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

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

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

	switch(sg->unit_id){
	case 0x7e:	/* �Z�C�t�e�B�E�H?�� */
	case 0x85:	/* �j��?�} */
	case 0x8e:	/* �N�@�O�}�C�A */
		{
			struct status_change *sc_data=battle_get_sc_data(bl);
			int type=
				(sg->unit_id==0x85)?SC_PNEUMA:
				((sg->unit_id==0x7e)?SC_SAFETYWALL:
				 SC_QUAGMIRE);
			if((type != SC_QUAGMIRE || bl->type != BL_MOB) &&
				sc_data && sc_data[type].timer!=-1 && ((struct skill_unit *)sc_data[type].val2)==src){
				skill_status_change_end(bl,type,-1);
			}
		} break;

	case 0x91:	/* �A���N���X�l�A */
		{
			struct block_list *target=map_id2bl(sg->val2);
			if( target && target==bl ){
				skill_status_change_end(bl,SC_ANKLE,-1);
				sg->limit=DIFF_TICK(tick,sg->tick)+1000;
			}
		}
		break;
	case 0xb5:
	case 0xb8:
		{
			struct block_list *target=map_id2bl(sg->val2);
			if( target==bl )
				skill_status_change_end(bl,SC_SPIDERWEB,-1);
			sg->limit=DIFF_TICK(tick,sg->tick)+1000;
		}
		break;
	case 0xb6:
		{
			struct block_list *target=map_id2bl(sg->val2);
			struct status_change *sc_data=battle_get_sc_data(bl);
			if( target==bl ) {
				skill_status_change_end(bl,SC_FOGWALL,-1);
				if (sc_data && sc_data[SC_BLIND].timer!=-1)
					sc_data[SC_BLIND].timer = add_timer(
						gettick() + 30000, skill_status_change_timer, bl->id, 0);
			}
			//sg->limit=DIFF_TICK(tick,sg->tick)+1000;
		}
		break;
	case 0x9a:	/* �{���P?�m */
	case 0x9b:	/* �f����?�W */
	case 0x9c:	/* �o�C�I�����g�Q�C�� */
		{
			struct status_change *sc_data=battle_get_sc_data(bl);
			struct skill_unit *su;
			int type=SkillStatusChangeTable[sg->skill_id];
			if( sc_data && sc_data[type].timer!=-1 && (su=((struct skill_unit *)sc_data[type].val2)) && su == src ){
				skill_status_change_end(bl,type,-1);
			}
		}
		break;

	case 0x9e:	/* �q��S */
	case 0x9f:	/* �j�����h�̉� */
	case 0xa0:	/* �i���̍��� */
	case 0xa1:	/* ?���ۂ̋��� */
	case 0xa2:	/* �j?�x�����O�̎w�� */
	case 0xa3:	/* ���L�̋��� */
	case 0xa4:	/* �[���̒��� */
	case 0xa5:	/* �s���g�̃W?�N�t��?�h */
	case 0xa6:	/* �s���a�� */
	case 0xa7:	/* ���J */
	case 0xa8:	/* �[�z�̃A�T�V���N���X */
	case 0xa9:	/* �u���M�̎� */
	case 0xaa:	/* �C�h�D���̗ь� */
	case 0xab:	/* ��������ȃ_���X */
	case 0xac:	/* �n�~���O */
	case 0xad:	/* ����Y��Ȃ��Łc */
	case 0xae:	/* �K�^�̃L�X */
	case 0xaf:	/* �T?�r�X�t�H?��? */
	case 0xb4:
		{
			struct status_change *sc_data=battle_get_sc_data(bl);
			struct skill_unit *su;
			int type=SkillStatusChangeTable[sg->skill_id];
			if( sc_data && sc_data[type].timer!=-1 && (su=((struct skill_unit *)sc_data[type].val4)) && su == src ){
				skill_status_change_end(bl,type,-1);
			}
		}
		break;
	case 0xb7:	/* �X�p�C�_?�E�F�b�u */
		{
			struct block_list *target=map_id2bl(sg->val2);
			if( target && target==bl )
				skill_status_change_end(bl,SC_SPIDERWEB,-1);
			sg->limit=DIFF_TICK(tick,sg->tick)+1000;
		}
		break;
		// New guild skills [Celest]
	case 0xc1: // GD_LEADERSHIP
		{
			struct map_session_data *sd;
			if (bl->type == BL_PC && (sd=(struct map_session_data *)bl) && sd->state.leadership_flag > 0)
				sd->state.leadership_flag = 0;
		}
		break;
	case 0xc2: // GD_GLORYWOUNDS
		{
			struct map_session_data *sd;
			if (bl->type == BL_PC && (sd=(struct map_session_data *)bl) && sd->state.glorywounds_flag > 0)
				sd->state.glorywounds_flag = 0;
		}
		break;
	case 0xc3: // GD_SOULCOLD
		{
			struct map_session_data *sd;
			if (bl->type == BL_PC && (sd=(struct map_session_data *)bl) && sd->state.soulcold_flag > 0)
				sd->state.soulcold_flag = 0;
		}
		break;
	case 0xc4: // GD_HAWKEYES
		{
			struct map_session_data *sd;
			if (bl->type == BL_PC && (sd=(struct map_session_data *)bl) && sd->state.hawkeyes_flag > 0)
				sd->state.hawkeyes_flag = 0;			
		}
		break;

/*	default:
		if(battle_config.error_log)
			printf("skill_unit_onout: Unknown skill unit id=%d block=%d\n",sg->unit_id,bl->id);
		break;*/
	}
	skill_unitgrouptickset_delete(bl,sg->group_id);
	return 0;
}
/*==========================================
 * �X�L�����j�b�g�̍폜�C�x���g
 *------------------------------------------
 */
int skill_unit_ondelete(struct skill_unit *src,struct block_list *bl,unsigned int tick)
{
	struct skill_unit_group *sg;

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

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

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

	switch(sg->unit_id){
	case 0x85:	/* �j��?�} */
	case 0x7e:	/* �Z�C�t�e�B�E�H?�� */
	case 0x8e:	/* �N�@�O�}�C�� */
	case 0x9a:	/* �{���P?�m */
	case 0x9b:	/* �f����?�W */
	case 0x9c:	/* �o�C�I�����g�Q�C�� */
	case 0x9e:	/* �q��S */
	case 0x9f:	/* �j�����h�̉� */
	case 0xa0:	/* �i���̍��� */
	case 0xa1:	/* ?���ۂ̋��� */
	case 0xa2:	/* �j?�x�����O�̎w�� */
	case 0xa3:	/* ���L�̋��� */
	case 0xa4:	/* �[���̒��� */
	case 0xa5:	/* �s���g�̃W?�N�t��?�h */
	case 0xa6:	/* �s���a�� */
	case 0xa7:	/* ���J */
	case 0xa8:	/* �[�z�̃A�T�V���N���X */
	case 0xa9:	/* �u���M�̎� */
	case 0xaa:	/* �C�h�D���̗ь� */
	case 0xab:	/* ��������ȃ_���X */
	case 0xac:	/* �n�~���O */
	case 0xad:	/* ����Y��Ȃ��Łc */
	case 0xae:	/* �K�^�̃L�X */
	case 0xaf:	/* �T?�r�X�t�H?��? */
	case 0xb4:
	case 0xc1:
	case 0xc2:
	case 0xc3:
	case 0xc4:
		return skill_unit_onout(src,bl,tick);

/*	default:
		if(battle_config.error_log)
			printf("skill_unit_ondelete: Unknown skill unit id=%d block=%d\n",sg->unit_id,bl->id);
		break;*/
	}
	skill_unitgrouptickset_delete(bl,sg->group_id);
	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 0x81:	/* ��?�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->valstr=calloc(24, 1);
			if(group->valstr==NULL){
				printf("skill_unit_onlimit: out of memory !\n");
				exit(1);
			}
			memcpy(group->valstr,sg->valstr,24);
			group->val2=sg->val2;
		}
		break;

	case 0x8d:	/* �A�C�X�E�H?�� */
		map_setcell(src->bl.m,src->bl.x,src->bl.y,src->val2);
		clif_changemapcell(src->bl.m,src->bl.x,src->bl.y,src->val2,1);
		break;
	case 0xb2:	/* ���Ȃ���?������ */
		{
			struct map_session_data *sd = NULL;
			struct map_session_data *p_sd = NULL;
			if((sd = (struct map_session_data *)(map_id2bl(sg->src_id))) == NULL)
				return 0;
			if((p_sd = pc_get_partner(sd)) == NULL)
				return 0;

			pc_setpos(p_sd,map[src->bl.m].name,src->bl.x,src->bl.y,3);
		}
		break;
	case 0xc1: // GD_LEADERSHIP
		{
			struct map_session_data *sd;
			if ((sd = (struct map_session_data *)(map_id2bl(sg->src_id)))!= NULL) {
				sd->state.leadership_flag = 0;
			}
		}
		break;
	case 0xc2: // GD_GLORYWOUNDS
		{
			struct map_session_data *sd;
			if ((sd = (struct map_session_data *)(map_id2bl(sg->src_id)))!= NULL) {
				sd->state.glorywounds_flag = 0;
			}				
		}
		break;
	case 0xc3: // GD_SOULCOLD
		{
			struct map_session_data *sd;
			if ((sd = (struct map_session_data *)(map_id2bl(sg->src_id)))!= NULL) {
				sd->state.soulcold_flag = 0;
			}				
		}
		break;
	case 0xc4: // GD_HAWKEYES
		{
			struct map_session_data *sd;
			if ((sd = (struct map_session_data *)(map_id2bl(sg->src_id)))!= NULL) {
				sd->state.hawkeyes_flag = 0;
			}
		}
		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);

	switch(sg->unit_id){
	case 0x8d:	/* �A�C�X�E�H?�� */
		src->val1-=damage;
		break;
	case 0x8f:	/* �u���X�g�}�C�� */
	case 0x98:	/* �N���C���A?�g���b�v */
		skill_blown(bl,&src->bl,2); //������΂��Ă݂�
		break;
	default:
		damage = 0;
		break;
	}
	return damage;
}


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

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

	nullpo_retr(0, sd);

	if( sd->bl.prev == NULL )
		return 0;
	if( sd->skilltimer != tid )	/* �^�C�}ID�̊m�F */
		return 0;
	if(sd->skilltimer != -1 && pc_checkskill(sd,SA_FREECAST) > 0) {
		sd->speed = sd->prev_speed;
		clif_updatestatus(sd,SP_SPEED);
	}
	sd->skilltimer=-1;
	if(pc_isdead(sd)) {
		sd->canact_tick = tick;
		sd->canmove_tick = tick;
		sd->skillitem = sd->skillitemlv = -1;
		return 0;
	}

	if(battle_config.pc_skill_reiteration == 0) {
		range = -1;
		switch(sd->skillid) {
			case MG_SAFETYWALL:
			case WZ_FIREPILLAR:
			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 AL_WARP:
			case PF_SPIDERWEB:		/* �X�p�C�_?�E�F�b�u */
			case RG_GRAFFITI:		/* �O���t�B�e�B */
				range = 0;
				break;
			case AL_PNEUMA:
				range = 1;
				break;
		}
		if(range >= 0) {
			if(skill_check_unit_range(sd->bl.m,sd->skillx,sd->skilly,range,sd->skillid) > 0) {
				clif_skill_fail(sd,sd->skillid,0,0);
				sd->canact_tick = tick;
				sd->canmove_tick = tick;
				sd->skillitem = sd->skillitemlv = -1;
				return 0;
			}
		}
	}
	if(battle_config.pc_skill_nofootset) {
		range = -1;
		switch(sd->skillid) {
			case WZ_FIREPILLAR:
			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 PF_SPIDERWEB:		/* �X�p�C�_?�E�F�b�u */
			case WZ_ICEWALL:
				range = 1;
				break;
			case AL_WARP:
				range = 0;
				break;
		}
		if(range >= 0) {
			if(skill_check_unit_range2(sd->bl.m,sd->skillx,sd->skilly,range) > 0) {
				clif_skill_fail(sd,sd->skillid,0,0);
				sd->canact_tick = tick;
				sd->canmove_tick = tick;
				sd->skillitem = sd->skillitemlv = -1;
				return 0;
			}
		}
	}

	if(battle_config.pc_land_skill_limit) {
		maxcount = skill_get_maxcount(sd->skillid);
		if(maxcount > 0) {
			int i,c;
			for(i=c=0;i<MAX_SKILLUNITGROUP;i++) {
				if(sd->skillunit[i].alive_count > 0 && sd->skillunit[i].skill_id == sd->skillid)
					c++;
			}
			if(c >= maxcount) {
				clif_skill_fail(sd,sd->skillid,0,0);
				sd->canact_tick = tick;
				sd->canmove_tick = tick;
				sd->skillitem = sd->skillitemlv = -1;
				return 0;
			}
		}
	}

	if(sd->skilllv <= 0) return 0;
	range = skill_get_range(sd->skillid,sd->skilllv);
	if(range < 0)
		range = battle_get_range(&sd->bl) - (range + 1);
	range += battle_config.pc_skill_add_range;
	if(battle_config.skill_out_range_consume) {  // changed to allow casting when target walks out of range [Valaris]
		if(range < distance(sd->bl.x,sd->bl.y,sd->skillx,sd->skilly)) {
			clif_skill_fail(sd,sd->skillid,0,0);
			sd->canact_tick = tick;
			sd->canmove_tick = tick;
			sd->skillitem = sd->skillitemlv = -1;
			return 0;
		}
	}
	if(!skill_check_condition(sd,1)) {		/* �g�p?���`�F�b�N */
		sd->canact_tick = tick;
		sd->canmove_tick = tick;
		sd->skillitem = sd->skillitemlv = -1;
		return 0;
	}
	sd->skillitem = sd->skillitemlv = -1;
	if(battle_config.skill_out_range_consume) {
		if(range < distance(sd->bl.x,sd->bl.y,sd->skillx,sd->skilly)) {
			clif_skill_fail(sd,sd->skillid,0,0);
			sd->canact_tick = tick;
			sd->canmove_tick = tick;
			return 0;
		}
	}

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

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

	return 0;
}

/*==========================================
 * ��??�L�������݊m�F����?��(foreachinarea)
 *------------------------------------------
 */

static int skill_check_condition_char_sub(struct block_list *bl,va_list ap)
{
	int *c;
	struct block_list *src;
	struct map_session_data *sd;
	struct map_session_data *ssd;
	struct pc_base_job s_class;
	struct pc_base_job ss_class;

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

	s_class = pc_calc_base_job(sd->status.class);
	//�`�F�b�N���Ȃ��ݒ�Ȃ�c�ɂ��肦�Ȃ��傫��?����Ԃ��ďI��
	if(!battle_config.player_skill_partner_check){	//�{?��foreach�̑O�ɂ�肽�����ǐݒ�K�p�ӏ����܂Ƃ߂邽�߂ɂ�����
		(*c)=99;
		return 0;
	}

	ss_class = pc_calc_base_job(ssd->status.class);

	switch(ssd->skillid){
	case PR_BENEDICTIO:				/* ��?�~�� */
		if(sd != ssd && (s_class.job == 4 || s_class.job == 8 || s_class.job == 15) &&
			(sd->bl.x == ssd->bl.x - 1 || sd->bl.x == ssd->bl.x + 1) && sd->status.sp >= 10)
			(*c)++;
		break;
	case BD_LULLABY:				/* �q��� */
	case BD_RICHMANKIM:				/* �j�����h�̉� */
	case BD_ETERNALCHAOS:			/* �i���̍��� */
	case BD_DRUMBATTLEFIELD:		/* ?���ۂ̋��� */
	case BD_RINGNIBELUNGEN:			/* �j?�x�����O�̎w�� */
	case BD_ROKISWEIL:				/* ���L�̋��� */
	case BD_INTOABYSS:				/* �[���̒��� */
	case BD_SIEGFRIED:				/* �s���g�̃W?�N�t��?�h */
	case BD_RAGNAROK:				/* �_?��?�� */
	case CG_MOONLIT:				/* ������̐�ɗ�����Ԃт� */
		if(sd != ssd &&
		 ((ss_class.job==19 && s_class.job==20) ||
		 (ss_class.job==20 && s_class.job==19)) &&
		 pc_checkskill(sd,ssd->skillid) > 0 &&
		 (*c)==0 &&
		 sd->status.party_id == ssd->status.party_id &&
		 !pc_issit(sd) &&
		 sd->sc_data[SC_DANCING].timer==-1
		 )
			(*c)=pc_checkskill(sd,ssd->skillid);
		break;
	}
	return 0;
}
/*==========================================
 * ��??�L�������݊m�F�����X�L���g�p?��(foreachinarea)
 *------------------------------------------
 */

static int skill_check_condition_use_sub(struct block_list *bl,va_list ap)
{
	int *c;
	struct block_list *src;
	struct map_session_data *sd;
	struct map_session_data *ssd;
	struct pc_base_job s_class;
	struct pc_base_job ss_class;
	int skillid,skilllv;

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

	s_class = pc_calc_base_job(sd->status.class);
	
	//�`�F�b�N���Ȃ��ݒ�Ȃ�c�ɂ��肦�Ȃ��傫��?����Ԃ��ďI��
	if(!battle_config.player_skill_partner_check){	//�{?��foreach�̑O�ɂ�肽�����ǐݒ�K�p�ӏ����܂Ƃ߂邽�߂ɂ�����
		(*c)=99;
		return 0;
	}

	ss_class = pc_calc_base_job(ssd->status.class);
	skillid=ssd->skillid;
	skilllv=ssd->skilllv;
	//if(skilllv <= 0) return 0;
	if(skillid > 0 && skilllv <= 0) return 0;	// celest
	switch(skillid){
	case PR_BENEDICTIO:				/* ��?�~�� */
		if(sd != ssd && (s_class.job == 4 || s_class.job == 8 || s_class.job == 15) &&
			(sd->bl.x == ssd->bl.x - 1 || sd->bl.x == ssd->bl.x + 1) && sd->status.sp >= 10){
			sd->status.sp -= 10;
			pc_calcstatus(sd,0);
			(*c)++;
		}
		break;
	case BD_LULLABY:				/* �q��� */
	case BD_RICHMANKIM:				/* �j�����h�̉� */
	case BD_ETERNALCHAOS:			/* �i���̍��� */
	case BD_DRUMBATTLEFIELD:		/* ?���ۂ̋��� */
	case BD_RINGNIBELUNGEN:			/* �j?�x�����O�̎w�� */
	case BD_ROKISWEIL:				/* ���L�̋��� */
	case BD_INTOABYSS:				/* �[���̒��� */
	case BD_SIEGFRIED:				/* �s���g�̃W?�N�t��?�h */
	case BD_RAGNAROK:				/* �_?��?�� */
	case CG_MOONLIT:				/* ������̐�ɗ�����Ԃт� */
		if(sd != ssd && //�{�l�ȊO��
		  ((ss_class.job==19 && s_class.job==20) || //�������o?�h�Ȃ�_���T?��
		   (ss_class.job==20 && s_class.job==19)) && //�������_���T?�Ȃ�o?�h��
		   pc_checkskill(sd,skillid) > 0 && //�X�L������������
		   (*c)==0 && //�ŏ��̈�l��
		   sd->status.party_id == ssd->status.party_id && //�p?�e�B?��������
		   !pc_issit(sd) && //�����ĂȂ�
		   sd->sc_data[SC_DANCING].timer==-1 //�_���X������Ȃ�
		  ){
			ssd->sc_data[SC_DANCING].val4=bl->id;
			clif_skill_nodamage(bl,src,skillid,skilllv,1);
			skill_status_change_start(bl,SC_DANCING,skillid,ssd->sc_data[SC_DANCING].val2,0,src->id,skill_get_time(skillid,skilllv)+1000,0);
			sd->skillid_dance=sd->skillid=skillid;
			sd->skilllv_dance=sd->skilllv=skilllv;
			(*c)++;
		}
		break;
	}
	return 0;
}
/*==========================================
 * ��??�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;
}

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

	nullpo_retr(0, sd);

	if( battle_config.gm_skilluncond>0 && pc_isGM(sd)>= battle_config.gm_skilluncond ) {
		sd->skillitem = sd->skillitemlv = -1;
		return 1;
	}

