summaryrefslogblamecommitdiff
path: root/src/map/skill.c
blob: 724c915bab35256a9164f794cc6597541b94aa37 (plain) (tree)
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630





















                                                          
                               
                
                














                                                                            

                                                        











































































































































































































































































































































































































































































































































































































                                                                              


                                                                                     
                                       
                                                               
                                                         







                                                                                               
                                                                           
                                                                           
                                                                           





































                                                                                                                                             
                                                                                                    













                                                                                                                

                                                          











                                                                                         














                                                                                                                                



                                            
                               
















                                                