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

	if(sd->skillid == AC_MAKINGARROW &&	sd->state.make_arrow_flag == 1) {
		sd->skillitem = sd->skillitemlv = -1;
		return 0;
	}
	if((sd->skillid == AM_PHARMACY || sd->skillid == ASC_CDP)
		&& sd->state.produce_flag == 1) {
		sd->skillitem = sd->skillitemlv = -1;
		return 0;
	}

	if(sd->skillitem == sd->skillid) {	/* �A�C�e���̏ꍇ��?������ */
		if(type&1)
			sd->skillitem = sd->skillitemlv = -1;
		return 1;
	}
	if( sd->opt1>0 ){
		clif_skill_fail(sd,sd->skillid,0,0);
		return 0;
	}
	if(sd->sc_count){
		if( sd->sc_data[SC_DIVINA].timer!=-1 ||
			sd->sc_data[SC_ROKISWEIL].timer!=-1 ||
			(sd->sc_data[SC_AUTOCOUNTER].timer != -1 && sd->skillid != KN_AUTOCOUNTER) ||
			sd->sc_data[SC_STEELBODY].timer != -1 ||
			sd->sc_data[SC_BERSERK].timer != -1 ||
			(sd->sc_data[SC_MARIONETTE].timer != -1 && sd->skillid != CG_MARIONETTE)){
			clif_skill_fail(sd,sd->skillid,0,0);
			return 0;	/* ?�Ԉُ�Ⓘ?�Ȃ� */
		}	
	}
	skill = sd->skillid;
	lv = sd->skilllv;
	if(lv <= 0) return 0;
	// for the guild skills [celest]
	if (skill >= 10000 && skill < 10015) skill-= 9500;
	hp=skill_get_hp(skill, lv);	/* ����HP */
	sp=skill_get_sp(skill, lv);	/* ����SP */
	if((sd->skillid_old == BD_ENCORE) && skill==sd->skillid_dance)
		sp=sp/2;	//�A���R?������SP�������
	hp_rate = (lv <= 0)? 0:skill_db[skill].hp_rate[lv-1];
	sp_rate = (lv <= 0)? 0:skill_db[skill].sp_rate[lv-1];
	zeny = skill_get_zeny(skill,lv);
	weapon = skill_db[skill].weapon;
	state = skill_db[skill].state;
	spiritball = (lv <= 0)? 0:skill_db[skill].spiritball[lv-1];
	mhp=skill_get_mhp(skill, lv);	/* ����HP */
	for(i=0;i<10;i++) {
		itemid[i] = skill_db[skill].itemid[i];
		amount[i] = skill_db[skill].amount[i];
	}
	if(mhp > 0)
		hp += (sd->status.max_hp * mhp)/100;
	if(hp_rate > 0)
		hp += (sd->status.hp * hp_rate)/100;
	else
		hp += (sd->status.max_hp * abs(hp_rate))/100;
	if(sp_rate > 0)
		sp += (sd->status.sp * sp_rate)/100;
	else
		sp += (sd->status.max_sp * abs(sp_rate))/100;
	if(sd->dsprate!=100)
		sp=sp*sd->dsprate/100;	/* ����SP�C�� */

	switch(skill) {
	case SA_CASTCANCEL:
		if(sd->skilltimer == -1) {
			clif_skill_fail(sd,skill,0,0);
			return 0;
		}
		break;
	case BS_MAXIMIZE:		/* �}�L�V�}�C�Y�p��? */
	case NV_TRICKDEAD:		/* ���񂾂ӂ� */
	case TF_HIDING:			/* �n�C�f�B���O */
	case AS_CLOAKING:		/* �N��?�L���O */
	case CR_AUTOGUARD:				/* �I?�g�K?�h */
	case CR_DEFENDER:				/* �f�B�t�F���_? */
	case ST_CHASEWALK:
		if(sd->sc_data[SkillStatusChangeTable[skill]].timer!=-1)
			return 1;			/* ��������ꍇ��SP����Ȃ� */
		break;
	case AL_TELEPORT:
	case AL_WARP:
		if(map[sd->bl.m].flag.noteleport) {
			clif_skill_teleportmessage(sd,0);
			return 0;
		}
		break;
	case MO_CALLSPIRITS:	/* ?�� */
		if(sd->spiritball >= lv) {
			clif_skill_fail(sd,skill,0,0);
			return 0;
		}
		break;
	case CH_SOULCOLLECT:	/* ��?�� */
		if(sd->spiritball >= 5) {
			clif_skill_fail(sd,skill,0,0);
			return 0;
		}
		break;
	case MO_FINGEROFFENSIVE:				//�w?
		if (sd->spiritball > 0 && sd->spiritball < spiritball) {
			spiritball = sd->spiritball;
			sd->spiritball_old = sd->spiritball;
		}
		else sd->spiritball_old = lv;
		break;
	case MO_BODYRELOCATION:
		if (sd->sc_count && sd->sc_data[SC_EXPLOSIONSPIRITS].timer!=-1)
			spiritball = 0;
		break;
	case MO_CHAINCOMBO:						//�A�ŏ�
		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_COMBO].timer != -1 && (sd->sc_data[SC_COMBO].val1 == MO_COMBOFINISH || sd->sc_data[SC_COMBO].val1 == CH_CHAINCRUSH)) || sd->sc_data[SC_BLADESTOP].timer!=-1)
			spiritball--;
		break;
	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�ȏ�̂݁H
				clif_skill_fail(sd,skill,0,0);
				return 0;
			}
		}
		break;
	case PR_BENEDICTIO:				/* ��?�~�� */
		{
			int range=1;
			int c=0;
			if(!(type&1)){
			map_foreachinarea(skill_check_condition_char_sub,sd->bl.m,
				sd->bl.x-range,sd->bl.y-range,
				sd->bl.x+range,sd->bl.y+range,BL_PC,&sd->bl,&c);
			if(c<2){
				clif_skill_fail(sd,skill,0,0);
				return 0;
			}
			}else{
				map_foreachinarea(skill_check_condition_use_sub,sd->bl.m,
					sd->bl.x-range,sd->bl.y-range,
					sd->bl.x+range,sd->bl.y+range,BL_PC,&sd->bl,&c);
			}
		}
		break;
	case WE_CALLPARTNER:		/* ���Ȃ��Ɉ������� */
		if(!sd->status.partner_id){
			clif_skill_fail(sd,skill,0,0);
			return 0;
		}
		break;
	case AM_CANNIBALIZE:		/* �o�C�I�v�����g */
	case AM_SPHEREMINE:			/* �X�t�B�A?�}�C�� */
		if(type&1){
			int c=0;
			int summons[5] = { 1020, 1068, 1118, 1500, 1368 };
			int maxcount = (skill==AM_CANNIBALIZE)? 6-lv : skill_get_maxcount(skill);
			int mob_class = (skill==AM_CANNIBALIZE)? summons[lv-1] :1142;
			if(battle_config.pc_land_skill_limit && maxcount>0) {
				map_foreachinarea(skill_check_condition_mob_master_sub ,sd->bl.m, 0, 0, map[sd->bl.m].xs, map[sd->bl.m].ys, BL_MOB, sd->bl.id, mob_class,&c );
				if(c >= maxcount){
					clif_skill_fail(sd,skill,0,0);
					return 0;
				}
			}
		}
		break;
	case MG_FIREWALL:		/* �t�@�C�A?�E�H?�� */
	case WZ_QUAGMIRE:
	case WZ_FIREPILLAR: // celest 
	case PF_FOGWALL:
		/* ?���� */
		if(battle_config.pc_land_skill_limit) {
			int maxcount = skill_get_maxcount(skill);
			if(maxcount > 0) {
				int i,c;
				for(i=c=0;i<MAX_SKILLUNITGROUP;i++) {
					if(sd->skillunit[i].alive_count > 0 && sd->skillunit[i].skill_id == skill)
						c++;
				}
				if(c >= maxcount) {
					clif_skill_fail(sd,skill,0,0);
					return 0;
				}
			}
		}
		break;
	// skills require arrows as of 12/07 [celest]
	case AC_DOUBLE:
	case AC_SHOWER:
	case AC_CHARGEARROW:
	case BA_MUSICALSTRIKE:
	case DC_THROWARROW:
	case SN_SHARPSHOOTING:
	case CG_ARROWVULCAN:
		if(sd->equip_index[10] < 0) {
			clif_arrow_fail(sd,0);
			return 0;
		}
		arrow_flag = 1;
		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( spiritball > 0 && sd->spiritball < spiritball) {
			clif_skill_fail(sd,skill,0,0);		// �����s��
			return 0;
		}
	}

	switch(state) {
	case ST_HIDING:
		if(!(sd->status.option&2)) {
			clif_skill_fail(sd,skill,0,0);
			return 0;
		}
		break;
	case ST_CLOAKING:
		if(!(sd->status.option&4)) {
			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 (skill == MO_EXTREMITYFIST && ((sd->sc_data[SC_COMBO].timer != -1 && (sd->sc_data[SC_COMBO].val1 == MO_COMBOFINISH || sd->sc_data[SC_COMBO].val1 == CH_CHAINCRUSH)) || sd->sc_data[SC_BLADESTOP].timer!=-1)) {
			break;
		}
		if(sd->sc_data[SC_EXPLOSIONSPIRITS].timer == -1) {
			clif_skill_fail(sd,skill,0,0);
			return 0;
		}
		break;
	case ST_RECOV_WEIGHT_RATE:
		if(battle_config.natural_heal_weight_rate <= 100 && sd->weight*100/sd->max_weight >= battle_config.natural_heal_weight_rate) {
			clif_skill_fail(sd,skill,0,0);
			return 0;
		}
		break;
	case ST_MOVE_ENABLE:
		{
			struct walkpath_data wpd;
			if(path_search(&wpd,sd->bl.m,sd->bl.x,sd->bl.y,sd->skillx,sd->skilly,1)==-1) {
				clif_skill_fail(sd,skill,0,0);
				return 0;
			}
		}
		break;
	case ST_WATER:
		if(map_getcell(sd->bl.m,sd->bl.x,sd->bl.y) != 3 && (sd->sc_data[SC_DELUGE].timer==-1)){	//���ꔻ��
			clif_skill_fail(sd,skill,0,0);
			return 0;
		}
		break;
	}

	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)
			continue;
		if(((itemid[i] >= 715 && itemid[i] <= 717) || itemid[i] == 1065) && sd->sc_data[SC_INTOABYSS].timer != -1)
			continue;
		if(skill == WZ_FIREPILLAR && lv<=5)
			continue; // no gemstones for 1-5 [Celest] 
		if(skill == AM_POTIONPITCHER && 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(!(type&1))
		return 1;

	if(skill != AM_POTIONPITCHER && 
		skill != CR_SLIMPITCHER &&
		skill != MG_STONECURSE) {
		if(skill == AL_WARP && !(type&2))
			return 1;
		for(i=0;i<10;i++) {
			if(index[i] >= 0)
				pc_delitem(sd,index[i],amount[i],0);		// �A�C�e������
		}
		if (arrow_flag && battle_config.arrow_decrement)
			pc_delitem(sd,sd->equip_index[10],1,0);
	}

	if(type&2)
		return 1;

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


	return 1;
}

/*==========================================
 * �r�����Ԍv�Z
 *------------------------------------------
 */
int skill_castfix( struct block_list *bl, int time )
{
	struct map_session_data *sd;
	struct mob_data *md; // [Valaris]
	struct status_change *sc_data;
	int dex;
	int castrate=100;
	int skill,lv,castnodex;

	nullpo_retr(0, bl);

	if(bl->type==BL_MOB){ // Crash fix [Valaris]
		md=(struct mob_data*)bl;
		skill = md->skillid;
		lv = md->skilllv;
	}

	else { 
	sd=(struct map_session_data*)bl;
		skill = sd->skillid;
		lv = sd->skilllv;
	}

	if(lv <= 0) return 0;

	sc_data = battle_get_sc_data(bl);
	dex=battle_get_dex(bl);

	if (skill > MAX_SKILL_DB || skill < 0)
	    return 0;

	castnodex=skill_get_castnodex(skill, lv);

	/* �T�t���M�E�� */
	if(sc_data && sc_data[SC_SUFFRAGIUM].timer!=-1 )
		time=time*(100-sc_data[SC_SUFFRAGIUM].val1*15)/100;
			skill_status_change_end( bl, SC_SUFFRAGIUM, -1);

	if(time==0)
		return 0;
	if(castnodex > 0 && bl->type==BL_PC)
		castrate=((struct map_session_data *)bl)->castrate;
	else if (castnodex <= 0 && bl->type==BL_PC) {
		castrate=((struct map_session_data *)bl)->castrate;
		time=time*castrate*(battle_config.castrate_dex_scale - dex)/(battle_config.castrate_dex_scale * 100);
		time=time*battle_config.cast_rate/100;
	}

	/* �u���M�̎� */
	if(sc_data && sc_data[SC_POEMBRAGI].timer!=-1)
		time=time*(100-(sc_data[SC_POEMBRAGI].val1*3+sc_data[SC_POEMBRAGI].val2
			+(sc_data[SC_POEMBRAGI].val3>>16)))/100;

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

	nullpo_retr(0, bl);

	sc_data = battle_get_sc_data(bl);
/*	if(time<=0)
		return ( battle_get_adelay(bl) / 2 );*/

	if(bl->type == BL_PC) {
		if( battle_config.delay_dependon_dex )	/* dex�̉e�����v�Z���� */
			time=time*(battle_config.castrate_dex_scale - battle_get_dex(bl))/battle_config.castrate_dex_scale;
		time=time*battle_config.delay_rate/100;
	}

	/* �u���M�̎� */
	if(sc_data && sc_data[SC_POEMBRAGI].timer!=-1 )
		time=time*(100-(sc_data[SC_POEMBRAGI].val1*3+sc_data[SC_POEMBRAGI].val2
				+(sc_data[SC_POEMBRAGI].val3&0xffff)))/100;

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

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

	nullpo_retr(0, sd);

	if( (bl=map_id2bl(target_id)) == NULL ){
/*		if(battle_config.error_log)
			printf("skill target not found %d\n",target_id); */
		return 0;
	}
	if(sd->bl.m != bl->m || pc_isdead(sd))
		return 0;
	
	if(skillnotok(skill_num, sd)) // [MouseJstr]
		return 0;
	
	sc_data=sd->sc_data;

	/* ��?��ُ�i�������A�O�����Ȃǂ̔��������j */
	if( sd->opt1>0 )
		return 0;
	if(sc_data){
		// allow to use only Chasewalk [celest]
		if(sc_data[SC_CHASEWALK].timer != -1 && skill_num != ST_CHASEWALK)
			return 0;
		if(sc_data[SC_VOLCANO].timer != -1){
			if(skill_num==WZ_ICEWALL) return 0;
		}
		if(sc_data[SC_ROKISWEIL].timer!=-1){
			if(skill_num==BD_ADAPTATION) return 0;
		}
		if(sc_data[SC_DIVINA].timer!=-1 ||
			sc_data[SC_ROKISWEIL].timer!=-1 ||
			(sc_data[SC_AUTOCOUNTER].timer != -1 && sd->skillid != KN_AUTOCOUNTER) ||
			sc_data[SC_STEELBODY].timer != -1 ||
			sc_data[SC_BERSERK].timer != -1  ||
			(sc_data[SC_MARIONETTE].timer != -1 && sd->skillid != CG_MARIONETTE)){
			return 0;	/* ?�Ԉُ�Ⓘ?�Ȃ� */
		}

		if(sc_data[SC_BLADESTOP].timer != -1){
			int lv = sc_data[SC_BLADESTOP].val1;
			if(sc_data[SC_BLADESTOP].val2==1) return 0;//���H���ꂽ���Ȃ̂Ń_��
			if(lv==1) return 0;
			if(lv==2 && skill_num!=MO_FINGEROFFENSIVE) return 0;
			if(lv==3 && skill_num!=MO_FINGEROFFENSIVE && skill_num!=MO_INVESTIGATE) return 0;
			if(lv==4 && skill_num!=MO_FINGEROFFENSIVE && skill_num!=MO_INVESTIGATE && skill_num!=MO_CHAINCOMBO) return 0;
			if(lv==5 && skill_num!=MO_FINGEROFFENSIVE && skill_num!=MO_INVESTIGATE && skill_num!=MO_CHAINCOMBO && skill_num!=MO_EXTREMITYFIST) return 0;
		}

		if (sc_data[SC_BLOCKSKILL].timer!=-1)
			if (skill_num == sc_data[SC_BLOCKSKILL].val3)
				return 0;

		if (sc_data[SC_BASILICA].timer != -1) { // Disallow all other skills in Basilica [celest]
			struct skill_unit *su;
			if ((su = (struct skill_unit *)sc_data[SC_BASILICA].val4)) {
				struct skill_unit_group *sg;
				// if caster is the owner of basilica
				if ((sg = su->group) && sg->src_id == sd->bl.id) {
					// skill_status_change_end(&sd->bl,SC_BASILICA,-1);
					// skill_delunitgroup (sg);
					if (skill_num != HP_BASILICA) return 0;
				} // otherwise...
				else
					return 0;
			}
		}
		/* ���t/�_���X�� */
		if(sc_data[SC_DANCING].timer!=-1 ){
	//		if(battle_config.pc_skill_log)
	//			printf("dancing! %d\n",skill_num);
			if( sc_data[SC_DANCING].val4 && skill_num!=BD_ADAPTATION ) //���t���̓A�h���u�ȊO�s��
				return 0;
			if(skill_num!=BD_ADAPTATION && skill_num!=BA_MUSICALSTRIKE && skill_num!=DC_THROWARROW){
				return 0;
			}
		}
	}

	if(sd->status.option&4 && skill_num==TF_HIDING)
		return 0;
	if(sd->status.option&2 && skill_num!=TF_HIDING && skill_num!=AS_GRIMTOOTH && skill_num!=RG_BACKSTAP && skill_num!=RG_RAID )
		return 0;

	/*if(map[sd->bl.m].flag.gvg){ //GvG�Ŏg�p�ł��Ȃ��X�L��
		switch(skill_num){
		case SM_ENDURE:
		case AL_TELEPORT:
		case AL_WARP:
		case WZ_ICEWALL:
		case TF_BACKSLIDING:
		//case LK_BERSERK: // now usable in WoE - celest
		case HP_BASILICA:
		case HP_ASSUMPTIO:
		case ST_CHASEWALK:
		return 0;
		}
	}*/	

	if(skill_get_inf2(skill_num)&0x200 && sd->bl.id == target_id)
		return 0;
	//���O�̃X�L��������?����K�v�̂���X�L��
	switch(skill_num){
	case SA_CASTCANCEL:
		if(sd->skillid != skill_num){ //�L���X�g�L�����Z����?��?���Ȃ�
			sd->skillid_old = sd->skillid;
			sd->skilllv_old = sd->skilllv;
			break;
		}
	case BD_ENCORE:					/* �A���R?�� */
		if(!sd->skillid_dance){ //�O��g�p�����x�肪�Ȃ��Ƃ���
			clif_skill_fail(sd,skill_num,0,0);
			return 0;
		}else{
			sd->skillid_old = skill_num;
		}
		break;

	case GD_BATTLEORDER:
	case GD_REGENERATION:
	case GD_RESTORE:
	case GD_EMERGENCYCALL:
		{
			struct guild *g;
			if (!sd->status.guild_id)
				return 0;
			if ((g = guild_search(sd->status.guild_id)) == NULL)
				return 0;
			if (strcmp(sd->status.name,g->master))
				return 0;
			skill_lv = guild_checkskill(g, skill_num);
			if (skill_lv <= 0) return 0;
		}
		break;
	}

	sd->skillid = skill_num;
	sd->skilllv = skill_lv;

	switch(skill_num){ //���O�Ƀ��x����?������肷��X�L��
	case BD_LULLABY:				/* �q��� */
	case BD_RICHMANKIM:				/* �j�����h�̉� */
	case BD_ETERNALCHAOS:			/* �i���̍��� */
	case BD_DRUMBATTLEFIELD:		/* ?���ۂ̋��� */
	case BD_RINGNIBELUNGEN:			/* �j?�x�����O�̎w�� */
	case BD_ROKISWEIL:				/* ���L�̋��� */
	case BD_INTOABYSS:				/* �[���̒��� */
	case BD_SIEGFRIED:				/* �s���g�̃W?�N�t��?�h */
	case BD_RAGNAROK:				/* �_?��?�� */
	case CG_MOONLIT:				/* ������̐�ɗ�����Ԃт� */
		{
			int range=1;
			int c=0;
			map_foreachinarea(skill_check_condition_char_sub,sd->bl.m,
				sd->bl.x-range,sd->bl.y-range,
				sd->bl.x+range,sd->bl.y+range,BL_PC,&sd->bl,&c);
			if(c<1){
				clif_skill_fail(sd,skill_num,0,0);
				return 0;
			}else if(c==99){ //�����s�v�ݒ肾����
				;
			}else{
				sd->skilllv=(c + skill_lv)/2;
			}
		}
		break;
	}

	if(!skill_check_condition(sd,0)) return 0;

	/* �˒��Ə�Q���`�F�b�N */
	range = skill_get_range(skill_num,skill_lv);
	if(range < 0)
		range = battle_get_range(&sd->bl) - (range + 1);
	// be lenient if the skill was cast before we have moved to the correct position [Celest]
	if (sd->walktimer != -1)
		range += battle_config.skill_range_leniency;
	if(!battle_check_range(&sd->bl,bl,range) )
		return 0;

	if(bl->type==BL_PC) {
		target_sd=(struct map_session_data*)bl;
		if(target_sd && skill_num == ALL_RESURRECTION && !pc_isdead(target_sd))
			return 0;
	}
	if((skill_num != MO_CHAINCOMBO &&
	    skill_num != MO_COMBOFINISH &&
	    skill_num != MO_EXTREMITYFIST &&
	    skill_num != CH_TIGERFIST &&
	    skill_num != CH_CHAINCRUSH) ||
		(skill_num == MO_EXTREMITYFIST && sd->state.skill_flag) )
		pc_stopattack(sd);

	casttime=skill_castfix(&sd->bl, skill_get_cast( skill_num,skill_lv) );
	if(skill_num != SA_MAGICROD)
		delay=skill_delayfix(&sd->bl, skill_get_delay( skill_num,skill_lv) );
	//sd->state.skillcastcancel = skill_db[skill_num].castcancel;
	sd->state.skillcastcancel = skill_get_castcancel(skill_num);

	switch(skill_num){	/* ���������?�����K�v */
//	case AL_HEAL:	/* �q?�� */
//		if(battle_check_undead(battle_get_race(bl),battle_get_elem_type(bl)))
//			forcecast=1;	/* �q?���A�^�b�N�Ȃ�r���G�t�F�N�g�L�� */
//		break;
	case ALL_RESURRECTION:	/* ���U���N�V���� */
		if(bl->type != BL_PC && battle_check_undead(battle_get_race(bl),battle_get_elem_type(bl))){	/* �G���A���f�b�h�Ȃ� */
			forcecast=1;	/* �^?���A���f�b�g�Ɠ����r������ */
			casttime=skill_castfix(&sd->bl, skill_get_cast(PR_TURNUNDEAD,skill_lv) );
		}
		break;
	case MO_FINGEROFFENSIVE:	/* �w? */
		casttime += casttime * ((skill_lv > sd->spiritball)? sd->spiritball:skill_lv);
		break;
	case MO_CHAINCOMBO:		/*�A�ŏ�*/
		target_id = sd->attacktarget;
		if( sc_data && sc_data[SC_BLADESTOP].timer!=-1 ){
			struct block_list *tbl;
			if((tbl=(struct block_list *)sc_data[SC_BLADESTOP].val4) == NULL) //�^?�Q�b�g�����Ȃ��H
				return 0;
			target_id = tbl->id;
		}
		break;
	case MO_COMBOFINISH:		/*�җ���*/
	case CH_TIGERFIST:		/* ���Ռ� */
	case CH_CHAINCRUSH:		/* �A����? */
		target_id = sd->attacktarget;
		break;

// -- moonsoul	(altered to allow proper usage of extremity from new champion combos)
//
	case MO_EXTREMITYFIST:	/*���C���e�P��*/
		if(sc_data && sc_data[SC_COMBO].timer != -1 && (sc_data[SC_COMBO].val1 == MO_COMBOFINISH || sc_data[SC_COMBO].val1 == CH_CHAINCRUSH)) {
			casttime = 0;
			target_id = sd->attacktarget;
		}
		forcecast=1;
		break;
	case SA_MAGICROD:
	case SA_SPELLBREAKER:
		forcecast=1;
		break;
	case WE_MALE:
	case WE_FEMALE:
		{
			struct map_session_data *p_sd = NULL;
			if((p_sd = pc_get_partner(sd)) == NULL)
				return 0;
			target_id = p_sd->bl.id;
			//range������1��?��
			range = skill_get_range(skill_num,skill_lv);
			if(range < 0)
				range = battle_get_range(&sd->bl) - (range + 1);
			if(!battle_check_range(&sd->bl,&p_sd->bl,range))
				return 0;
		}
		break;
	// removed on 12/14's patch [celest]
	//case AS_SPLASHER:				/* �x�i���X�v���b�V��? */
	/*	{
			struct status_change *t_sc_data = battle_get_sc_data(bl);
			if(t_sc_data && t_sc_data[SC_POISON].timer==-1){
				clif_skill_fail(sd,skill_num,0,10);
				return 0;
			}
		}
		break;*/
	case PF_MEMORIZE:				/* �������C�Y */
		casttime = 12000;
		break;
	case HW_MAGICPOWER:
		casttime = 700;
		break;
	case GD_BATTLEORDER:
	case GD_REGENERATION:
	case GD_RESTORE:
	case GD_EMERGENCYCALL:
		casttime = 1000; // temporary [Celest]
		break;
	}

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

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

//	if(sd->skillitem == skill_num)
//		casttime = delay = 0;

	if( casttime>0 || forcecast ){ /* �r�����K�v */
		struct mob_data *md;
		clif_skillcasting( &sd->bl, sd->bl.id, target_id, 0,0, skill_num,casttime);

		/* �r����?�����X�^? */
		if( bl->type==BL_MOB && (md=(struct mob_data *)bl) && mob_db[md->class].mode&0x10 &&
			md->state.state!=MS_ATTACK && sd->invincible_timer == -1){
				md->target_id=sd->bl.id;
				md->state.targettype = ATTACKABLE;
				md->min_chase=13;
		}
	}

	if( casttime<=0 )	/* �r���̖������̂̓L�����Z������Ȃ� */
		sd->state.skillcastcancel=0;

	// instant cast attack skills depend on aspd as delay [celest]
	if (delay <= 0 && skill_db[skill_num].skill_type == BF_WEAPON) {
		delay = (battle_get_adelay (&sd->bl)/2) * battle_config.delay_rate / 100;
	}

	sd->skilltarget	= target_id;
/*	sd->cast_target_bl	= bl; */
	sd->skillx		= 0;
	sd->skilly		= 0;
	sd->canact_tick = tick + casttime + delay;
	sd->canmove_tick = tick;
	if(!(battle_config.pc_cloak_check_type&2) && sc_data && sc_data[SC_CLOAKING].timer != -1 && sd->skillid != AS_CLOAKING)
		skill_status_change_end(&sd->bl,SC_CLOAKING,-1);
	if(casttime > 0) {
		sd->skilltimer = add_timer( tick+casttime, skill_castend_id, sd->bl.id, 0 );
		if((skill = pc_checkskill(sd,SA_FREECAST)) > 0) {
			sd->prev_speed = sd->speed;
			sd->speed = sd->speed*(175 - skill*5)/100;
			clif_updatestatus(sd,SP_SPEED);
		}
		else
			pc_stop_walking(sd,0);
	}
	else {
		if(skill_num != SA_CASTCANCEL)
			sd->skilltimer = -1;
		skill_castend_id(sd->skilltimer,tick,sd->bl.id,0);
	}

	return 0;
}

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

	nullpo_retr(0, sd);

	if(pc_isdead(sd))
		return 0;

	if (skillnotok(skill_num, sd)) // [MoueJstr]
		return 0;

	if(skill_num==WZ_ICEWALL && map[sd->bl.m].flag.noicewall && !map[sd->bl.m].flag.pvp)  { // noicewall flag [Valaris]
		clif_skill_fail(sd,sd->skillid,0,0);
		return 0;
	}

	sc_data=sd->sc_data;

	if( sd->opt1>0 )
		return 0;
	if(sc_data){
		if( sc_data[SC_DIVINA].timer!=-1 ||
			sc_data[SC_ROKISWEIL].timer!=-1 ||
			sc_data[SC_AUTOCOUNTER].timer != -1 ||
			sc_data[SC_STEELBODY].timer != -1 ||
			sc_data[SC_DANCING].timer!=-1 ||
			sc_data[SC_BERSERK].timer != -1  ||
			sc_data[SC_MARIONETTE].timer != -1)
			return 0;	/* ?�Ԉُ�Ⓘ?�Ȃ� */

		if (sc_data[SC_BLOCKSKILL].timer!=-1)
			if (skill_num == sd->sc_data[SC_BLOCKSKILL].val3)
				return 0;

		if (sc_data[SC_BASILICA].timer != -1) { // Basilica cancels if caster moves [celest]
			struct skill_unit *su;
			if ((su = (struct skill_unit *)sc_data[SC_BASILICA].val4)) {
				struct skill_unit_group *sg;
				// if caster is the owner of basilica
				if ((sg = su->group) && sg->src_id == sd->bl.id) {
					// skill_status_change_end(&sd->bl,SC_BASILICA,-1);
					// skill_delunitgroup (sg);
					if (skill_num != HP_BASILICA) return 0;
				} // otherwise...
				else
					return 0;
			}
		}
	}

	if(sd->status.option&2)
		return 0;

/*	if(map[sd->bl.m].flag.gvg &&
		(skill_num == SM_ENDURE || skill_num == AL_TELEPORT ||
		skill_num == AL_WARP || skill_num == WZ_ICEWALL || 
		skill_num == TF_BACKSLIDING))
		return 0;*/

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

	/* �˒��Ə�Q���`�F�b�N */
	bl.type = BL_NUL;
	bl.m = sd->bl.m;
	bl.x = skill_x;
	bl.y = skill_y;
	range = skill_get_range(skill_num,skill_lv);
	if(range < 0)
		range = battle_get_range(&sd->bl) - (range + 1);
// be lenient if the skill was cast before we have moved to the correct position [Celest]
	if (sd->walktimer != -1)
		range += battle_config.skill_range_leniency;
	if(!battle_check_range(&sd->bl,&bl,range) )
		return 0;

	pc_stopattack(sd);

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

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

//	if(sd->skillitem == skill_num)
//		casttime = delay = 0;
	//�������C�Y?�ԂȂ�L���X�g�^�C����1/3
	if(sc_data && sc_data[SC_MEMORIZE].timer != -1 && casttime > 0){
		casttime = casttime/3;
		if((--sc_data[SC_MEMORIZE].val2)<=0)
			skill_status_change_end(&sd->bl, SC_MEMORIZE, -1);
	}

	if( casttime>0 )	/* �r�����K�v */
		clif_skillcasting( &sd->bl,
			sd->bl.id, 0, skill_x,skill_y, skill_num,casttime);

	if( casttime<=0 )	/* �r���̖������̂̓L�����Z������Ȃ� */
		sd->state.skillcastcancel=0;

	// instant cast attack skills depend on aspd as delay [celest]
	if (delay <= 0 && skill_db[skill_num].skill_type == BF_WEAPON) {
		delay = (battle_get_adelay (&sd->bl)/2) * battle_config.delay_rate / 100;
	}
	
	sd->skilltarget	= 0;
/*	sd->cast_target_bl	= NULL; */
	tick=gettick();
	sd->canact_tick = tick + casttime + delay;
	sd->canmove_tick = tick;
	if(!(battle_config.pc_cloak_check_type&2) && sc_data && sc_data[SC_CLOAKING].timer != -1)
		skill_status_change_end(&sd->bl,SC_CLOAKING,-1);
	if(casttime > 0) {
		sd->skilltimer = add_timer( tick+casttime, skill_castend_pos, sd->bl.id, 0 );
		if((skill = pc_checkskill(sd,SA_FREECAST)) > 0) {
			sd->prev_speed = sd->speed;
			sd->speed = sd->speed*(175 - skill*5)/100;
			clif_updatestatus(sd,SP_SPEED);
		}
		else
			pc_stop_walking(sd,0);
	}
	else {
		sd->skilltimer = -1;
		skill_castend_pos(sd->skilltimer,tick,sd->bl.id,0);
	}
	//�}�W�b�N�p��?��?�ʏI��
	if(sc_data && sc_data[SC_MAGICPOWER].timer != -1 && skill_num != HW_MAGICPOWER)
		skill_status_change_end(&sd->bl,SC_MAGICPOWER,-1);

	return 0;
}

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

	nullpo_retr(0, bl);

	if(bl->type==BL_PC){
		struct map_session_data *sd=(struct map_session_data *)bl;
		unsigned long tick=gettick();
		nullpo_retr(0, sd);
		sd->canact_tick=tick;
		sd->canmove_tick = tick;
		if( sd->skilltimer!=-1){
			if(pc_checkskill(sd,SA_FREECAST) > 0) {
				sd->speed = sd->prev_speed;
				clif_updatestatus(sd,SP_SPEED);
			}
			if(!type) {
				if((inf = skill_get_inf( sd->skillid )) == 2 || inf == 32)
					ret=delete_timer( sd->skilltimer, skill_castend_pos );
				else
					ret=delete_timer( sd->skilltimer, skill_castend_id );
				if(ret<0)
					printf("delete timer error : skillid : %d\n",sd->skillid);
			}
			else {
				if((inf = skill_get_inf( sd->skillid_old )) == 2 || inf == 32)
					ret=delete_timer( sd->skilltimer, skill_castend_pos );
				else
					ret=delete_timer( sd->skilltimer, skill_castend_id );
				if(ret<0)
					printf("delete timer error : skillid : %d\n",sd->skillid_old);
			}
			sd->skilltimer=-1;
			clif_skillcastcancel(bl);
		}		

		return 0;
	}else if(bl->type==BL_MOB){
		struct mob_data *md=(struct mob_data *)bl;
		nullpo_retr(0, md);
		if( md->skilltimer!=-1 ){
			if((inf = skill_get_inf( md->skillid )) == 2 || inf == 32)
				ret=delete_timer( md->skilltimer, mobskill_castend_pos );
			else
				ret=delete_timer( md->skilltimer, mobskill_castend_id );
			md->skilltimer=-1;
			clif_skillcastcancel(bl);
		}
		if(ret<0)
			printf("delete timer error : skillid : %d\n",md->skillid);
		return 0;
	}
	return 1;
}
/*=========================================
 * �u�����f�B�b�V���X�s�A ������?����
 *----------------------------------------
 */
void skill_brandishspear_first(struct square *tc,int dir,int x,int y){

	nullpo_retv(tc);

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

}

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

	int c;

	nullpo_retv(tc);

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

/*==========================================
 * �f�B�{?�V���� �L?�m�F
 *------------------------------------------
 */
void skill_devotion(struct map_session_data *md,int target)
{
	// ?�m�F
	int n;

	nullpo_retv(md);

	for(n=0;n<5;n++){
		if(md->dev.val1[n]){
			struct map_session_data *sd = map_id2sd(md->dev.val1[n]);
			// ���肪���‚���Ȃ� // ������f�B�{���Ă�̂���������Ȃ� // ����������Ă�
			if( sd == NULL || (sd->sc_data && (md->bl.id != sd->sc_data[SC_DEVOTION].val1)) || skill_devotion3(&md->bl,md->dev.val1[n])){
				skill_devotion_end(md,sd,n);
			}
		}
	}
}
void skill_devotion2(struct block_list *bl,int crusader)
{
	// ��f�B�{?�V������?�������̋����`�F�b�N
	struct map_session_data *sd = map_id2sd(crusader);

	nullpo_retv(bl);

	if(sd) skill_devotion3(&sd->bl,bl->id);
}
int skill_devotion3(struct block_list *bl,int target)
{
	// �N���Z��?�������̋����`�F�b�N
	struct map_session_data *md;
	struct map_session_data *sd;
	int n,r=0;

	nullpo_retr(1, bl);

	if( (md = (struct map_session_data *)bl) == NULL || (sd = map_id2sd(target)) == NULL )
		return 1;
	else
		r = distance(bl->x,bl->y,sd->bl.x,sd->bl.y);

	if(pc_checkskill(sd,CR_DEVOTION)+6 < r){	// ���e��?�𒴂��Ă�
		for(n=0;n<5;n++)
			if(md->dev.val1[n]==target)
				md->dev.val2[n]=0;	// ���ꂽ���́A?��؂邾��
		clif_devotion(md,sd->bl.id);
		return 1;
	}
	return 0;
}

void skill_devotion_end(struct map_session_data *md,struct map_session_data *sd,int target)
{
	// �N���Z�Ɣ�f�B�{�L�����̃��Z�b�g
	nullpo_retv(md);
	nullpo_retv(sd);

	md->dev.val1[target]=md->dev.val2[target]=0;
	if(sd && sd->sc_data){
	//	skill_status_change_end(sd->bl,SC_DEVOTION,-1);
		sd->sc_data[SC_DEVOTION].val1=0;
		sd->sc_data[SC_DEVOTION].val2=0;
		clif_status_change(&sd->bl,SC_DEVOTION,0);
		clif_devotion(md,sd->bl.id);
	}
}
/*==========================================
 * �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 = pc_checkskill(sd,SA_AUTOSPELL);
	if(skilllv <= 0) return 0;

	if(skillid==MG_NAPALMBEAT)	maxlv=3;
	else if(skillid==MG_COLDBOLT || skillid==MG_FIREBOLT || skillid==MG_LIGHTNINGBOLT){
		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;

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

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

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

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

	sd=(struct map_session_data*)bl;
	c=va_arg(ap,int *);

	if(sd && c && pc_issit(sd) && pc_checkskill(sd,RG_GANGSTER) > 0)
		(*c)++;
	return 0;
}

static int skill_gangster_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,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;

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

	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=1;
	int c=0;

	nullpo_retr(0, sd);

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

	if(type==1) {/* ����������?�� */
		map_foreachinarea(skill_gangster_count,sd->bl.m,
			sd->bl.x-range,sd->bl.y-range,
			sd->bl.x+range,sd->bl.y+range,BL_PC,&c);
		if(c > 1) {/*�M�����O�X�^?���������玩���ɂ��M�����O�X�^??���t?*/
			map_foreachinarea(skill_gangster_in,sd->bl.m,
				sd->bl.x-range,sd->bl.y-range,
				sd->bl.x+range,sd->bl.y+range,BL_PC);
			sd->state.gangsterparadise = 1;
		}
		return 0;
	}
	else if(type==0) {/* �����オ�����Ƃ���?�� */
		map_foreachinarea(skill_gangster_count,sd->bl.m,
			sd->bl.x-range,sd->bl.y-range,
			sd->bl.x+range,sd->bl.y+range,BL_PC,&c);
		if(c < 2)
			map_foreachinarea(skill_gangster_out,sd->bl.m,
				sd->bl.x-range,sd->bl.y-range,
				sd->bl.x+range,sd->bl.y+range,BL_PC);
		sd->state.gangsterparadise = 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�
		return 0;

	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) {
		if(rand()%100 < 10)//PT�����o�ɂ���m���ł�����(�Ƃ肠����10%)
			skill_additional_effect(src,bl,skillnum,skilllv,BF_MISC,tick);
	}

	return 0;
}

/*==========================================
 *�A�u���J�_�u���̎g�p�X�L������(����X�L�����_���Ȃ�0��Ԃ�)
 *------------------------------------------
 */
int skill_abra_dataset(int skilllv)
{
	int skill = rand()%331;

	if(skilllv <= 0) return 0;

	//db�Ɋ�Â����x��?�m������
	if(skill_abra_db[skill].req_lv > skilllv || rand()%10000 >= skill_abra_db[skill].per) return 0;
	//NPC�X�L���̓_��
	if(skill >= NPC_PIERCINGATT && skill <= NPC_SUMMONMONSTER) return 0;
	//���t�X�L���̓_��
	if(skill_is_danceskill(skill)) return 0;

	return skill;
}

/*==========================================
 *
 *------------------------------------------
 */
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(skilllv <= 0) return 0;
	if(skillid > 0 && skilllv <= 0) return 0;	// celest
	tick=va_arg(ap,unsigned int);
	flag=va_arg(ap,int);
	type=va_arg(ap,int);

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

	return 0;
}
/*==========================================
 *
 *------------------------------------------
 */
int skill_clear_element_field(struct block_list *bl)
{
	struct mob_data *md=NULL;
	struct map_session_data *sd=NULL;
	int i,skillid;

	nullpo_retr(0, bl);

	if(bl->type==BL_MOB)
		md=(struct mob_data *)bl;
	if(bl->type==BL_PC)
		sd=(struct map_session_data *)bl;

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

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

	skillid=va_arg(ap,int);
	alive=va_arg(ap,int *);
	if((unit=(struct skill_unit *)bl) == NULL)
		return 0;

	if(skillid==SA_LANDPROTECTOR){
		skill_delunit(unit);
	}else{
		if(alive && unit->group->skill_id==SA_LANDPROTECTOR)
			(*alive)=0;
	}
	return 0;
}
/*==========================================
 * �C�h�D���̗ь�̉�?��(foreachinarea)
 *------------------------------------------
 */
int skill_idun_heal(struct block_list *bl, va_list ap )
{
	struct skill_unit *unit;
	struct skill_unit_group *sg;
	int heal;

	nullpo_retr(0, bl);
	nullpo_retr(0, ap);
	nullpo_retr(0, unit = va_arg(ap,struct skill_unit *));
	nullpo_retr(0, sg = unit->group);

	heal=30+sg->skill_lv*5+((sg->val1)>>16)*5+((sg->val1)&0xfff)/2;

	if(bl->type == BL_SKILL || bl->id == sg->src_id)
		return 0;

	if(bl->type == BL_PC || bl->type == BL_MOB){
	clif_skill_nodamage(&unit->bl,bl,AL_HEAL,heal,1);
	battle_heal(NULL,bl,heal,0,0);
	}
	return 0;
}

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

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

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

	nullpo_retr(0, bl);
	nullpo_retr(0, ap);
	nullpo_retr(0, src = va_arg(ap,struct block_list *));
	nullpo_retr(0, unit = (struct skill_unit *)src);
	nullpo_retr(0, sg = unit->group);
	nullpo_retr(0, ss = map_id2bl(sg->src_id));

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

	if(battle_check_target(src,bl,BCT_ENEMY) > 0){
		switch(sg->unit_id){
			case 0x95:	/* �T���h�}�� */
			case 0x96:	/* �t���b�V��? */
			case 0x94:	/* �V���b�N�E�F?�u�g���b�v */
				skill_additional_effect(ss,bl,sg->skill_id,sg->skill_lv,BF_MISC,tick);
				break;
			case 0x8f:	/* �u���X�g�}�C�� */
			case 0x98:	/* �N���C���A?�g���b�v */
				for(i=0;i<splash_count;i++){
					skill_attack(BF_MISC,ss,src,bl,sg->skill_id,sg->skill_lv,tick,(sg->val2)?0x0500:0);
				}
			case 0x97:	/* �t��?�W���O�g���b�v */
					skill_attack(BF_WEAPON,	ss,src,bl,sg->skill_id,sg->skill_lv,tick,(sg->val2)?0x0500:0);
				break;
			default:
				break;
		}
	}

	return 0;
}
/*----------------------------------------------------------------------------
 * �X�e?�^�X�ُ�
 *----------------------------------------------------------------------------
 */

/*==========================================
 * �X�e?�^�X�ُ�^�C�}?��??��
 *------------------------------------------
 */
int skill_status_change_timer_sub(struct block_list *bl, va_list ap )
{
	struct block_list *src;
	int type;
	unsigned int tick;

	nullpo_retr(0, bl);
	nullpo_retr(0, ap);
	nullpo_retr(0, src=va_arg(ap,struct block_list*));
	type=va_arg(ap,int);
	tick=va_arg(ap,unsigned int);

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

	switch( type ){
	case SC_SIGHT:	/* �T�C�g */
	case SC_CONCENTRATE:
		if( (*battle_get_option(bl))&6 ){
			skill_status_change_end( bl, SC_HIDING, -1);
			skill_status_change_end( bl, SC_CLOAKING, -1);
		}
		break;
	case SC_RUWACH:	/* ���A�t */
		if( (*battle_get_option(bl))&6 ){
			skill_status_change_end( bl, SC_HIDING, -1);
			skill_status_change_end( bl, SC_CLOAKING, -1);
			if(battle_check_target( src,bl, BCT_ENEMY ) > 0) {
				struct status_change *sc_data = battle_get_sc_data(bl);
				if (sc_data)
					skill_attack(BF_MAGIC,src,src,bl,AL_RUWACH,sc_data[type].val1,tick,0);
			}
		}
		break;
	}
	return 0;
}

/*==========================================
 * �X�e?�^�X�ُ�I��
 *------------------------------------------
 */
int skill_status_change_end(struct block_list* bl, int type, int tid) 
{
	struct status_change* sc_data;
	int opt_flag=0, calc_flag = 0;
	short *sc_count, *option, *opt1, *opt2, *opt3;

	nullpo_retr(0, bl);
	if(bl->type!=BL_PC && bl->type!=BL_MOB) {
		if(battle_config.error_log)
			printf("skill_status_change_end: neither MOB nor PC !\n");
		return 0;
	}
	nullpo_retr(0, sc_data = battle_get_sc_data(bl));
	nullpo_retr(0, sc_count = battle_get_sc_count(bl));
	nullpo_retr(0, option = battle_get_option(bl));
	nullpo_retr(0, opt1 = battle_get_opt1(bl));
	nullpo_retr(0, opt2 = battle_get_opt2(bl));
	nullpo_retr(0, opt3 = battle_get_opt3(bl));

	if ((*sc_count) > 0 && sc_data[type].timer != -1 && (sc_data[type].timer == tid || tid == -1)) {

		if (tid == -1)	// �^�C�}����Ă΂�Ă��Ȃ��Ȃ�^�C�}�폜������
			delete_timer(sc_data[type].timer,skill_status_change_timer);

		/* �Y?�ُ̈�𐳏��?�� */
		sc_data[type].timer=-1;
		(*sc_count)--;

		switch(type){	/* �ُ�̎�ނ��Ƃ�?�� */
			case SC_PROVOKE:			/* �v���{�b�N */
			case SC_ENDURE: // celest
			case SC_CONCENTRATE:		/* �W���͌��� */
			case SC_BLESSING:			/* �u���b�V���O */
			case SC_ANGELUS:			/* �A���[���X */
			case SC_INCREASEAGI:		/* ���x�㏸ */
			case SC_DECREASEAGI:		/* ���x���� */
			case SC_SIGNUMCRUCIS:		/* �V�O�i���N���V�X */
			case SC_HIDING:
			case SC_TWOHANDQUICKEN:		/* 2HQ */
			case SC_ADRENALINE:			/* �A�h���i�������b�V�� */
			case SC_ENCPOISON:			/* �G���`�����g�|�C�Y�� */
			case SC_IMPOSITIO:			/* �C���|�V�e�B�I�}�k�X */
			case SC_GLORIA:				/* �O�����A */
			case SC_LOUD:				/* ���E�h�{�C�X */
			case SC_QUAGMIRE:			/* �N�@�O�}�C�A */
			case SC_PROVIDENCE:			/* �v�����B�f���X */
			case SC_SPEARSQUICKEN:		/* �X�s�A�N�C�b�P�� */
			case SC_VOLCANO:
			case SC_DELUGE:
			case SC_VIOLENTGALE:
			case SC_ETERNALCHAOS:		/* �G�^?�i���J�I�X */
			case SC_DRUMBATTLE:			/* ?���ۂ̋��� */
			case SC_NIBELUNGEN:			/* �j?�x�����O�̎w�� */
			case SC_SIEGFRIED:			/* �s���g�̃W?�N�t��?�h */
			case SC_WHISTLE:			/* ���J */
			case SC_ASSNCROS:			/* �[�z�̃A�T�V���N���X */
			case SC_HUMMING:			/* �n�~���O */
			case SC_DONTFORGETME:		/* ����Y��Ȃ��� */
			case SC_FORTUNE:			/* �K�^�̃L�X */
			case SC_SERVICE4U:			/* �T?�r�X�t�H?��? */
			case SC_EXPLOSIONSPIRITS:	// �����g��
			case SC_STEELBODY:			// ����
			case SC_DEFENDER:
			case SC_SPEEDPOTION0:		/* ?���|?�V���� */
			case SC_SPEEDPOTION1:
			case SC_SPEEDPOTION2:
			case SC_SPEEDPOTION3:
			case SC_APPLEIDUN:			/* �C�h�D���̗ь� */
			case SC_RIDING:
			case SC_BLADESTOP_WAIT:
			case SC_AURABLADE:			/* �I?���u��?�h */
			case SC_PARRYING:			/* �p���C���O */
			case SC_CONCENTRATION:		/* �R���Z���g��?�V���� */
			case SC_TENSIONRELAX:		/* �e���V���������b�N�X */
			case SC_ASSUMPTIO:			/* �A�V�����v�e�B�I */
			case SC_WINDWALK:		/* �E�C���h�E�H?�N */
			case SC_TRUESIGHT:		/* �g�D��?�T�C�g */
			case SC_SPIDERWEB:		/* �X�p�C�_?�E�F�b�u */
			case SC_MAGICPOWER:		/* ���@��?�� */
			case SC_CHASEWALK:
			case SC_ATKPOT:		/* attack potion [Valaris] */
			case SC_MATKPOT:		/* magic attack potion [Valaris] */
			case SC_WEDDING:	//�����p(�����ߏւɂȂ���?���̂�?���Ƃ�)
			case SC_MELTDOWN:		/* �����g�_�E�� */
			// Celest
			case SC_EDP:
			case SC_MARIONETTE:
			case SC_MARIONETTE2:
			case SC_SLOWDOWN:
			case SC_SPEEDUP0:
/*			case SC_LEADERSHIP:
			case SC_GLORYWOUNDS:
			case SC_SOULCOLD:
			case SC_HAWKEYES:*/
			case SC_BATTLEORDERS:
			case SC_REGENERATION:
				calc_flag = 1;
				break;
			case SC_AUTOBERSERK:
				if (sc_data[SC_PROVOKE].timer != -1)
					skill_status_change_end(bl,SC_PROVOKE,-1);
				break;
			case SC_BERSERK:			/* �o?�T?�N */
				calc_flag = 1;
				clif_status_change(bl,SC_INCREASEAGI,0);	/* �A�C�R������ */					
				break;
			case SC_DEVOTION:		/* �f�B�{?�V���� */
				{
					struct map_session_data *md = map_id2sd(sc_data[type].val1);
					sc_data[type].val1=sc_data[type].val2=0;
					skill_devotion(md,bl->id);
					calc_flag = 1;
				}
				break;
			case SC_BLADESTOP:
				{
					struct status_change *t_sc_data = battle_get_sc_data((struct block_list *)sc_data[type].val4);
					//�Е����؂ꂽ�̂ő���̔��n?�Ԃ��؂�ĂȂ��̂Ȃ����
					if(t_sc_data && t_sc_data[SC_BLADESTOP].timer!=-1)
						skill_status_change_end((struct block_list *)sc_data[type].val4,SC_BLADESTOP,-1);

					if(sc_data[type].val2==2)
						clif_bladestop((struct block_list *)sc_data[type].val3,(struct block_list *)sc_data[type].val4,0);
				}
				break;
			case SC_DANCING:
				{
					struct map_session_data *dsd;
					struct status_change *d_sc_data;
					if(sc_data[type].val4 && (dsd=map_id2sd(sc_data[type].val4))){
						d_sc_data = dsd->sc_data;
						//���t�ő��肪����ꍇ�����val4��0�ɂ���
						if(d_sc_data && d_sc_data[type].timer!=-1)
							d_sc_data[type].val4=0;
					}
				}
				calc_flag = 1;
				break;
			case SC_GRAFFITI:
				{
					struct skill_unit_group *sg=(struct skill_unit_group *)sc_data[type].val4;	//val4���O���t�B�e�B��group_id
					if(sg)
						skill_delunitgroup(sg);
				}
				break;
			case SC_NOCHAT:	//�`���b�g�֎~?��
				{
					struct map_session_data *sd=NULL;
					if(bl->type == BL_PC && (sd=(struct map_session_data *)bl)){
						if (sd->status.manner >= 0) // weeee ^^ [celest]
							sd->status.manner = 0;
						clif_updatestatus(sd,SP_MANNER);
					}
				}
				break;
			case SC_SPLASHER:		/* �x�i���X�v���b�V��? */
				{
					struct block_list *src=map_id2bl(sc_data[type].val3);
					if(src && tid!=-1){
						//�����Ƀ_��?�W����?3*3�Ƀ_��?�W
						skill_castend_damage_id(src, bl,sc_data[type].val2,sc_data[type].val1,gettick(),0 );
					}
				}
				break;
			case SC_SELFDESTRUCTION:		/* ���� */
				{
					//�����̃_��?�W��0�ɂ���
					struct mob_data *md=NULL;
					if(bl->type == BL_MOB && (md=(struct mob_data*)bl))
						skill_castend_damage_id(bl, bl,sc_data[type].val2,sc_data[type].val1,gettick(),0 );
				}
				break;
		/* option1 */
			case SC_FREEZE:
				sc_data[type].val3 = 0;
				break;

		/* option2 */
			case SC_POISON:				/* �� */
			case SC_BLIND:				/* ��? */
			case SC_CURSE:
				calc_flag = 1;
				break;

			// celest
			case SC_CONFUSION:
				{
					struct map_session_data *sd=NULL;
					if(bl->type == BL_PC && (sd=(struct map_session_data *)bl)){				
						sd->next_walktime = -1;
					}
				}
				break;
		}

		if(bl->type==BL_PC && type<SC_SENDMAX)
			clif_status_change(bl,type,0);	/* �A�C�R������ */

		switch(type){	/* �����?��Ƃ��Ȃɂ�?�����K�v */
		case SC_STONE:
		case SC_FREEZE:
		case SC_STAN:
		case SC_SLEEP:
			*opt1 = 0;
			opt_flag = 1;
			break;

		case SC_POISON:
			if (sc_data[SC_DPOISON].timer != -1)	//
				break;						// DPOISON�p�̃I�v�V����
			*opt2 &= ~1;					// ��?�p�ɗp�ӂ��ꂽ�ꍇ�ɂ� 
			opt_flag = 1;					// �����͍폜���� 
			break;							//
		case SC_CURSE:
		case SC_SILENCE:
		case SC_BLIND:
			*opt2 &= ~(1<<(type-SC_POISON));
			opt_flag = 1;
			break;
		case SC_DPOISON:
			if (sc_data[SC_POISON].timer != -1)	// DPOISON�p�̃I�v�V������	
				break;							// �p�ӂ��ꂽ��폜
			*opt2 &= ~1;	// ��?�ԉ���
			opt_flag = 1;
			break;
		case SC_SIGNUMCRUCIS:
			*opt2 &= ~0x40;
			opt_flag = 1;
			break;

		case SC_HIDING:
		case SC_CLOAKING:
			*option &= ~((type == SC_HIDING) ? 2 : 4);
			calc_flag = 1;	// orn
			opt_flag = 1 ;
			break;

		case SC_CHASEWALK:
			*option &= ~16388;
			opt_flag = 1 ;
			break;

		case SC_SIGHT:
			*option &= ~1;
			opt_flag = 1;
			break;
		case SC_WEDDING:	//�����p(�����ߏւɂȂ���?���̂�?���Ƃ�)
			*option &= ~4096;
			opt_flag = 1;
			break;
		case SC_RUWACH:
			*option &= ~8192;
			opt_flag = 1;
			break;
			
		//opt3
		case SC_TWOHANDQUICKEN:		/* 2HQ */
		case SC_SPEARSQUICKEN:		/* �X�s�A�N�C�b�P�� */
		case SC_CONCENTRATION:		/* �R���Z���g��?�V���� */
			*opt3 &= ~1;
			break;
		case SC_OVERTHRUST:			/* �I?�o?�X���X�g */
			*opt3 &= ~2;
			break;
		case SC_ENERGYCOAT:			/* �G�i�W?�R?�g */
			*opt3 &= ~4;
			break;
		case SC_EXPLOSIONSPIRITS:	// �����g��
			*opt3 &= ~8;
			break;
		case SC_STEELBODY:			// ����
			*opt3 &= ~16;
			break;
		case SC_BLADESTOP:		/* ���n��� */
			*opt3 &= ~32;
			break;
		case SC_BERSERK:		/* �o?�T?�N */
			*opt3 &= ~128;
			break;
		case SC_MARIONETTE:		/* �}���I�l�b�g�R���g��?�� */
		case SC_MARIONETTE2:
			*opt3 &= ~1024;
			break;
		case SC_ASSUMPTIO:		/* �A�X���v�e�B�I */
			*opt3 &= ~2048;
			break;
		}

		if (night_flag == 1 && (*opt2 & STATE_BLIND) == 0 && bl->type == BL_PC && // by [Yor]
			!map[bl->m].flag.indoors && battle_config.night_darkness_level <= 0) { // [celest]
			*opt2 |= STATE_BLIND;
			opt_flag = 1;
		}

		if(opt_flag)	/* option��?�X��?���� */
			clif_changeoption(bl);

		if (bl->type == BL_PC && calc_flag)
			pc_calcstatus((struct map_session_data *)bl,0);	/* �X�e?�^�X�Čv�Z */
	}

	return 0;
}
/*==========================================
 * �X�e?�^�X�ُ�I���^�C�}?
 *------------------------------------------
 */
int skill_status_change_timer(int tid, unsigned int tick, int id, int data)
{
	int type=data;
	struct block_list *bl;
	struct map_session_data *sd=NULL;
	struct status_change *sc_data;
	//short *sc_count; //�g���ĂȂ��H

	nullpo_retr(0, bl=map_id2bl(id));
	nullpo_retr(0, sc_data=battle_get_sc_data(bl));

	if(bl->type==BL_PC)
		nullpo_retr(0, sd=(struct map_session_data *)bl);

	//sc_count=battle_get_sc_count(bl); //�g���ĂȂ��H

	if(sc_data[type].timer != tid) {
		if(battle_config.error_log)
			printf("skill_status_change_timer %d != %d\n",tid,sc_data[type].timer);
		return 0;
	}

	switch(type){	/* �����?���ɂȂ�ꍇ */
	case SC_MAXIMIZEPOWER:	/* �}�L�V�}�C�Y�p��? */
	case SC_CLOAKING:
		if(sd){
			if( sd->status.sp > 0 ){ /* SP�؂��܂Ŏ�? */
				sd->status.sp--;
				clif_updatestatus(sd,SP_SP);
				sc_data[type].timer=add_timer( /* �^�C�}?�Đݒ� */
				sc_data[type].val2+tick, skill_status_change_timer, bl->id, data);
				return 0;
			}
		}
		break;

	case SC_CHASEWALK:
		if(sd){
			int sp = 10+sc_data[SC_CHASEWALK].val1*2;
			if (map[sd->bl.m].flag.gvg) sp *= 5;
			if( sd->status.sp > sp){
				sd->status.sp -= sp; // update sp cost [Celest]
				clif_updatestatus(sd,SP_SP);
				sc_data[type].timer=add_timer( /* �^�C�}?�Đݒ� */
					sc_data[type].val2+tick, skill_status_change_timer, bl->id, data);
				sc_data[SC_CHASEWALK].val4++;
				if (sc_data[SC_CHASEWALK].val4 > 3)
					sc_data[SC_CHASEWALK].val4 = 0;
				pc_calcstatus (sd, 0);
				return 0;
			}
		}
	break;

	case SC_HIDING:		/* �n�C�f�B���O */
		if(sd){		/* SP�������āA���Ԑ����̊Ԃ͎�? */
			if( sd->status.sp > 0 && (--sc_data[type].val2)>0 ){
				if(sc_data[type].val2 % (sc_data[type].val1+3) ==0 ){
					sd->status.sp--;
					clif_updatestatus(sd,SP_SP);
				}
				sc_data[type].timer=add_timer(	/* �^�C�}?�Đݒ� */
					1000+tick, skill_status_change_timer,
					bl->id, data);
				return 0;
			}
		}
	break;

	case SC_SIGHT:	/* �T�C�g */
	case SC_RUWACH:	/* ���A�t */
		{
			int range = 5;
			if ( type == SC_SIGHT ) range = 7;
			map_foreachinarea( skill_status_change_timer_sub,
				bl->m, bl->x-range, bl->y-range, bl->x+range,bl->y+range,0,
				bl,type,tick);

			if( (--sc_data[type].val2)>0 ){
				sc_data[type].timer=add_timer(	/* �^�C�}?�Đݒ� */
					250+tick, skill_status_change_timer,
					bl->id, data);
				return 0;
			}
		}
		break;

	case SC_SIGNUMCRUCIS:		/* �V�O�i���N���V�X */
		{
			int race = battle_get_race(bl);
			if(race == 6 || battle_check_undead(race,battle_get_elem_type(bl))) {
				sc_data[type].timer=add_timer(1000*600+tick,skill_status_change_timer, bl->id, data );
				return 0;
			}
		}
		break;

	case SC_PROVOKE:	/* �v���{�b�N/�I?�g�o?�T?�N */
		if(sc_data[type].val2!=0){	/* �I?�g�o?�T?�N�i�P�b���Ƃ�HP�`�F�b�N�j */
			if(sd && sd->status.hp>sd->status.max_hp>>2)	/* ��~ */
				break;
			sc_data[type].timer=add_timer( 1000+tick,skill_status_change_timer, bl->id, data );
			return 0;
		}
		break;

	case SC_WATERBALL:	/* �E�H?�^?�{?�� */
		{
			struct block_list *target=map_id2bl(sc_data[type].val2);
			nullpo_retb(target);
			nullpo_retb(target->prev);
			skill_attack(BF_MAGIC,bl,bl,target,WZ_WATERBALL,sc_data[type].val1,tick,0);
			if((--sc_data[type].val3)>0) {
				sc_data[type].timer=add_timer( 150+tick,skill_status_change_timer, bl->id, data );
				return 0;
			}
		}
		break;

	case SC_ENDURE:	/* �C���f���A */
	case SC_AUTOBERSERK: // Celest
		if(sd && sd->special_state.infinite_endure) {
#ifdef TWILIGHT
			sc_data[type].timer=add_timer( 1000*600+tick,skill_status_change_timer, bl->id, data );
#else
			sc_data[type].timer=add_timer( 1000*60+tick,skill_status_change_timer, bl->id, data );
#endif
			//sc_data[type].val2=1;
			return 0;
		}
		break;

	case SC_DISSONANCE:	/* �s���a�� */
		if( (--sc_data[type].val2)>0){
			struct skill_unit *unit=
				(struct skill_unit *)sc_data[type].val4;
			struct block_list *src;
			/*if(!unit || !unit->group)
				break;
			src=map_id2bl(unit->group->src_id);
			if(!src)
				break;*/
			nullpo_retb(unit);
			nullpo_retb(unit->group);
			nullpo_retr(0, src=map_id2bl(unit->group->src_id));
			skill_attack(BF_MISC,src,&unit->bl,bl,unit->group->skill_id,sc_data[type].val1,tick,0);
			sc_data[type].timer=add_timer(skill_get_time2(unit->group->skill_id,unit->group->skill_lv)+tick,
				skill_status_change_timer, bl->id, data );
			return 0;
		}
		break;

	case SC_LULLABY:	/* �q��S */
		if( (--sc_data[type].val2)>0){
			struct skill_unit *unit=
				(struct skill_unit *)sc_data[type].val4;
			nullpo_retb(unit);
			nullpo_retb(unit->group);
			if(unit->group->src_id == bl->id)
				break;
			skill_additional_effect(bl,bl,unit->group->skill_id,sc_data[type].val1,BF_LONG|BF_SKILL|BF_MISC,tick);
			if (unit->group != 0)
				sc_data[type].timer=add_timer(skill_get_time(unit->group->skill_id,unit->group->skill_lv)/10+tick,
					skill_status_change_timer, bl->id, data );
			return 0;
		}
		break;

	case SC_STONE:
		if(sc_data[type].val2 != 0) {
			short *opt1 = battle_get_opt1(bl);
			sc_data[type].val2 = 0;
			sc_data[type].val4 = 0;
			battle_stopwalking(bl,1);
			if(opt1) {
				*opt1 = 1;
				clif_changeoption(bl);
			}
			sc_data[type].timer=add_timer(1000+tick,skill_status_change_timer, bl->id, data );
			return 0;
		}
		else if( (--sc_data[type].val3) > 0) {
			int hp = battle_get_max_hp(bl);
			if((++sc_data[type].val4)%5 == 0 && battle_get_hp(bl) > hp>>2) {
				hp = hp/100;
				if(hp < 1) hp = 1;
				if(sd)
					pc_heal(sd,-hp,0);
				else if(bl->type == BL_MOB){
					struct mob_data *md;
					if((md=((struct mob_data *)bl)) == NULL)
						break;
					md->hp -= hp;
				}
			}
			sc_data[type].timer=add_timer(1000+tick,skill_status_change_timer, bl->id, data );
			return 0;
		}
		break;
	case SC_POISON:
		if(sc_data[SC_SLOWPOISON].timer == -1) {
			if( (--sc_data[type].val3) > 0) {
				int hp = battle_get_max_hp(bl);
				if(battle_get_hp(bl) > hp>>2) {
					if(bl->type == BL_PC) {
						hp = 3 + hp*3/200;
						pc_heal((struct map_session_data *)bl,-hp,0);
					}
					else if(bl->type == BL_MOB) {
						struct mob_data *md;
						nullpo_retr(0, md=(struct mob_data *)bl);
						/*if((md=((struct mob_data *)bl)) == NULL)
							break;*/
						hp = 3 + hp/200;
						md->hp -= hp;
					}
				}
				sc_data[type].timer=add_timer(1000+tick,skill_status_change_timer, bl->id, data );
			}
		}
		else
			sc_data[type].timer=add_timer(1000+tick,skill_status_change_timer, bl->id, data );
		break;
	case SC_DPOISON:
		if (sc_data[SC_SLOWPOISON].timer == -1 && (--sc_data[type].val3) > 0) {
			int hp = battle_get_max_hp(bl);
			if (battle_get_hp(bl) > hp>>2) {
				if(sd) {
					hp = 3 + hp/50;
					pc_heal(sd, -hp, 0);
				} else if (bl->type == BL_MOB) {
					struct mob_data *md;
					nullpo_retr(0, md=(struct mob_data *)bl);
					/*if ((md=((struct mob_data *)bl)) == NULL)
						break;*/
					hp = 3 + hp/100;
					md->hp -= hp;
				}
			}
		}
		if (sc_data[type].val3 > 0)
			sc_data[type].timer=add_timer(1000+tick,skill_status_change_timer, bl->id, data );
		break;

	case SC_TENSIONRELAX:	/* �e���V���������b�N�X */
		if(sd){		/* SP�������āAHP��?�^���łȂ����?? */
			if( sd->status.sp > 12 && sd->status.max_hp > sd->status.hp ){
/*				if(sc_data[type].val2 % (sc_data[type].val1+3) ==0 ){
					sd->status.sp -= 12;
					clif_updatestatus(sd,SP_SP);
				}						*/
				sc_data[type].timer=add_timer(	/* �^�C�}?�Đݒ� */
					10000+tick, skill_status_change_timer,
					bl->id, data);
				return 0;
			}
			if(sd->status.max_hp <= sd->status.hp)
				skill_status_change_end(&sd->bl,SC_TENSIONRELAX,-1);
		}
		break;
	case SC_HEADCRUSH:	// temporary damage [celest]
//	case SC_BLEEDING:
		if((--sc_data[type].val3) > 0) {
			int hp = battle_get_max_hp(bl);
			if(sd) {
				hp = 3 + hp*3/200;
				pc_heal(sd,-hp,0);
			}
			else if(bl->type == BL_MOB) {
				struct mob_data *md;
				nullpo_retr(0, md=(struct mob_data *)bl);
				/*if((md=((struct mob_data *)bl)) == NULL)
					break;*/
				hp = 3 + hp/200;
				md->hp -= hp;
			}
			sc_data[type].timer=add_timer(1000+tick,skill_status_change_timer, bl->id, data );
		}
		break;

	/* ���Ԑ؂ꖳ���H�H */
	case SC_AETERNA:
	case SC_TRICKDEAD:
	case SC_RIDING:
	case SC_FALCON:
	case SC_WEIGHT50:
	case SC_WEIGHT90:
	case SC_MAGICPOWER:		/* ���@��?�� */
	case SC_REJECTSWORD:	/* ���W�F�N�g�\?�h */
	case SC_MEMORIZE:	/* �������C�Y */
	case SC_BROKNWEAPON:
	case SC_BROKNARMOR:
	case SC_SACRIFICE:
//		if(sc_data[type].timer==tid)
			sc_data[type].timer=add_timer( 1000*600+tick,skill_status_change_timer, bl->id, data );
		return 0;

	case SC_DANCING: //�_���X�X�L���̎���SP����
		{
			int s=0;
			if(sd){
				if(sd->status.sp > 0 && (--sc_data[type].val3)>0){
					switch(sc_data[type].val1){
					case BD_RICHMANKIM:				/* �j�����h�̉� 3�b��SP1 */
					case BD_DRUMBATTLEFIELD:		/* ?���ۂ̋��� 3�b��SP1 */
					case BD_RINGNIBELUNGEN:			/* �j?�x�����O�̎w�� 3�b��SP1 */
					case BD_SIEGFRIED:				/* �s���g�̃W?�N�t��?�h 3�b��SP1 */
					case BA_DISSONANCE:				/* �s���a�� 3�b��SP1 */
					case BA_ASSASSINCROSS:			/* �[�z�̃A�T�V���N���X 3�b��SP1 */
					case DC_UGLYDANCE:				/* ��������ȃ_���X 3�b��SP1 */
						s=3;
						break;
					case BD_LULLABY:				/* �q��� 4�b��SP1 */
					case BD_ETERNALCHAOS:			/* �i���̍��� 4�b��SP1 */
					case BD_ROKISWEIL:				/* ���L�̋��� 4�b��SP1 */
					case DC_FORTUNEKISS:			/* �K�^�̃L�X 4�b��SP1 */
						s=4;
						break;
					case BD_INTOABYSS:				/* �[���̒��� 5�b��SP1 */
					case BA_WHISTLE:				/* ���J 5�b��SP1 */
					case DC_HUMMING:				/* �n�~���O 5�b��SP1 */
					case BA_POEMBRAGI:				/* �u���M�̎� 5�b��SP1 */
					case DC_SERVICEFORYOU:			/* �T?�r�X�t�H?��? 5�b��SP1 */
						s=5;
						break;
					case BA_APPLEIDUN:				/* �C�h�D���̗ь� 6�b��SP1 */
						s=6;
						break;
					case DC_DONTFORGETME:			/* ����Y��Ȃ��Łc 10�b��SP1 */
					case CG_MOONLIT:				/* ������̐�ɗ�����Ԃт� 10�b��SP1�H */
						s=10;
						break;
					}
					if(s && ((sc_data[type].val3 % s) == 0)){
						sd->status.sp--;
						clif_updatestatus(sd,SP_SP);
					}
					sc_data[type].timer=add_timer(	/* �^�C�}?�Đݒ� */
						1000+tick, skill_status_change_timer,
						bl->id, data);
					return 0;
				}
			}
		}
		break;
	case SC_BERSERK:		/* �o?�T?�N */
		if(sd){		/* HP��100�ȏ�Ȃ�?? */
			if( (sd->status.hp - sd->status.max_hp*5/100) > 100 ){	// 5% every 10 seconds [DracoRPG]
				sd->status.hp -= sd->status.max_hp*5/100;	// changed to max hp [celest]
				clif_updatestatus(sd,SP_HP);
				sc_data[type].timer = add_timer(	/* �^�C�}?�Đݒ� */
					10000+tick, skill_status_change_timer,
					bl->id, data);
				return 0;
			}
		}
		break;
	case SC_WEDDING:	//�����p(�����ߏւɂȂ���?���̂�?���Ƃ�)
		if(sd){
			time_t timer;
			if(time(&timer) < ((sc_data[type].val2) + 3600)){	//1���Ԃ����Ă��Ȃ��̂�??
				sc_data[type].timer=add_timer(	/* �^�C�}?�Đݒ� */
					10000+tick, skill_status_change_timer,
					bl->id, data);
				return 0;
			}
		}
		break;
	case SC_NOCHAT:	//�`���b�g�֎~?��
		if(sd && battle_config.muting_players){
			time_t timer;
			if((++sd->status.manner) && time(&timer) < ((sc_data[type].val2) + 60*(0-sd->status.manner))){	//�J�n����status.manner��?���ĂȂ��̂�??
				clif_updatestatus(sd,SP_MANNER);
				sc_data[type].timer=add_timer(	/* �^�C�}?�Đݒ�(60�b) */
					60000+tick, skill_status_change_timer,
					bl->id, data);
				return 0;
			}
		}
		break;
	case SC_SELFDESTRUCTION:		/* ���� */
		if(--sc_data[type].val3>0){
			struct mob_data *md;
			if(bl->type==BL_MOB && (md=(struct mob_data *)bl) && md->speed > 250){
				md->speed -= 250;
				md->next_walktime=tick;
			}
			sc_data[type].timer=add_timer(	/* �^�C�}?�Đݒ� */
				1000+tick, skill_status_change_timer,
				bl->id, data);
				return 0;
		}
		break;

	case SC_SPLASHER:
		if (sc_data[type].val4 % 1000 == 0) {
			char timer[2];
			sprintf (timer, "%d", sc_data[type].val4/1000);
			clif_message(bl, timer);
		}			
		if((sc_data[type].val4 -= 500) > 0) {
			sc_data[type].timer = add_timer(
				500 + tick, skill_status_change_timer,
				bl->id, data);
				return 0;
		}
		break;

	case SC_MARIONETTE:		/* �}���I�l�b�g�R���g��?�� */
	case SC_MARIONETTE2:
		{
			struct block_list *pbl = map_id2bl(sc_data[type].val3);
			if (pbl && battle_check_range(bl, pbl, 7) &&
				(sc_data[type].val2 -= 1000)>0) {
				sc_data[type].timer = add_timer(
					1000 + tick, skill_status_change_timer,
					bl->id, data);
					return 0;
			}				
		}
		break;

/*	case SC_LEADERSHIP:
	case SC_GLORYWOUNDS:
	case SC_SOULCOLD:
	case SC_HAWKEYES:
		if (sd) {
			sc_data[type].timer = add_timer(
				1000+tick, skill_status_change_timer,
				bl->id, data);
		}
		break;*/
	
	// Celest
	case SC_CONFUSION:
		{
			int i = 3000;
			//struct mob_data *md;
			if (sd) {
				pc_randomwalk (sd, gettick());
				sd->next_walktime = tick + (i=1000 + rand()%1000);
			} /*else if (bl->type==BL_MOB && (md=(struct mob_data *)bl) && md->mode&1 && mob_can_move(md)) {
				md->state.state=MS_WALK;
				if( DIFF_TICK(md->next_walktime,tick) > + 7000 &&
					(md->walkpath.path_len==0 || md->walkpath.path_pos>=md->walkpath.path_len) )
					md->next_walktime = tick + 3000*rand()%2000;
				mob_randomwalk(md,tick);
			}*/
			if ((sc_data[type].val2 -= 1000) > 0) {
				sc_data[type].timer = add_timer(
					i + tick, skill_status_change_timer,
					bl->id, data);
					return 0;
			}
		}
		break;
	}	

	return skill_status_change_end( bl,type,tid );
}

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

	nullpo_retr(0, bl);
	nullpo_retr(0, sc_data=battle_get_sc_data(bl));

	if( type!=SC_ENCPOISON && sc_data[SC_ENCPOISON].timer!=-1 )	/* �G���`�����g�|�C�Y������ */
		skill_status_change_end(bl,SC_ENCPOISON,-1);
	if( type!=SC_ASPERSIO && sc_data[SC_ASPERSIO].timer!=-1 )	/* �A�X�y���V�I���� */
		skill_status_change_end(bl,SC_ASPERSIO,-1);
	if( type!=SC_FLAMELAUNCHER && sc_data[SC_FLAMELAUNCHER].timer!=-1 )	/* �t���C�������`������ */
		skill_status_change_end(bl,SC_FLAMELAUNCHER,-1);
	if( type!=SC_FROSTWEAPON && sc_data[SC_FROSTWEAPON].timer!=-1 )	/* �t���X�g�E�F�|������ */
		skill_status_change_end(bl,SC_FROSTWEAPON,-1);
	if( type!=SC_LIGHTNINGLOADER && sc_data[SC_LIGHTNINGLOADER].timer!=-1 )	/* ���C�g�j���O��?�_?���� */
		skill_status_change_end(bl,SC_LIGHTNINGLOADER,-1);
	if( type!=SC_SEISMICWEAPON && sc_data[SC_SEISMICWEAPON].timer!=-1 )	/* �T�C�X�~�b�N�E�F�|������ */
		skill_status_change_end(bl,SC_SEISMICWEAPON,-1);

	return 0;
}
/*==========================================
 * �X�e?�^�X�ُ�J�n
 *------------------------------------------
 */
int skill_status_change_start(struct block_list *bl, int type, int val1, int val2, int val3, int val4, int tick, int flag) 
{
	struct map_session_data *sd = NULL;
	struct status_change* sc_data;
	short *sc_count, *option, *opt1, *opt2, *opt3;
	int opt_flag = 0, calc_flag = 0,updateflag = 0, save_flag = 0, race, mode, elem, undead_flag;
	int scdef=0;

	nullpo_retr(0, bl);
	if(bl->type == BL_SKILL)
		return 0;
	nullpo_retr(0, sc_data=battle_get_sc_data(bl));
	nullpo_retr(0, sc_count=battle_get_sc_count(bl));
	nullpo_retr(0, option=battle_get_option(bl));
	nullpo_retr(0, opt1=battle_get_opt1(bl));
	nullpo_retr(0, opt2=battle_get_opt2(bl));
	nullpo_retr(0, opt3=battle_get_opt3(bl));


	race=battle_get_race(bl);
	mode=battle_get_mode(bl);
	elem=battle_get_elem_type(bl);
	undead_flag=battle_check_undead(race,elem);

	if(type == SC_AETERNA && (sc_data[SC_STONE].timer != -1 || sc_data[SC_FREEZE].timer != -1) )
		return 0;

	switch(type){
		case SC_STONE:
		case SC_FREEZE:
			scdef=3+battle_get_mdef(bl)+battle_get_luk(bl)/3;
			break;
		case SC_STAN:
		case SC_SILENCE:
		case SC_POISON:
		case SC_DPOISON:
			scdef=3+battle_get_vit(bl)+battle_get_luk(bl)/3;
			break;
		case SC_SLEEP:
		case SC_BLIND:
			scdef=3+battle_get_int(bl)+battle_get_luk(bl)/3;
			break;
		case SC_CURSE:
			scdef=3+battle_get_luk(bl);
			break;

//		case SC_CONFUSION:
		default:
			scdef=0;
	}
	if(scdef>=100)
		return 0;
	if(bl->type==BL_PC){
		sd=(struct map_session_data *)bl;
		if( sd && type == SC_ADRENALINE && !(skill_get_weapontype(BS_ADRENALINE)&(1<<sd->status.weapon)))
			return 0;

		if(SC_STONE<=type && type<=SC_BLIND){	/* �J?�h�ɂ��ϐ� */
			if( sd && sd->reseff[type-SC_STONE] > 0 && rand()%10000<sd->reseff[type-SC_STONE]){
				if(battle_config.battle_log)
					printf("PC %d skill_sc_start: card�ɂ��ُ�ϐ�?��\n",sd->bl.id);
				return 0;
			}
		}
	}
	else if(bl->type == BL_MOB) {
	}
	else {
		if(battle_config.error_log)
			printf("skill_status_change_start: neither MOB nor PC !\n");
		return 0;
	}

	if(type==SC_FREEZE && undead_flag && !(flag&1))
		return 0;

	if((type == SC_ADRENALINE || type == SC_WEAPONPERFECTION || type == SC_OVERTHRUST) &&
		sc_data[type].timer != -1 && sc_data[type].val2 && !val2)
		return 0;

	if(mode & 0x20 && (type==SC_STONE || type==SC_FREEZE ||
		type==SC_STAN || type==SC_SLEEP || type==SC_SILENCE || type==SC_QUAGMIRE || type == SC_DECREASEAGI || type == SC_SIGNUMCRUCIS || type == SC_PROVOKE ||
		(type == SC_BLESSING && (undead_flag || race == 6))) && !(flag&1)){
		/* �{�X�ɂ�?���Ȃ�(�������J?�h�ɂ��?�ʂ͓K�p�����) */
		return 0;
	}
	if(type==SC_FREEZE || type==SC_STAN || type==SC_SLEEP)
		battle_stopwalking(bl,1);

	if(sc_data[type].timer != -1){	/* ���łɓ����ُ�ɂȂ��Ă���ꍇ�^�C�}���� */
		if(sc_data[type].val1 > val1 && type != SC_COMBO && type != SC_DANCING && type != SC_DEVOTION &&
			type != SC_SPEEDPOTION0 && type != SC_SPEEDPOTION1 && type != SC_SPEEDPOTION2 && type != SC_SPEEDPOTION3
						 && type != SC_ATKPOT && type != SC_MATKPOT) // added atk and matk potions [Valaris]
			return 0;
		if ((type >=SC_STAN && type <= SC_BLIND) || type == SC_DPOISON)
			return 0;/* ?���������ł��Ȃ�?�Ԉُ�ł��鎞��?�Ԉُ���s��Ȃ� */
		if(type == SC_GRAFFITI){	//�ُ풆�ɂ�����x?�Ԉُ�ɂȂ������ɉ������Ă���ēx������
			skill_status_change_end(bl,type,-1);
		} else {
			(*sc_count)--;
			delete_timer(sc_data[type].timer, skill_status_change_timer);
			sc_data[type].timer = -1;
		}
	}

	switch(type){	/* �ُ�̎�ނ��Ƃ�?�� */
		case SC_PROVOKE:			/* �v���{�b�N */
			calc_flag = 1;
			if(tick <= 0) tick = 1000;	/* (�I?�g�o?�T?�N) */
			break;
		case SC_ENDURE:				/* �C���f���A */
			if(tick <= 0) tick = 1000 * 60;
			calc_flag = 1; // for updating mdef
			val2 = 7; // [Celest]
			break;
		case SC_AUTOBERSERK:
			{
				tick = 60*1000;
				if (bl->type == BL_PC && sd->status.hp<sd->status.max_hp>>2 &&
					(sc_data[SC_PROVOKE].timer==-1 || sc_data[SC_PROVOKE].val2==0))
					skill_status_change_start(bl,SC_PROVOKE,10,1,0,0,0,0);
			}
			break;
		case SC_CONCENTRATE:		/* �W���͌��� */
			calc_flag = 1;
			break;
		case SC_BLESSING:			/* �u���b�V���O */
			{
				if(bl->type == BL_PC || (!undead_flag && race != 6)) {
					if(sc_data[SC_CURSE].timer!=-1 )
						skill_status_change_end(bl,SC_CURSE,-1);
					if(sc_data[SC_STONE].timer!=-1 && sc_data[SC_STONE].val2 == 0)
						skill_status_change_end(bl,SC_STONE,-1);
				}
				calc_flag = 1;
			}
			break;
		case SC_ANGELUS:			/* �A���[���X */
			calc_flag = 1;
			break;
		case SC_INCREASEAGI:		/* ���x�㏸ */
			calc_flag = 1;
			if(sc_data[SC_DECREASEAGI].timer!=-1 )
				skill_status_change_end(bl,SC_DECREASEAGI,-1);
			// the effect will still remain [celest]
//			if(sc_data[SC_WINDWALK].timer!=-1 )	/* �E�C���h�E�H?�N */
//				skill_status_change_end(bl,SC_WINDWALK,-1);
			break;
		case SC_DECREASEAGI:		/* ���x���� */
			if (bl->type == BL_PC)	// Celest
				tick>>=1;				
			calc_flag = 1;
			if(sc_data[SC_INCREASEAGI].timer!=-1 )
				skill_status_change_end(bl,SC_INCREASEAGI,-1);
			if(sc_data[SC_ADRENALINE].timer!=-1 )
				skill_status_change_end(bl,SC_ADRENALINE,-1);
			if(sc_data[SC_SPEARSQUICKEN].timer!=-1 )
				skill_status_change_end(bl,SC_SPEARSQUICKEN,-1);
			if(sc_data[SC_TWOHANDQUICKEN].timer!=-1 )
				skill_status_change_end(bl,SC_TWOHANDQUICKEN,-1);
			break;
		case SC_SIGNUMCRUCIS:		/* �V�O�i���N���V�X */
			calc_flag = 1;
//			val2 = 14 + val1;
			val2 = 10 + val1*2;
			tick = 600*1000;
			clif_emotion(bl,4);
			break;
		case SC_SLOWPOISON:
			if (sc_data[SC_POISON].timer == -1 && sc_data[SC_DPOISON].timer == -1)
				return 0;
			break;
		case SC_TWOHANDQUICKEN:		/* 2HQ */
			if(sc_data[SC_DECREASEAGI].timer!=-1)
				return 0;
			*opt3 |= 1;
			calc_flag = 1;
			break;
		case SC_ADRENALINE:			/* �A�h���i�������b�V�� */
			if(sc_data[SC_DECREASEAGI].timer!=-1)
				return 0;
			calc_flag = 1;
			break;
		case SC_WEAPONPERFECTION:	/* �E�F�|���p?�t�F�N�V���� */
			// Lasting time penalties have been removed on sakray as of 12/14 [celest]
			//if(battle_config.party_skill_penalty && !val2) tick /= 5;
			break;
		case SC_OVERTHRUST:			/* �I?�o?�X���X�g */
			*opt3 |= 2;
			// Lasting time penalties have been removed on sakray as of 12/14 [celest]
			//if(battle_config.party_skill_penalty && !val2) tick /= 10;
			break;
		case SC_MAXIMIZEPOWER:		/* �}�L�V�}�C�Y�p��?(SP��1���鎞��,val2�ɂ�) */
			if(bl->type == BL_PC)
				val2 = tick;
			else
				tick = 5000*val1;
			break;
		case SC_ENCPOISON:			/* �G���`�����g�|�C�Y�� */
			calc_flag = 1;
			val2=(((val1 - 1) / 2) + 3)*100;	/* �ŕt?�m�� */
			skill_encchant_eremental_end(bl,SC_ENCPOISON);
			break;
		case SC_EDP:	// [Celest]
			val2 = val1 + 2;			/* �ғŕt?�m��(%) */
			calc_flag = 1;
			break;
		case SC_POISONREACT:	/* �|�C�Y�����A�N�g */
			val2=val1/2 + val1%2; // [Celest] 
			break;
		case SC_IMPOSITIO:			/* �C���|�V�e�B�I�}�k�X */
			calc_flag = 1;
			break;
		case SC_ASPERSIO:			/* �A�X�y���V�I */
			skill_encchant_eremental_end(bl,SC_ASPERSIO);
			break;
		case SC_SUFFRAGIUM:			/* �T�t���M�� */
		case SC_BENEDICTIO:			/* ��? */
		case SC_MAGNIFICAT:			/* �}�O�j�t�B�J?�g */
		case SC_AETERNA:			/* �G?�e���i */
			break;
		case SC_ENERGYCOAT:			/* �G�i�W?�R?�g */
			*opt3 |= 4;
			break;
		case SC_MAGICROD:
			val2 = val1*20;
			break;
		case SC_KYRIE:				/* �L���G�G���C�\�� */
			val2 = battle_get_max_hp(bl) * (val1 * 2 + 10) / 100;/* �ϋv�x */
			val3 = (val1 / 2 + 5);	/* ��? */
// -- moonsoul (added to undo assumptio status if target has it)
			if(sc_data[SC_ASSUMPTIO].timer!=-1 )
				skill_status_change_end(bl,SC_ASSUMPTIO,-1);
			break;
		case SC_MINDBREAKER:
			calc_flag = 1;
			if(tick <= 0) tick = 1000;	/* (�I?�g�o?�T?�N) */
		case SC_GLORIA:				/* �O�����A */
			calc_flag = 1;
			break;
		case SC_LOUD:				/* ���E�h�{�C�X */
			calc_flag = 1;
			break;
		case SC_TRICKDEAD:			/* ���񂾂ӂ� */
			break;
		case SC_QUAGMIRE:			/* �N�@�O�}�C�A */
			calc_flag = 1;
			if(sc_data[SC_CONCENTRATE].timer!=-1 )	/* �W���͌������ */
				skill_status_change_end(bl,SC_CONCENTRATE,-1);
			if(sc_data[SC_INCREASEAGI].timer!=-1 )	/* ���x�㏸���� */
				skill_status_change_end(bl,SC_INCREASEAGI,-1);
			if(sc_data[SC_TWOHANDQUICKEN].timer!=-1 )
				skill_status_change_end(bl,SC_TWOHANDQUICKEN,-1);
			if(sc_data[SC_SPEARSQUICKEN].timer!=-1 )
				skill_status_change_end(bl,SC_SPEARSQUICKEN,-1);
			if(sc_data[SC_ADRENALINE].timer!=-1 )
				skill_status_change_end(bl,SC_ADRENALINE,-1);
			if(sc_data[SC_LOUD].timer!=-1 )
				skill_status_change_end(bl,SC_LOUD,-1);
			if(sc_data[SC_TRUESIGHT].timer!=-1 )	/* �g�D��?�T�C�g */
				skill_status_change_end(bl,SC_TRUESIGHT,-1);
			if(sc_data[SC_WINDWALK].timer!=-1 )	/* �E�C���h�E�H?�N */
				skill_status_change_end(bl,SC_WINDWALK,-1);
			if(sc_data[SC_CARTBOOST].timer!=-1 )	/* �J?�g�u?�X�g */
				skill_status_change_end(bl,SC_CARTBOOST,-1);
			break;
		case SC_MAGICPOWER:
			calc_flag = 1;
			val2 = 1;
			break;
		case SC_SACRIFICE:
			val2 = 5;
			break;
		case SC_FLAMELAUNCHER:		/* �t��?�������`��? */
			skill_encchant_eremental_end(bl,SC_FLAMELAUNCHER);
			break;
		case SC_FROSTWEAPON:		/* �t���X�g�E�F�|�� */
			skill_encchant_eremental_end(bl,SC_FROSTWEAPON);
			break;
		case SC_LIGHTNINGLOADER:	/* ���C�g�j���O��?�_? */
			skill_encchant_eremental_end(bl,SC_LIGHTNINGLOADER);
			break;
		case SC_SEISMICWEAPON:		/* �T�C�Y�~�b�N�E�F�|�� */
			skill_encchant_eremental_end(bl,SC_SEISMICWEAPON);
			break;
		case SC_DEVOTION:			/* �f�B�{?�V���� */
			calc_flag = 1;
			break;
		case SC_PROVIDENCE:			/* �v�����B�f���X */
			calc_flag = 1;
			val2=val1*5;
			break;
		case SC_REFLECTSHIELD:
			val2=10+val1*3;
			break;
		case SC_STRIPWEAPON:
			if (val2==0) val2=90;
			break;
		case SC_STRIPSHIELD:
			if (val2==0) val2=85;
			break;
		case SC_STRIPARMOR:			
		case SC_STRIPHELM:
		case SC_CP_WEAPON:
		case SC_CP_SHIELD:
		case SC_CP_ARMOR:
		case SC_CP_HELM:
			break;

		case SC_AUTOSPELL:			/* �I?�g�X�y�� */
			val4 = 5 + val1*2;
			break;

		case SC_VOLCANO:
			calc_flag = 1;
			val3 = val1*10;
			val4 = val1>=5?20: (val1==4?19: (val1==3?17: ( val1==2?14:10 ) ) );
			break;
		case SC_DELUGE:
			calc_flag = 1;
			val3 = val1>=5?15: (val1==4?14: (val1==3?12: ( val1==2?9:5 ) ) );
			val4 = val1>=5?20: (val1==4?19: (val1==3?17: ( val1==2?14:10 ) ) );
			break;
		case SC_VIOLENTGALE:
			calc_flag = 1;
			val3 = val1*3;
			val4 = val1>=5?20: (val1==4?19: (val1==3?17: ( val1==2?14:10 ) ) );
			break;

		case SC_SPEARSQUICKEN:		/* �X�s�A�N�C�b�P�� */
			calc_flag = 1;
			val2 = 20+val1;
			*opt3 |= 1;
			break;
		case SC_COMBO:
			break;
		case SC_BLADESTOP_WAIT:		/* ���n���(�҂�) */
			break;
		case SC_BLADESTOP:		/* ���n��� */
			if(val2==2) clif_bladestop((struct block_list *)val3,(struct block_list *)val4,1);
			*opt3 |= 32;
			break;

		case SC_LULLABY:			/* �q��S */
			val2 = 11;
			break;
		case SC_RICHMANKIM:
			break;
		case SC_ETERNALCHAOS:		/* �G�^?�i���J�I�X */
			calc_flag = 1;
			break;
		case SC_DRUMBATTLE:			/* ?���ۂ̋��� */
			calc_flag = 1;
			val2 = (val1+1)*25;
			val3 = (val1+1)*2;
			break;
		case SC_NIBELUNGEN:			/* �j?�x�����O�̎w�� */
			calc_flag = 1;
			//val2 = (val1+2)*50;
			val3 = (val1+2)*25;
			break;
		case SC_ROKISWEIL:			/* ���L�̋��� */
			break;
		case SC_INTOABYSS:			/* �[���̒��� */
			break;
		case SC_SIEGFRIED:			/* �s���g�̃W?�N�t��?�h */
			calc_flag = 1;
			val2 = 55 + val1*5;
			val3 = val1*10;
			break;
		case SC_DISSONANCE:			/* �s���a�� */
			val2 = 10;
			break;
		case SC_WHISTLE:			/* ���J */
			calc_flag = 1;
			break;
		case SC_ASSNCROS:			/* �[�z�̃A�T�V���N���X */
			calc_flag = 1;
			break;
		case SC_POEMBRAGI:			/* �u���M�̎� */
			break;
		case SC_APPLEIDUN:			/* �C�h�D���̗ь� */
			calc_flag = 1;
			break;
		case SC_UGLYDANCE:			/* ��������ȃ_���X */
			val2 = 10;
			break;
		case SC_HUMMING:			/* �n�~���O */
			calc_flag = 1;
			break;
		case SC_DONTFORGETME:		/* ����Y��Ȃ��� */
			calc_flag = 1;
			if(sc_data[SC_INCREASEAGI].timer!=-1 )	/* ���x�㏸���� */
				skill_status_change_end(bl,SC_INCREASEAGI,-1);
			if(sc_data[SC_TWOHANDQUICKEN].timer!=-1 )
				skill_status_change_end(bl,SC_TWOHANDQUICKEN,-1);
			if(sc_data[SC_SPEARSQUICKEN].timer!=-1 )
				skill_status_change_end(bl,SC_SPEARSQUICKEN,-1);
			if(sc_data[SC_ADRENALINE].timer!=-1 )
				skill_status_change_end(bl,SC_ADRENALINE,-1);
			if(sc_data[SC_ASSNCROS].timer!=-1 )
				skill_status_change_end(bl,SC_ASSNCROS,-1);
			if(sc_data[SC_TRUESIGHT].timer!=-1 )	/* �g�D��?�T�C�g */
				skill_status_change_end(bl,SC_TRUESIGHT,-1);
			if(sc_data[SC_WINDWALK].timer!=-1 )	/* �E�C���h�E�H?�N */
				skill_status_change_end(bl,SC_WINDWALK,-1);
			if(sc_data[SC_CARTBOOST].timer!=-1 )	/* �J?�g�u?�X�g */
				skill_status_change_end(bl,SC_CARTBOOST,-1);
			break;
		case SC_FORTUNE:			/* �K�^�̃L�X */
			calc_flag = 1;
			break;
		case SC_SERVICE4U:			/* �T?�r�X�t�H?��? */
			calc_flag = 1;
			break;
		case SC_DANCING:			/* �_���X/���t�� */
			calc_flag = 1;
			val3= tick / 1000;
			tick = 1000;
			break;

		case SC_EXPLOSIONSPIRITS:	// �����g��
			calc_flag = 1;
			val2 = 75 + 25*val1;
			*opt3 |= 8;
			break;
		case SC_STEELBODY:			// ����
			calc_flag = 1;
			*opt3 |= 16;
			break;
		case SC_EXTREMITYFIST:		/* ���C���e���� */
			break;
		case SC_AUTOCOUNTER:
			val3 = val4 = 0;
			break;

		case SC_SPEEDPOTION0:		/* ?���|?�V���� */
		case SC_SPEEDPOTION1:
		case SC_SPEEDPOTION2:
		case SC_SPEEDPOTION3:
			calc_flag = 1;
			tick = 1000 * tick;
			val2 = 5*(2+type-SC_SPEEDPOTION0);
			break;

		/* atk & matk potions [Valaris] */
		case SC_ATKPOT:
		case SC_MATKPOT:
			calc_flag = 1;
			tick = 1000 * tick;
			break;
		case SC_WEDDING:	//�����p(�����ߏւɂȂ���?���̂�?���Ƃ�)
			{
				time_t timer;
	
				calc_flag = 1;
				tick = 10000;
				if(!val2)
					val2 = time(&timer);
			}
			break;
		case SC_NOCHAT:	//�`���b�g�֎~?��
			{
				time_t timer;

				if(!battle_config.muting_players)
					break;
				
				tick = 60000;
				if(!val2)
					val2 = time(&timer);
				updateflag = SP_MANNER;
				save_flag = 1; // celest
			}
			break;
		case SC_SELFDESTRUCTION: //����
			clif_skillcasting(bl,bl->id, bl->id,0,0,331,skill_get_time(val2,val1));
			val3 = tick / 1000;
			tick = 1000;
			break;

		/* option1 */
		case SC_STONE:				/* �Ή� */
			if(!(flag&2)) {
				int sc_def = battle_get_mdef(bl)*200;
				tick = tick - sc_def;
			}
			val3 = tick/1000;
			if(val3 < 1) val3 = 1;
			tick = 5000;
			val2 = 1;
			break;
		case SC_SLEEP:				/* ���� */
			if(!(flag&2)) {
//				int sc_def = 100 - (battle_get_int(bl) + battle_get_luk(bl)/3);
//				tick = tick * sc_def / 100;
//				if(tick < 1000) tick = 1000;
				tick = 30000;//�����̓X�e?�^�X�ϐ���?��炸30�b
			}
			break;
		case SC_FREEZE:				/* ���� */
			if(!(flag&2)) {
				int sc_def = 100 - battle_get_mdef(bl);
				tick = tick * sc_def / 100;
			}
			break;
		case SC_STAN:				/* �X�^���ival2�Ƀ~���b�Z�b�g�j */
			if(!(flag&2)) {
				int sc_def = 100 - (battle_get_vit(bl) + battle_get_luk(bl)/3);
				tick = tick * sc_def / 100;
			}
			break;

			/* option2 */
		case SC_DPOISON:			/* �ғ� */
		{
			int mhp = battle_get_max_hp(bl);
			int hp = battle_get_hp(bl);
			// MHP?1/4????????
			if (hp > mhp>>2) {
				if(bl->type == BL_PC) {
					int diff = mhp*10/100;
					if (hp - diff < mhp>>2)
						hp = hp - (mhp>>2);
					pc_heal((struct map_session_data *)bl, -hp, 0);
				} else if(bl->type == BL_MOB) {
					struct mob_data *md = (struct mob_data *)bl;
					hp -= mhp*15/100;
					if (hp > mhp>>2)
						md->hp = hp;
					else
						md->hp = mhp>>2;
				}
			}
		}	// fall through
		case SC_POISON:				/* �� */
			calc_flag = 1;
			if(!(flag&2)) {
				int sc_def = 100 - (battle_get_vit(bl) + battle_get_luk(bl)/5);
				tick = tick * sc_def / 100;
			}
			val3 = tick/1000;
			if(val3 < 1) val3 = 1;
			tick = 1000;
			break;
		case SC_SILENCE:			/* ��?�i���b�N�X�f�r?�i�j */
			if(!(flag&2)) {
				int sc_def = 100 - battle_get_vit(bl);
				tick = tick * sc_def / 100;
			}
			break;
		case SC_CONFUSION:
			val2 = tick;
			tick = 100;
			clif_emotion(bl,1);
			if (sd) {
				pc_stop_walking (sd, 0);
			}
			break;
		case SC_BLIND:				/* ��? */
			calc_flag = 1;
			if(!(flag&2)) {
				int sc_def = battle_get_lv(bl)/10 + battle_get_int(bl)/15;
				tick = 30000 - sc_def;
			}
			break;
		case SC_CURSE:
			calc_flag = 1;
			if(!(flag&2)) {
				int sc_def = 100 - battle_get_vit(bl);
				tick = tick * sc_def / 100;
			}
			break;

		/* option */
		case SC_HIDING:		/* �n�C�f�B���O */
			calc_flag = 1;
			if(bl->type == BL_PC) {
				val2 = tick / 1000;		/* ��?���� */
				tick = 1000;
			}
			break;
		case SC_CHASEWALK:
		case SC_CLOAKING:		/* �N��?�L���O */
			if(bl->type == BL_PC) {
				calc_flag = 1; // [Celest]
				val2 = tick;
				val3 = type==SC_CLOAKING ? 130-val1*3 : 135-val1*5;
			}
			else
				tick = 5000*val1;
			break;
		case SC_SIGHT:			/* �T�C�g/���A�t */
		case SC_RUWACH:
			val2 = tick/250;
			tick = 10;
			break;

		/* �Z?�t�e�B�E�H?���A�j��?�} */
		case SC_SAFETYWALL:	case SC_PNEUMA:
			tick=((struct skill_unit *)val2)->group->limit;
			break;

		/* �A���N�� */
		case SC_ANKLE:
			break;

		/* �E�H?�^?�{?�� */
		case SC_WATERBALL:
			tick=150;
			if(val1>5) //���x����5�ȏ�̏ꍇ��25?�ɐ���(1?�ڂ͂��łɑł��Ă�̂�-1)
				val3=5*5-1;
			else
				val3= (val1|1)*(val1|1)-1;
			break;

		/* �X�L������Ȃ�/���Ԃ�?�W���Ȃ� */
		case SC_RIDING:
			calc_flag = 1;
			tick = 600*1000;
			break;
		case SC_FALCON:
		case SC_WEIGHT50:
		case SC_WEIGHT90:
		case SC_BROKNWEAPON:
		case SC_BROKNARMOR:
			tick=600*1000;
			break;

		case SC_AUTOGUARD:
			{
				int i,t;
				for(i=val2=0;i<val1;i++) {
					t = 5-(i>>1);
					val2 += (t < 0)? 1:t;
				}
			}
			break;

		case SC_DEFENDER:
			calc_flag = 1;
			val2 = 5 + val1*15;
			break;

		case SC_KEEPING:
		case SC_BARRIER:
			calc_flag = 1;

		case SC_HALLUCINATION:
			break;

		case SC_CONCENTRATION:	/* �R���Z���g��?�V���� */
			*opt3 |= 1;
			calc_flag = 1;
			break;

		case SC_TENSIONRELAX:	/* �e���V���������b�N�X */
			calc_flag = 1;
			if(bl->type == BL_PC) {
				tick = 10000;
			}
			break;

		case SC_AURABLADE:		/* �I?���u��?�h */
		case SC_PARRYING:		/* �p���C���O */
//		case SC_ASSUMPTIO:		/*  */
		case SC_HEADCRUSH:		/* �w�b�h�N���b�V�� */
		case SC_JOINTBEAT:		/* �W���C���g�r?�g */
//		case SC_MARIONETTE:		/* �}���I�l�b�g�R���g��?�� */

			//�Ƃ肠������?��
			break;

// -- moonsoul	(for new upper class related skill status effects)
/*
		case SC_AURABLADE:
			val2 = val1*10;
			break;
		case SC_PARRYING:
			val2=val1*3;
			break;
		case SC_CONCENTRATION:
			calc_flag=1;
			val2=val1*10;
			val3=val1*5;
			break;
		case SC_TENSIONRELAX:
//			val2 = 10;
//			val3 = 15;
			break;
		case SC_BERSERK:
			calc_flag=1;
			break;
		case SC_ASSUMPTIO:
			if(sc_data[SC_KYRIE].timer!=-1 )
				skill_status_change_end(bl,SC_KYRIE,-1);
				break;*/

		case SC_WINDWALK:		/* �E�C���h�E�H?�N */
			calc_flag = 1;
			val2 = (val1 / 2); //Flee�㏸��
			break;

		case SC_BERSERK:		/* �o?�T?�N */
			if(sd){
				sd->status.hp = sd->status.max_hp * 3;
				sd->status.sp = 0;
				clif_updatestatus(sd,SP_HP);
				clif_updatestatus(sd,SP_SP);
				clif_status_change(bl,SC_INCREASEAGI,1);	/* �A�C�R���\�� */
				sd->canregen_tick = gettick() + 300000;
			}
			*opt3 |= 128;
			tick = 10000;
			calc_flag = 1;
			break;

		case SC_ASSUMPTIO:		/* �A�X���v�e�B�I */
			if(sc_data[SC_KYRIE].timer!=-1 )
				skill_status_change_end(bl,SC_KYRIE,-1);
				break;
			*opt3 |= 2048;
			break;

		case SC_BASILICA: // [celest]
			break;

		case SC_MARIONETTE:		/* �}���I�l�b�g�R���g��?�� */
		case SC_MARIONETTE2:
			val2 = tick;
			if (!val3)
				return 0;
			tick = 1000;
			calc_flag = 1;
			*opt3 |= 1024;
			break;

		case SC_MELTDOWN:		/* �����g�_�E�� */
		case SC_CARTBOOST:		/* �J?�g�u?�X�g */
		case SC_TRUESIGHT:		/* �g�D��?�T�C�g */
		case SC_SPIDERWEB:		/* �X�p�C�_?�E�F�b�u */
			calc_flag = 1;
			break;

		case SC_REJECTSWORD:	/* ���W�F�N�g�\?�h */
			val2 = 3; //3��U?�𒵂˕Ԃ�
			break;

		case SC_MEMORIZE:		/* �������C�Y */
			val2 = 3; //3��r����1/3�ɂ���
			break;

		case SC_GRAFFITI:		/* �O���t�B�e�B */
			{
				struct skill_unit_group *sg = skill_unitsetting(bl,RG_GRAFFITI,val1,val2,val3,0);
				if(sg)
					val4 = (int)sg;
			}
			break;

		case SC_SPLASHER:		/* �x�i���X�v���b�V��? */
			break;

		case SC_FOGWALL:
			val2 = 75;
			// calc_flag = 1;	// not sure of effects yet [celest]
			break;

		case SC_BLOCKSKILL:
			if (!tick) tick = 60000;
			if (!val3) val3 = -1;
			break;

		case SC_SLOWDOWN:
		case SC_SPEEDUP0:
			calc_flag = 1;
			break;

/*		case SC_LEADERSHIP:
		case SC_GLORYWOUNDS:
		case SC_SOULCOLD:
		case SC_HAWKEYES:
			tick = 1000;
			calc_flag = 1;
			//val4 = 1;
			break;*/

		case SC_REGENERATION:
			val1 = 2;
		case SC_BATTLEORDERS:
			tick = 60000; // 1 minute
			calc_flag = 1;
			break;

		default:
			if(battle_config.error_log)
				printf("UnknownStatusChange [%d]\n", type);
			return 0;
	}

	if(bl->type==BL_PC && type<SC_SENDMAX)
		clif_status_change(bl,type,1);	/* �A�C�R���\�� */

	/* option��?�X */
	switch(type){
		case SC_STONE:
		case SC_FREEZE:
		case SC_STAN:
		case SC_SLEEP:
			battle_stopattack(bl);	/* �U?��~ */
			skill_stop_dancing(bl,0);	/* ���t/�_���X�̒�? */
			{	/* �����Ɋ|����Ȃ��X�e?�^�X�ُ������ */
				int i;
				for(i = SC_STONE; i <= SC_SLEEP; i++){
					if(sc_data[i].timer != -1){
						(*sc_count)--;
						delete_timer(sc_data[i].timer, skill_status_change_timer);
						sc_data[i].timer = -1;
					}
				}
			}
			if(type == SC_STONE)
				*opt1 = 6;
			else
				*opt1 = type - SC_STONE + 1;
			opt_flag = 1;
			break;
		case SC_POISON:
		case SC_CURSE:
		case SC_SILENCE:
		case SC_BLIND:
			*opt2 |= 1<<(type-SC_POISON);
			opt_flag = 1;
			break;
		case SC_DPOISON:	// �b��œł̃G�t�F�N�g���g�p
			*opt2 |= 1;
			opt_flag = 1;
			break;
		case SC_SIGNUMCRUCIS:
			*opt2 |= 0x40;
			opt_flag = 1;
			break;
		case SC_HIDING:
		case SC_CLOAKING:
			battle_stopattack(bl);	/* �U?��~ */
			*option |= ((type==SC_HIDING)?2:4);
			opt_flag =1 ;
			break;
		case SC_CHASEWALK:
			battle_stopattack(bl);	/* �U?��~ */
			*option |= 16388;
			opt_flag =1 ;
			break;
		case SC_SIGHT:
			*option |= 1;
			opt_flag = 1;
			break;
		case SC_RUWACH:
			*option |= 8192;
			opt_flag = 1;
			break;
		case SC_WEDDING:
			*option |= 4096;
			opt_flag = 1;
	}

	if(opt_flag)	/* option��?�X */
		clif_changeoption(bl);

	(*sc_count)++;	/* �X�e?�^�X�ُ��? */

	sc_data[type].val1 = val1;
	sc_data[type].val2 = val2;
	sc_data[type].val3 = val3;
	sc_data[type].val4 = val4;
	/* �^�C�}?�ݒ� */
	sc_data[type].timer = add_timer(
		gettick() + tick, skill_status_change_timer, bl->id, type);

	if(bl->type==BL_PC && calc_flag)
		pc_calcstatus(sd,0);	/* �X�e?�^�X�Čv�Z */

	if(bl->type==BL_PC && save_flag)
		chrif_save(sd); // save the player status

	if(bl->type==BL_PC && updateflag)
		clif_updatestatus(sd,updateflag);	/* �X�e?�^�X���N���C�A���g�ɑ��� */

	return 0;
}
/*==========================================
 * �X�e?�^�X�ُ�S����
 *------------------------------------------
 */
int skill_status_change_clear(struct block_list *bl, int type)
{
	struct status_change* sc_data;
	short *sc_count, *option, *opt1, *opt2, *opt3;
	int i;

	nullpo_retr(0, bl);
	nullpo_retr(0, sc_data = battle_get_sc_data(bl));
	nullpo_retr(0, sc_count = battle_get_sc_count(bl));
	nullpo_retr(0, option = battle_get_option(bl));
	nullpo_retr(0, opt1 = battle_get_opt1(bl));
	nullpo_retr(0, opt2 = battle_get_opt2(bl));
	nullpo_retr(0, opt3 = battle_get_opt3(bl));

	if (*sc_count == 0)
		return 0;
	for(i = 0; i < MAX_STATUSCHANGE; i++){
		if(sc_data[i].timer != -1){	/* �ُ킪����Ȃ�^�C�}?���폜���� */
/*
			delete_timer(sc_data[i].timer, skill_status_change_timer);
			sc_data[i].timer = -1;

			if (!type && i < SC_SENDMAX)
				clif_status_change(bl, i, 0);
*/

			skill_status_change_end(bl, i, -1);
		}
	}
	*sc_count = 0;
	*opt1 = 0;
	*opt2 = 0;
	*opt3 = 0;
	*option &= OPTION_MASK;

	if (night_flag == 1 && type == BL_PC && !map[bl->m].flag.indoors && // by [Yor]
		!map[bl->m].flag.indoors && battle_config.night_darkness_level <= 0) // [celest]
		*opt2 |= STATE_BLIND;

	if(!type || type&2)
		clif_changeoption(bl);

	return 0;
}

/* �N��?�L���O?���i����Ɉړ��s�”\�n?�����邩�j */
int skill_check_cloaking(struct block_list *bl) 
{
	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;

	//missing sd [Found by Celest, commited by Aria]
	struct map_session_data *sd=(struct map_session_data *)bl;

	nullpo_retr(0, bl);

	if(bl->type == BL_PC && !battle_config.pc_cloak_check_type) // If it's No it shouldn't be checked
		return 0;
	else if(bl->type == BL_MOB && !battle_config.monster_cloak_check_type)
		return 0;
	for(i=0;i<sizeof(dx)/sizeof(dx[0]);i++){
		int c=map_getcell(bl->m,bl->x+dx[i],bl->y+dy[i]);
		if(c==1 || c==5) {
			end=0;
			break;
		}
	}
	if(end){
		if ((bl->type == BL_PC && pc_checkskill(sd,AS_CLOAKING)<3) || bl->type == BL_MOB) {
			skill_status_change_end(bl, SC_CLOAKING, -1);
			*battle_get_option(bl)&=~4;	/* �O�̂��߂�?�� */
		}
		else if (bl->type == BL_PC && sd->sc_data[SC_CLOAKING].val3 != 130) {
			sd->sc_data[SC_CLOAKING].val3 = 130;
			pc_calcspeed (sd);
		}
	}
	else {
		if (bl->type == BL_PC && sd->sc_data[SC_CLOAKING].val3 != 103) {
			sd->sc_data[SC_CLOAKING].val3 = 103;
			pc_calcspeed (sd);
		}
	}
	return end;
}

int skill_type_cloaking(struct block_list *bl)
{
	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 i;

	nullpo_retr(0, bl);
	if(bl->type == BL_PC && battle_config.pc_cloak_check_type&1)
		return 0;
	else if(bl->type == BL_MOB && battle_config.monster_cloak_check_type&1)
		return 0;
	for(i=0; i<sizeof(dx)/sizeof(dx[0]); i++)
	{
		int c=map_getcell(bl->m,bl->x+dx[i],bl->y+dy[i]);
		if(c==1 || c==5)
			return 0;
	}
	return 1;
}

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

/*==========================================
 * ���t/�_���X�X�L�����ǂ�������
 * ��? �X�L��ID
 * ?�� �_���X����Ȃ�=0 ���t=2 ����ȊO�̃_���X=1
 *------------------------------------------
 */
int skill_is_danceskill(int id)
{
	int i;
	switch(id){
	case BD_LULLABY:				/* �q��� */
	case BD_RICHMANKIM:				/* �j�����h�̉� */
	case BD_ETERNALCHAOS:			/* �i���̍��� */
	case BD_DRUMBATTLEFIELD:		/* ?���ۂ̋��� */
	case BD_RINGNIBELUNGEN:			/* �j?�x�����O�̎w�� */
	case BD_ROKISWEIL:				/* ���L�̋��� */
	case BD_INTOABYSS:				/* �[���̒��� */
	case BD_SIEGFRIED:				/* �s���g�̃W?�N�t��?�h */
	case BD_RAGNAROK:				/* �_?��?�� */
	case CG_MOONLIT:				/* ������̐�ɗ�����Ԃт� */
		i=2;
		break;
	case BA_DISSONANCE:				/* �s���a�� */
	case BA_FROSTJOKE:				/* �����W��?�N */
	case BA_WHISTLE:				/* ���J */
	case BA_ASSASSINCROSS:			/* �[�z�̃A�T�V���N���X */
	case BA_POEMBRAGI:				/* �u���M�̎� */
	case BA_APPLEIDUN:				/* �C�h�D���̗ь� */
	case DC_UGLYDANCE:				/* ��������ȃ_���X */
	case DC_SCREAM:					/* �X�N��?�� */
	case DC_HUMMING:				/* �n�~���O */
	case DC_DONTFORGETME:			/* ����Y��Ȃ��Łc */
	case DC_FORTUNEKISS:			/* �K�^�̃L�X */
	case DC_SERVICEFORYOU:			/* �T?�r�X�t�H?��? */
		i=1;
		break;
	default:
		i=0;
	}
	return i;
}

/*==========================================
 * ���t/�_���X����߂�
 * flag 1�ō��t���Ȃ瑊���Ƀ��j�b�g��C����
 *
 *------------------------------------------
 */
void skill_stop_dancing(struct block_list *src, int flag)
{
	struct status_change* sc_data;
	struct skill_unit_group* group;
	short* sc_count;

	nullpo_retv(src);
	nullpo_retv(sc_data = battle_get_sc_data(src));
	nullpo_retv(sc_count = battle_get_sc_count(src));

	if((*sc_count)>0 && sc_data[SC_DANCING].timer != -1) {
		group=(struct skill_unit_group *)sc_data[SC_DANCING].val2; //�_���X�̃X�L�����j�b�gID��val2�ɓ����Ă�
		if(group && src->type==BL_PC && sc_data && sc_data[SC_DANCING].val4){ //���t��?
			struct map_session_data* dsd=map_id2sd(sc_data[SC_DANCING].val4); //������sd�擾
			if(flag){ //���O�A�E�g�ȂǕЕ��������Ă����t��??�����
				if(dsd && src->id == group->src_id){ //�O��?�v��������PC��������
					group->src_id=sc_data[SC_DANCING].val4; //�����ɃO��?�v��C����
					if(flag&1) //���O�A�E�g
					dsd->sc_data[SC_DANCING].val4=0; //�����̑�����0�ɂ��č��t�I�����ʏ�̃_���X?��
					if(flag&2) //�n�G��тȂ�
						return; //���t���_���X?�Ԃ��I�������Ȃ����X�L�����j�b�g�͒u���Ă��ڂ�
				}else if(dsd && dsd->bl.id == group->src_id){ //�������O��?�v�������Ă���PC��������(�����̓O��?�v�������Ă��Ȃ�)
					if(flag&1) //���O�A�E�g
					dsd->sc_data[SC_DANCING].val4=0; //�����̑�����0�ɂ��č��t�I�����ʏ�̃_���X?��
					if(flag&2) //�n�G��тȂ�
						return; //���t���_���X?�Ԃ��I�������Ȃ����X�L�����j�b�g�͒u���Ă��ڂ�
				}
				skill_status_change_end(src,SC_DANCING,-1);//�����̃X�e?�^�X���I��������
				//�����ăO��?�v�͏����Ȃ��������Ȃ��̂ŃX�e?�^�X�v�Z������Ȃ��H
				return;
			}else{
				if(dsd && src->id == group->src_id){ //�O��?�v�������Ă�PC���~�߂�
					skill_status_change_end((struct block_list *)dsd,SC_DANCING,-1);//����̃X�e?�^�X���I��������
				}
				if(dsd && dsd->bl.id == group->src_id){ //�������O��?�v�������Ă���PC���~�߂�(�����̓O��?�v�������Ă��Ȃ�)
					skill_status_change_end(src,SC_DANCING,-1);//�����̃X�e?�^�X���I��������
				}
			}
		}
		if(flag&2 && group && src->type==BL_PC){ //�n�G�Ŕ�񂾂Ƃ��Ƃ��̓��j�b�g�����
			struct map_session_data *sd = (struct map_session_data *)src;
			skill_unit_move_unit_group(group, sd->bl.m,(sd->to_x - sd->bl.x),(sd->to_y - sd->bl.y));
			return;
		}
		skill_delunitgroup(group);
		if(src->type==BL_PC)
			pc_calcstatus((struct map_session_data *)src,0);
	}
}

/*==========================================
 * �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);
	return unit;
}

int skill_unit_timer_sub_ondelete( struct block_list *bl, va_list ap );
/*==========================================
 * �X�L�����j�b�g�폜
 *------------------------------------------
 */
int skill_delunit(struct skill_unit *unit)
{
	struct skill_unit_group *group;
	int range;

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

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

	/* ondelete�C�x���g�Ăяo�� */
	range=group->range;
	map_foreachinarea( skill_unit_timer_sub_ondelete, unit->bl.m,
		unit->bl.x-range,unit->bl.y-range,unit->bl.x+range,unit->bl.y+range,0,
		&unit->bl,gettick() );

	clif_skill_delunit(unit);

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

	return 0;
}
/*==========================================
 * �X�L�����j�b�g�O��?�v������
 *------------------------------------------
 */
static int skill_unit_group_newid=10;
struct skill_unit_group *skill_initunitgroup(struct block_list *src,
	int count,int skillid,int skilllv,int unit_id)
{
	int i;
	struct skill_unit_group *group=NULL, *list=NULL;
	int maxsug=0;

	if(skilllv <= 0) return 0;

	nullpo_retr(NULL, src);

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

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

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

	group->src_id=src->id;
	group->party_id=battle_get_party_id(src);
	group->guild_id=battle_get_guild_id(src);
	group->group_id=skill_unit_group_newid++;
	if(skill_unit_group_newid<=0)
		skill_unit_group_newid=10;
	group->unit=(struct skill_unit *)aCalloc(count,sizeof(struct skill_unit));
	group->unit_count=count;
	group->val1=group->val2=0;
	group->skill_id=skillid;
	group->skill_lv=skilllv;
	group->unit_id=unit_id;
	group->map=src->m;
	group->range=0;
	group->limit=10000;
	group->interval=1000;
	group->tick=gettick();
	group->valstr=NULL;

	if( skill_is_danceskill(skillid) ){
		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;
		}
		skill_status_change_start(src,SC_DANCING,skillid,(int)group,0,0,skill_get_time(skillid,skilllv)+1000,0);
		switch(skillid){ //���t�X�L���͑������_���X?�Ԃɂ���
		case BD_LULLABY:				/* �q��� */
		case BD_RICHMANKIM:				/* �j�����h�̉� */
		case BD_ETERNALCHAOS:			/* �i���̍��� */
		case BD_DRUMBATTLEFIELD:		/* ?���ۂ̋��� */
		case BD_RINGNIBELUNGEN:			/* �j?�x�����O�̎w�� */
		case BD_ROKISWEIL:				/* ���L�̋��� */
		case BD_INTOABYSS:				/* �[���̒��� */
		case BD_SIEGFRIED:				/* �s���g�̃W?�N�t��?�h */
		case BD_RAGNAROK:				/* �_?��?�� */
		case CG_MOONLIT:				/* ������̐�ɗ�����Ԃт� */
			{
				int range=1;
				int c=0;
				if(sd){
					map_foreachinarea(skill_check_condition_use_sub,sd->bl.m,
						sd->bl.x-range,sd->bl.y-range,
						sd->bl.x+range,sd->bl.y+range,BL_PC,&sd->bl,&c);
				}
			}
		}
	}
	return group;
}

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

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

	src=map_id2bl(group->src_id);
	if( skill_is_danceskill(group->skill_id) ){ //�_���X�X�L���̓_���X?�Ԃ���������
		if(src)
			skill_status_change_end(src,SC_DANCING,-1);
		}

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

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

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

	nullpo_retr(0, src);

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

/*==========================================
 * �X�L�����j�b�g�O��?�v�̔�e��tick?��
 *------------------------------------------
 */
struct skill_unit_group_tickset *skill_unitgrouptickset_search(
	struct block_list *bl,int group_id)
{
	int i,j=0,k,s=group_id%MAX_SKILLUNITGROUPTICKSET;
	struct skill_unit_group_tickset *set=NULL;

	nullpo_retr(0, bl);

	if(bl->type==BL_PC){
		set=((struct map_session_data *)bl)->skillunittick;
	}else{
		set=((struct mob_data *)bl)->skillunittick;
	}
	if(set==NULL)
		return 0;
	for(i=0;i<MAX_SKILLUNITGROUPTICKSET;i++)
		if( set[(k=(i+s)%MAX_SKILLUNITGROUPTICKSET)].group_id == group_id )
			return &set[k];
		else if( set[k].group_id==0 )
			j=k;

	return &set[j];
}

/*==========================================
 * �X�L�����j�b�g�O��?�v�̔�e��tick�폜
 *------------------------------------------
 */
int skill_unitgrouptickset_delete(struct block_list *bl,int group_id)
{
	int i,s=group_id%MAX_SKILLUNITGROUPTICKSET;
	struct skill_unit_group_tickset *set=NULL,*ts;

	nullpo_retr(0, bl);

	if(bl->type==BL_PC){
		set=((struct map_session_data *)bl)->skillunittick;
	}else{
		set=((struct mob_data *)bl)->skillunittick;
	}

	if(set!=NULL){

		for(i=0;i<MAX_SKILLUNITGROUPTICKSET;i++)
			if( (ts=&set[(i+s)%MAX_SKILLUNITGROUPTICKSET])->group_id == group_id )
				ts->group_id=0;

	}
	return 0;
}

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

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

	tick=va_arg(ap,unsigned int);
	su = (struct skill_unit *)src;

	if( su && su->alive ) {
		struct skill_unit_group *sg;
		sg = su->group;
		if(sg && battle_check_target(src,bl,sg->target_flag )>0)
			skill_unit_onplace( su, bl, tick );
	}
	return 0;
}

/*==========================================
 * �X�L�����j�b�g�^�C�}?�폜?���p(foreachinarea)
 *------------------------------------------
 */
int skill_unit_timer_sub_ondelete( struct block_list *bl, va_list ap )
{
	struct block_list *src;
	struct skill_unit *su;
	unsigned int tick;

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

	tick=va_arg(ap,unsigned int);
	su = (struct skill_unit *)src;

	if( su && su->alive ){
		struct skill_unit_group *sg;
		sg = su->group;
		if( sg && battle_check_target(src,bl,sg->target_flag )>0 )
			skill_unit_ondelete( su, 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;
	int range;
	unsigned int tick;

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

	if(!unit->alive)
		return 0;

	range=(unit->range!=0)?unit->range:group->range;

	/* onplace�C�x���g�Ăяo�� */
	if(unit->alive && unit->range>=0){
		map_foreachinarea( skill_unit_timer_sub_onplace, bl->m,
			bl->x-range,bl->y-range,bl->x+range,bl->y+range,0,
			bl,tick);
		if(group->unit_id == 0xaa && DIFF_TICK(tick,group->tick)>=6000*group->val2){
			map_foreachinarea( skill_idun_heal, bl->m,
				bl->x-range,bl->y-range,bl->x+range,bl->y+range,0,unit);
			group->val2++;
		}
	}
	/* ���Ԑ؂�폜 */
	if(unit->alive &&
		(DIFF_TICK(tick,group->tick)>=group->limit || DIFF_TICK(tick,group->tick)>=unit->limit) ){
		switch(group->unit_id){
			case 0x8f:	/* �u���X�g�}�C�� */
				group->unit_id = 0x8c;
				clif_changelook(bl,LOOK_BASE,group->unit_id);
				group->limit=DIFF_TICK(tick+1500,group->tick);
				unit->limit=DIFF_TICK(tick+1500,group->tick);
				break;
			case 0x90:	/* �X�L�b�h�g���b�v */
			case 0x91:	/* �A���N���X�l�A */
			case 0x93:	/* �����h�}�C�� */
			case 0x94:	/* �V���b�N�E�F?�u�g���b�v */
			case 0x95:	/* �T���h�}�� */
			case 0x96:	/* �t���b�V��? */
			case 0x97:	/* �t��?�W���O�g���b�v */
			case 0x98:	/* �N���C���A?�g���b�v */
			case 0x99:	/* �g?�L?�{�b�N�X */
				{
					struct block_list *src=map_id2bl(group->src_id);
					if(group->unit_id == 0x91 && group->val2);
					else{
						if(src && src->type==BL_PC){
							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 == 0x8d) {
		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_out_all_sub( struct block_list *bl, va_list ap )
{
	struct skill_unit *unit;
	struct skill_unit_group *group;
	struct block_list *src;
	int range;
	unsigned int tick;

	nullpo_retr(0, bl);
	nullpo_retr(0, ap);
	nullpo_retr(0, src=va_arg(ap,struct block_list*));
	nullpo_retr(0, unit=(struct skill_unit *)bl);
	nullpo_retr(0, group=unit->group);

	tick=va_arg(ap,unsigned int);

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

	range=(unit->range!=0)?unit->range:group->range;

	if( range<0 || battle_check_target(bl,src,group->target_flag )<=0 )
		return 0;

	if( src->x >= bl->x-range && src->x <= bl->x+range &&
		src->y >= bl->y-range && src->y <= bl->y+range )
		skill_unit_onout( unit, src, tick );

	return 0;
}


/*==========================================
 * �X�L�����j�b�g�ړ���?��
 *------------------------------------------
 */
int skill_unit_out_all( struct block_list *bl,unsigned int tick,int range)
{
	nullpo_retr(0, bl);

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

	if(range<7)
		range=7;
	map_foreachinarea( skill_unit_out_all_sub,
		bl->m,bl->x-range,bl->y-range,bl->x+range,bl->y+range,BL_SKILL,
		bl,tick );

	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_group *group;
	struct block_list *src;
	int range;
	unsigned int tick;

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

	tick=va_arg(ap,unsigned int);

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

	if((group=unit->group) == NULL)
		return 0;
	range=(unit->range!=0)?unit->range:group->range;

	if( range<0 || battle_check_target(bl,src,group->target_flag )<=0 )
		return 0;

	if( src->x >= bl->x-range && src->x <= bl->x+range &&
		src->y >= bl->y-range && src->y <= bl->y+range )
		skill_unit_onplace( unit, src, tick );
	else
		skill_unit_onout( unit, src, tick );

	return 0;
}

/*==========================================
 * �X�L�����j�b�g�ړ���?��
 *------------------------------------------
 */
int skill_unit_move( struct block_list *bl,unsigned int tick,int range)
{
	nullpo_retr(0, bl);

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

	if(range<7)
		range=7;
	map_foreachinarea( skill_unit_move_sub,
		bl->m,bl->x-range,bl->y-range,bl->x+range,bl->y+range,BL_SKILL,
		bl,tick );

	return 0;
}

/*==========================================
 * �X�L�����j�b�g��?�̈ړ���?��(foreachinarea)
 *------------------------------------------
 */
int skill_unit_move_unit_group_sub( struct block_list *bl, va_list ap )
{
	struct skill_unit *unit;
	struct skill_unit_group *group;
	struct block_list *src;
	int range;
	unsigned int tick;

	nullpo_retr(0, bl);
	nullpo_retr(0, ap);
	nullpo_retr(0, src=va_arg(ap,struct block_list*));
	nullpo_retr(0, unit=(struct skill_unit *)src);
	nullpo_retr(0, group=unit->group);

	tick=va_arg(ap,unsigned int);

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

	range=(unit->range!=0)?unit->range:group->range;

	if( range<0 || battle_check_target(src,bl,group->target_flag )<=0 )
		return 0;
	if( bl->x >= src->x-range && bl->x <= src->x+range &&
		bl->y >= src->y-range && bl->y <= src->y+range )
		skill_unit_onplace( unit, bl, tick );
	else
		skill_unit_onout( unit, 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)
{
	nullpo_retr(0, group);

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

	if(group->unit!=NULL){
		if(!battle_config.unit_movement_type){
			int i;
			for(i=0;i<group->unit_count;i++){
				struct skill_unit *unit=&group->unit[i];
				if(unit->alive && !(m==unit->bl.m && dx==0 && dy==0)){
					int range=unit->range;
					map_delblock(&unit->bl);
					unit->bl.m = m;
					unit->bl.x += dx;
					unit->bl.y += dy;
					map_addblock(&unit->bl);
					clif_skill_setunit(unit);
					if(range>0){
						if(range<7)
							range=7;
						map_foreachinarea( skill_unit_move_unit_group_sub, unit->bl.m,
							unit->bl.x-range,unit->bl.y-range,unit->bl.x+range,unit->bl.y+range,0,
							&unit->bl,gettick() );
					}
				}
			}
		}else{
			int i,j, *r_flag, *s_flag, *m_flag;
			struct skill_unit *unit1;
			struct skill_unit *unit2;
                        r_flag = (int *) malloc(sizeof(int) * group->unit_count);
                        s_flag = (int *) malloc(sizeof(int) * group->unit_count);
                        m_flag = (int *) malloc(sizeof(int) * group->unit_count);
			memset(r_flag,0, sizeof(int) * group->unit_count);// ?���t���O
			memset(s_flag,0, sizeof(int) * group->unit_count);// ?���t���O
			memset(m_flag,0, sizeof(int) * group->unit_count);// ?���t���O

			//��Ƀt���O��S�����߂�
		for(i=0;i<group->unit_count;i++){
				int move_check=0;// ���Ԃ�t���O
				unit1=&group->unit[i];
			for(j=0;j<group->unit_count;j++){
					unit2=&group->unit[j];
					if(unit1->bl.m==m && unit1->bl.x+dx==unit2->bl.x && unit1->bl.y+dy==unit2->bl.y){
						//�ړ���Ƀ��j�b�g�����Ԃ��Ă���
						s_flag[i]=1;// �ړ��O�̃��j�b�g�i���o?��?���t���Oon
						r_flag[j]=1;// ���Ԃ郆�j�b�g�i���o?��?���t���Oon
						move_check=1;//���j�b�g�����Ԃ����B
						break;
					}
				}
				if(!move_check)// ���j�b�g�����Ԃ��ĂȂ�������
					m_flag[i]=1;// �ړ��O���j�b�g�i���o?�̈ړ��t���Oon
			}

			//�t���O�Ɋ�Â��ă��j�b�g�ړ�
			for(i=0;i<group->unit_count;i++){
				unit1=&group->unit[i];
				if(m_flag[i]){// �ړ��t���O��on��
					if(!r_flag[i]){// ?���t���O��off�Ȃ�
						//?���ړ�(range��?���̕K�v����)
						int range=unit1->range;
						map_delblock(&unit1->bl);
						unit1->bl.m = m;
						unit1->bl.x += dx;
						unit1->bl.y += dy;
						map_addblock(&unit1->bl);
						clif_skill_setunit(unit1);
						if(range > 0){
							if(range < 7)
								range = 7;
							map_foreachinarea( skill_unit_move_unit_group_sub, unit1->bl.m,
								unit1->bl.x-range,unit1->bl.y-range,unit1->bl.x+range,unit1->bl.y+range,0,
								&unit1->bl,gettick() );
						}
					}else{// ?���t���O��on�Ȃ�
						//�󃆃j�b�g�ɂȂ�̂ŁA?���”\�ȃ��j�b�g��T��
						for(j=0;j<group->unit_count;j++){
							unit2=&group->unit[j];
							if(s_flag[j] && !r_flag[j]){
								// ?���ړ�(range?���t��)
								int range=unit1->range;
								map_delblock(&unit2->bl);
								unit2->bl.m = m;
								unit2->bl.x = unit1->bl.x + dx;
								unit2->bl.y = unit1->bl.y + dy;
								unit2->range = unit1->range;
								map_addblock(&unit2->bl);
								clif_skill_setunit(unit2);
								if(range > 0){
									if(range < 7)
										range = 7;
									map_foreachinarea( skill_unit_move_unit_group_sub, unit2->bl.m,
										unit2->bl.x-range,unit2->bl.y-range,unit2->bl.x+range,unit2->bl.y+range,0,
										&unit2->bl,gettick() );
								}
								s_flag[j]=0;// ?�����������̂�off
								break;
							}
						}
					}
				}
			}
			free(r_flag);
            free(s_flag);
            free(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 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 == 32 || trigger == 16 || trigger==64 || trigger == 256) {
			if(skill_produce_db[i].itemlv!=trigger)	/* �t�@?�}�V?���|?�V�����ނƗn??��?�ΈȊO�͂��� */
				return 0;
		}else{
			if(skill_produce_db[i].itemlv>=16)		/* ����ȊO�͂��� */
				return 0;
			if( itemdb_wlv(nameid)>trigger )	/* ����Lv���� */
				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 )	/* ����ȏ�͍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<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 nameid, int slot1, int slot2, int slot3 )
{
	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)) )	/* ?���s�� */
		return 0;
	idx--;
	slot[0]=slot1;
	slot[1]=slot2;
	slot[2]=slot3;

	/* ����?��?�� */
	for(i=0,sc=0,ele=0;i<3;i++){
		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){	/* ���̂����� */
			pc_delitem(sd,j,1,1);
			sc++;
		}
		if(slot[i]>=994 && slot[i]<=997 && ele==0){	/* ?���� */
			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=skill_produce_db[idx].mat_amount[i];	/* �K�v�Ȍ�? */
		do{	/* �Q�ˆȏ�̃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)
					printf("skill_produce_mix: material item error\n");
			}

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

	/* �m������ */
	equip = itemdb_isequip(nameid);
	if(!equip) {
// Corrected rates [DracoRPG] --------------------------//
		if(skill_produce_db[idx].req_skill==AM_PHARMACY) {
			if(nameid >= 501 && nameid <= 505) // Normal potions
				make_per = 2000 + sd->status.job_level*20 + sd->paramc[4]*10 + sd->paramc[5]*10 + pc_checkskill(sd,AM_LEARNINGPOTION)*100 + pc_checkskill(sd,AM_PHARMACY)*300 + pc_checkskill(sd,AM_POTIONPITCHER)*100;
			if(nameid >= 605 && nameid <= 606) // Anodyne & Aloevera (not sure of the formula, I put the same base value as normal pots but without the Aid Potion bonus since they are not throwable pots ^^)
				make_per = 2000 + sd->status.job_level*20 + sd->paramc[4]*10 + sd->paramc[5]*10 + pc_checkskill(sd,AM_LEARNINGPOTION)*100 + pc_checkskill(sd,AM_PHARMACY)*300;
			else if(nameid >= 545 && nameid <= 547) // Concentrated potions
				make_per = sd->status.job_level*20 + sd->paramc[4]*10 + sd->paramc[5]*10 + pc_checkskill(sd,AM_LEARNINGPOTION)*100 + pc_checkskill(sd,AM_PHARMACY)*300;
			else if(nameid == 970) // Alcohol
				make_per = 1000 + sd->status.job_level*20 + sd->paramc[4]*10 + sd->paramc[5]*10 + pc_checkskill(sd,AM_LEARNINGPOTION)*100 + pc_checkskill(sd,AM_PHARMACY)*300;
			else if(nameid == 7135) // Bottle Grenade
				make_per = 500 + sd->status.job_level*20 + sd->paramc[4]*10 + sd->paramc[5]*10 + pc_checkskill(sd,AM_LEARNINGPOTION)*100 + pc_checkskill(sd,AM_PHARMACY)*300 + pc_checkskill(sd,AM_DEMONSTRATION)*100;
			else if(nameid == 7136) // Acid Bottle
				make_per = 500 + sd->status.job_level*20 + sd->paramc[4]*10 + sd->paramc[5]*10 + pc_checkskill(sd,AM_LEARNINGPOTION)*100 + pc_checkskill(sd,AM_PHARMACY)*300 + pc_checkskill(sd,AM_ACIDTERROR)*100;
			else if(nameid == 7137) // Plant Bottle
				make_per = 500 + sd->status.job_level*20 + sd->paramc[4]*10 + sd->paramc[5]*10 + pc_checkskill(sd,AM_LEARNINGPOTION)*100 + pc_checkskill(sd,AM_PHARMACY)*300 + pc_checkskill(sd,AM_CANNIBALIZE)*100;
			else if(nameid == 7138) // Marine Sphere Bottle
				make_per = 500 + sd->status.job_level*20 + sd->paramc[4]*10 + sd->paramc[5]*10 + pc_checkskill(sd,AM_LEARNINGPOTION)*100 + pc_checkskill(sd,AM_PHARMACY)*300 + pc_checkskill(sd,AM_SPHEREMINE)*100;
			else if(nameid == 7139) // Glistening Coat
				make_per = 500 + sd->status.job_level*20 + sd->paramc[4]*10 + sd->paramc[5]*10 + pc_checkskill(sd,AM_LEARNINGPOTION)*100 + pc_checkskill(sd,AM_PHARMACY)*300 + pc_checkskill(sd,AM_CP_WEAPON)*100 +
					pc_checkskill(sd,AM_CP_SHIELD)*100 + pc_checkskill(sd,AM_CP_ARMOR)*100 + pc_checkskill(sd,AM_CP_HELM)*100;
			else
				make_per = 1000 + sd->status.base_level*30 + sd->paramc[3]*20 + sd->paramc[4]*15 + pc_checkskill(sd,AM_LEARNINGPOTION)*100 + pc_checkskill(sd,AM_PHARMACY)*300;
		} else if (skill_produce_db[idx].req_skill == ASC_CDP) {
			make_per = 2000 + 40*sd->paramc[4] + 20*sd->paramc[5];			
			//make_per = 20 + (20*sd->paramc[4])/50 + (20*sd->paramc[5])/100;
		} else {
			if(nameid == 998)
				make_per = 1500 + sd->status.job_level*35 + sd->paramc[4]*10 + sd->paramc[5]*10 + pc_checkskill(sd,skill_produce_db[idx].req_skill)*600;
			else
				make_per = 1000 + sd->status.job_level*35 + sd->paramc[4]*10 + sd->paramc[5]*10 + pc_checkskill(sd,skill_produce_db[idx].req_skill)*500;
		}
	}
	else { // Corrected rates [DracoRPG]
		int add_per=0;
		if(pc_search_inventory(sd,989) >= 0) add_per = 400;
		else if(pc_search_inventory(sd,988) >= 0) add_per = 300;
		else if(pc_search_inventory(sd,987) >= 0) add_per = 200;
		else if(pc_search_inventory(sd,986) >= 0) add_per = 100;
			wlv = itemdb_wlv(nameid);
			make_per = 1500 + sd->status.job_level*35 + sd->paramc[4]*10 + sd->paramc[5]*10 + pc_checkskill(sd,skill_produce_db[idx].req_skill)*1000 + pc_checkskill(sd,BS_WEAPONRESEARCH)*100 +
				((wlv >= 3)? pc_checkskill(sd,BS_ORIDEOCON)*100 : 0) + add_per - (ele? 2500:0) - sc*((4-wlv)*500) - wlv*1000;
	}
// -----------------------------------------------------//

	if(make_per < 1) make_per = 1;

	if(skill_produce_db[idx].req_skill==AM_PHARMACY || 
		skill_produce_db[idx].req_skill==ASC_CDP) {
		if( battle_config.pp_rate!=100 )
			make_per=make_per*battle_config.pp_rate/100;
	}
	else {
		if( battle_config.wp_rate!=100 )	/* �m���␳ */
			make_per=make_per*battle_config.wp_rate/100;
	}

//	if(battle_config.etc_log)
//		printf("make rate = %d\n",make_per);

	if(rand()%10000 < make_per){
		/* ���� */
		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){	/* ����̏ꍇ */
			tmp_item.card[0]=0x00ff; /* ��������t���O */
			tmp_item.card[1]=((sc*5)<<8)+ele;	/* ?���Ƃ‚悳 */
			*((unsigned long *)(&tmp_item.card[2]))=sd->char_id;	/* �L����ID */
		}
		else if((battle_config.produce_item_name_input && skill_produce_db[idx].req_skill!=AM_PHARMACY) ||
			(battle_config.produce_potion_name_input && skill_produce_db[idx].req_skill==AM_PHARMACY)) {
			tmp_item.card[0]=0x00fe;
			tmp_item.card[1]=0;
			*((unsigned long *)(&tmp_item.card[2]))=sd->char_id;	/* �L����ID */
		}

		#ifndef TXT_ONLY
		if(log_config.produce > 0)
			log_produce(sd,nameid,slot1,slot2,slot3,1);
		#endif //USE_SQL

		switch (skill_produce_db[idx].req_skill) {
			case AM_PHARMACY:
				clif_produceeffect(sd,2,nameid);/* ��?�G�t�F�N�g */
				clif_misceffect(&sd->bl,5); /* ���l�ɂ�������ʒm */
				break;
			case ASC_CDP:
				clif_produceeffect(sd,2,nameid);/* �b���?�G�t�F�N�g */
				clif_misceffect(&sd->bl,5);
				break;
			default:  /* ���퐻���A�R�C������ */
				clif_produceeffect(sd,0,nameid); /* ���퐻���G�t�F�N�g */
				clif_misceffect(&sd->bl,3);
				break;
		}

		if((flag = pc_additem(sd,&tmp_item,1))) {
			clif_additem(sd,0,0,flag);
			map_addflooritem(&tmp_item,1,sd->bl.m,sd->bl.x,sd->bl.y,NULL,NULL,NULL,0);
		}
	}
	else {
		#ifndef TXT_ONLY
		if(log_config.produce > 0)
			log_produce(sd,nameid,slot1,slot2,slot3,0);
		#endif //USE_SQL

		switch (skill_produce_db[idx].req_skill) {
			case AM_PHARMACY:
				clif_produceeffect(sd,3,nameid);/* ��?���s�G�t�F�N�g */
				clif_misceffect(&sd->bl,6); /* ���l�ɂ����s��ʒm */
				break;
			case ASC_CDP:
				{
					clif_produceeffect(sd,3,nameid); /* �b���?�G�t�F�N�g */
					clif_misceffect(&sd->bl,6); /* ���l�ɂ����s��ʒm */
					pc_heal(sd, -(sd->status.max_hp>>2), 0);
				}
				break;
			default:
				clif_produceeffect(sd,1,nameid);/* ���퐻�����s�G�t�F�N�g */
				clif_misceffect(&sd->bl,2); /* ���l�ɂ����s��ʒm */
				break;
		}
	}
	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;
			*((unsigned long *)(&tmp_item.card[2]))=sd->char_id;	/* �L����ID */
		}
		if(tmp_item.nameid <= 0 || tmp_item.amount <= 0)
			continue;
		if((flag = pc_additem(sd,&tmp_item,tmp_item.amount))) {
			clif_additem(sd,0,0,flag);
			map_addflooritem(&tmp_item,tmp_item.amount,sd->bl.m,sd->bl.x,sd->bl.y,NULL,NULL,NULL,0);
		}
	}

	return 0;
}

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

/*==========================================
 * �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���쐬�X�L���p�f?�^
 * create_arrow_db.txt ��쐬�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],*p;
	char *filename[]={"db/produce_db.txt","db/produce_db2.txt"};

	/* �X�L���f?�^�x?�X */
	memset(skill_db,0,sizeof(skill_db));
	fp=fopen("db/skill_db.txt","r");
	if(fp==NULL){
		printf("can't read db/skill_db.txt\n");
		return 1;
	}
	while(fgets(line,1020,fp)){
		char *split[50], *split2[MAX_SKILL_LEVEL];
		if(line[0]=='/' && line[1]=='/')
			continue;
		for(j=0,p=line;j<14 && p;j++){
			split[j]=p;
			p=strchr(p,',');
			if(p) *p++=0;
		}
		if(split[13]==NULL || j<14)
			continue;

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

/*		printf("skill id=%d\n",i); */
		memset(split2,0,sizeof(split2));
		for(j=0,p=split[1];j<MAX_SKILL_LEVEL && p;j++){
			split2[j]=p;
			p=strchr(p,':');
			if(p) *p++=0;
		}
		for(k=0;k<MAX_SKILL_LEVEL;k++)
			skill_db[i].range[k]=(split2[k])? atoi(split2[k]):atoi(split2[0]);
		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_db[i].max=atoi(split[6]);

		memset(split2,0,sizeof(split2));
		for(j=0,p=split[7];j<MAX_SKILL_LEVEL && p;j++){
			split2[j]=p;
			p=strchr(p,':');
			if(p) *p++=0;
		}
		for(k=0;k<MAX_SKILL_LEVEL;k++)
			skill_db[i].num[k]=(split2[k])? atoi(split2[k]):atoi(split2[0]);

		if(strcmpi(split[8],"yes") == 0)
			skill_db[i].castcancel=1;
		else
			skill_db[i].castcancel=0;
		skill_db[i].cast_def_rate=atoi(split[9]);
		skill_db[i].inf2=atoi(split[10]);
		skill_db[i].maxcount=atoi(split[11]);
		if(strcmpi(split[12],"weapon") == 0)
			skill_db[i].skill_type=BF_WEAPON;
		else if(strcmpi(split[12],"magic") == 0)
			skill_db[i].skill_type=BF_MAGIC;
		else if(strcmpi(split[12],"misc") == 0)
			skill_db[i].skill_type=BF_MISC;
		else
			skill_db[i].skill_type=0;
		memset(split2,0,sizeof(split2));
		for(j=0,p=split[13];j<MAX_SKILL_LEVEL && p;j++){
			split2[j]=p;
			p=strchr(p,':');
			if(p) *p++=0;
		}
		for(k=0;k<MAX_SKILL_LEVEL;k++)
			skill_db[i].blewcount[k]=(split2[k])? atoi(split2[k]):atoi(split2[0]);
	}
	fclose(fp);
	sprintf(tmp_output,"Done reading '"CL_WHITE"%s"CL_RESET"'.\n","db/skill_db.txt");
	ShowStatus(tmp_output);

	fp=fopen("db/skill_require_db.txt","r");
	if(fp==NULL){
		printf("can't read db/skill_require_db.txt\n");
		return 1;
	}
	while(fgets(line,1020,fp)){
		char *split[51], *split2[MAX_SKILL_LEVEL];
		if(line[0]=='/' && line[1]=='/')
			continue;
		for(j=0,p=line;j<30 && p;j++){
			split[j]=p;
			p=strchr(p,',');
			if(p) *p++=0;
		}
		if(split[29]==NULL || j<30)
			continue;

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

		memset(split2,0,sizeof(split2));
		for(j=0,p=split[1];j<MAX_SKILL_LEVEL && p;j++){
			split2[j]=p;
			p=strchr(p,':');
			if(p) *p++=0;
		}
		for(k=0;k<MAX_SKILL_LEVEL;k++)
			skill_db[i].hp[k]=(split2[k])? atoi(split2[k]):atoi(split2[0]);

		memset(split2,0,sizeof(split2));
		for(j=0,p=split[2];j<MAX_SKILL_LEVEL && p;j++){
			split2[j]=p;
			p=strchr(p,':');
			if(p) *p++=0;
		}
		for(k=0;k<MAX_SKILL_LEVEL;k++)
			skill_db[i].mhp[k]=(split2[k])? atoi(split2[k]):atoi(split2[0]);

		memset(split2,0,sizeof(split2));
		for(j=0,p=split[3];j<MAX_SKILL_LEVEL && p;j++){
			split2[j]=p;
			p=strchr(p,':');
			if(p) *p++=0;
		}
		for(k=0;k<MAX_SKILL_LEVEL;k++)
			skill_db[i].sp[k]=(split2[k])? atoi(split2[k]):atoi(split2[0]);

		memset(split2,0,sizeof(split2));
		for(j=0,p=split[4];j<MAX_SKILL_LEVEL && p;j++){
			split2[j]=p;
			p=strchr(p,':');
			if(p) *p++=0;
		}
		for(k=0;k<MAX_SKILL_LEVEL;k++)
			skill_db[i].hp_rate[k]=(split2[k])? atoi(split2[k]):atoi(split2[0]);

		memset(split2,0,sizeof(split2));
		for(j=0,p=split[5];j<MAX_SKILL_LEVEL && p;j++){
			split2[j]=p;
			p=strchr(p,':');
			if(p) *p++=0;
		}
		for(k=0;k<MAX_SKILL_LEVEL;k++)
			skill_db[i].sp_rate[k]=(split2[k])? atoi(split2[k]):atoi(split2[0]);

		memset(split2,0,sizeof(split2));
		for(j=0,p=split[6];j<MAX_SKILL_LEVEL && p;j++){
			split2[j]=p;
			p=strchr(p,':');
			if(p) *p++=0;
		}
		for(k=0;k<MAX_SKILL_LEVEL;k++)
			skill_db[i].zeny[k]=(split2[k])? atoi(split2[k]):atoi(split2[0]);

		memset(split2,0,sizeof(split2));
		for(j=0,p=split[7];j<32 && p;j++){
			split2[j]=p;
			p=strchr(p,':');
			if(p) *p++=0;
		}
		for(k=0;k<32 && split2[k];k++) {
			l = atoi(split2[k]);
			if(l == 99) {
				skill_db[i].weapon = 0xffffffff;
				break;
			}
			else
				skill_db[i].weapon |= 1<<l;
		}

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

		memset(split2,0,sizeof(split2));
		for(j=0,p=split[9];j<MAX_SKILL_LEVEL && p;j++){
			split2[j]=p;
			p=strchr(p,':');
			if(p) *p++=0;
		}
		for(k=0;k<MAX_SKILL_LEVEL;k++)
			skill_db[i].spiritball[k]=(split2[k])? atoi(split2[k]):atoi(split2[0]);
		skill_db[i].itemid[0]=atoi(split[10]);
		skill_db[i].amount[0]=atoi(split[11]);
		skill_db[i].itemid[1]=atoi(split[12]);
		skill_db[i].amount[1]=atoi(split[13]);
		skill_db[i].itemid[2]=atoi(split[14]);
		skill_db[i].amount[2]=atoi(split[15]);
		skill_db[i].itemid[3]=atoi(split[16]);
		skill_db[i].amount[3]=atoi(split[17]);
		skill_db[i].itemid[4]=atoi(split[18]);
		skill_db[i].amount[4]=atoi(split[19]);
		skill_db[i].itemid[5]=atoi(split[20]);
		skill_db[i].amount[5]=atoi(split[21]);
		skill_db[i].itemid[6]=atoi(split[22]);
		skill_db[i].amount[6]=atoi(split[23]);
		skill_db[i].itemid[7]=atoi(split[24]);
		skill_db[i].amount[7]=atoi(split[25]);
		skill_db[i].itemid[8]=atoi(split[26]);
		skill_db[i].amount[8]=atoi(split[27]);
		skill_db[i].itemid[9]=atoi(split[28]);
		skill_db[i].amount[9]=atoi(split[29]);
	}
	fclose(fp);
	sprintf(tmp_output,"Done reading '"CL_WHITE"%s"CL_RESET"'.\n","db/skill_require_db.txt");
	ShowStatus(tmp_output);

	/* �L���X�e�B���O�f?�^�x?�X */
	fp=fopen("db/skill_cast_db.txt","r");
	if(fp==NULL){
		printf("can't read db/skill_cast_db.txt\n");
		return 1;
	}
	while(fgets(line,1020,fp)){
		char *split[50], *split2[MAX_SKILL_LEVEL];
		memset(split,0,sizeof(split));	// [Valaris] thanks to fov
		if(line[0]=='/' && line[1]=='/')
			continue;
		for(j=0,p=line;j<5 && p;j++){
			split[j]=p;
			p=strchr(p,',');
			if(p) *p++=0;
		}
		if(split[4]==NULL || j<5)
			continue;

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

		memset(split2,0,sizeof(split2));
		for(j=0,p=split[1];j<MAX_SKILL_LEVEL && p;j++){
			split2[j]=p;
			p=strchr(p,':');
			if(p) *p++=0;
		}
		for(k=0;k<MAX_SKILL_LEVEL;k++)
			skill_db[i].cast[k]=(split2[k])? atoi(split2[k]):atoi(split2[0]);

		memset(split2,0,sizeof(split2));
		for(j=0,p=split[2];j<MAX_SKILL_LEVEL && p;j++){
			split2[j]=p;
			p=strchr(p,':');
			if(p) *p++=0;
		}
		for(k=0;k<MAX_SKILL_LEVEL;k++)
			skill_db[i].delay[k]=(split2[k])? atoi(split2[k]):atoi(split2[0]);

		memset(split2,0,sizeof(split2));
		for(j=0,p=split[3];j<MAX_SKILL_LEVEL && p;j++){
			split2[j]=p;
			p=strchr(p,':');
			if(p) *p++=0;
		}
		for(k=0;k<MAX_SKILL_LEVEL;k++)
			skill_db[i].upkeep_time[k]=(split2[k])? atoi(split2[k]):atoi(split2[0]);

		memset(split2,0,sizeof(split2));
		for(j=0,p=split[4];j<MAX_SKILL_LEVEL && p;j++){
			split2[j]=p;
			p=strchr(p,':');
			if(p) *p++=0;
		}
		for(k=0;k<MAX_SKILL_LEVEL;k++)
			skill_db[i].upkeep_time2[k]=(split2[k])? atoi(split2[k]):atoi(split2[0]);
	}
	fclose(fp);
	sprintf(tmp_output,"Done reading '"CL_WHITE"%s"CL_RESET"'.\n","db/skill_cast_db.txt");
	ShowStatus(tmp_output);

	/* �����n�X�L���f?�^�x?�X */
	memset(skill_produce_db,0,sizeof(skill_produce_db));
	for(m=0;m<2;m++){
		fp=fopen(filename[m],"r");
		if(fp==NULL){
			if(m>0)
				continue;
			printf("can't read %s\n",filename[m]);
			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));
			for(j=0,p=line;j<3 + MAX_PRODUCE_RESOURCE * 2 && p;j++){
				split[j]=p;
				p=strchr(p,',');
				if(p) *p++=0;
			}
			if(split[0]==NULL)
				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);
		sprintf(tmp_output,"Done reading '"CL_WHITE"%d"CL_RESET"' entries in '"CL_WHITE"%s"CL_RESET"'.\n",k,filename[m]);
		ShowStatus(tmp_output);
	}

	memset(skill_arrow_db,0,sizeof(skill_arrow_db));
	fp=fopen("db/create_arrow_db.txt","r");
	if(fp==NULL){
		printf("can't read db/create_arrow_db.txt\n");
		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));
		for(j=0,p=line;j<13 && p;j++){
			split[j]=p;
			p=strchr(p,',');
			if(p) *p++=0;
		}
		if(split[0]==NULL)
			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);
	sprintf(tmp_output,"Done reading '"CL_WHITE"%d"CL_RESET"' entries in '"CL_WHITE"%s"CL_RESET"'.\n",k,"db/create_arrow_db.txt");
	ShowStatus(tmp_output);

	memset(skill_abra_db,0,sizeof(skill_abra_db));
	fp=fopen("db/abra_db.txt","r");
	if(fp==NULL){
		printf("can't read db/abra_db.txt\n");
		return 1;
	}
	k=0;
	while(fgets(line,1020,fp)){
		char *split[16];
		if(line[0]=='/' && line[1]=='/')
			continue;
		memset(split,0,sizeof(split));
		for(j=0,p=line;j<13 && p;j++){
			split[j]=p;
			p=strchr(p,',');
			if(p) *p++=0;
		}
		if(split[0]==NULL)
			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);
	sprintf(tmp_output,"Done reading '"CL_WHITE"%d"CL_RESET"' entries in '"CL_WHITE"%s"CL_RESET"'.\n",k,"db/abra_db.txt");
	ShowStatus(tmp_output);

	fp=fopen("db/skill_castnodex_db.txt","r");
	if(fp==NULL){
		printf("can't read db/skill_castnodex_db.txt\n");
		return 1;
	}
	while(fgets(line,1020,fp)){
		char *split[50], *split2[MAX_SKILL_LEVEL];
		memset(split,0,sizeof(split));
		if(line[0]=='/' && line[1]=='/')
			continue;
		for(j=0,p=line;j<2 && p;j++){
			split[j]=p;
			p=strchr(p,',');
			if(p) *p++=0;
		}

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

		memset(split2,0,sizeof(split2));
		for(j=0,p=split[1];j<MAX_SKILL_LEVEL && p;j++){
			split2[j]=p;
			p=strchr(p,':');
			if(p) *p++=0;
		}
		for(k=0;k<MAX_SKILL_LEVEL;k++)
			skill_db[i].castnodex[k]=(split2[k])? atoi(split2[k]):atoi(split2[0]);
	}
	fclose(fp);
	sprintf(tmp_output,"Done reading '"CL_WHITE"%s"CL_RESET"'.\n","db/skill_castnodex_db.txt");
	ShowStatus(tmp_output);

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

	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=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++;
	}
	free(buf);
	sprintf(tmp_output,"Done reading '"CL_WHITE"%s"CL_RESET"'.\n","data\\leveluseskillspamount.txt");
	ShowStatus(tmp_output);

	return 0;
}

void skill_reload(void)
{
	/*

	<empty skill database>
	<?>

	*/

	do_init_skill();
}

/*==========================================
 * �X�L��?�W������?��
 *------------------------------------------
 */
int do_init_skill(void)
{
	skill_readdb();
	if (battle_config.skill_sp_override_grffile)
		skill_read_skillspamount();

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

	return 0;
}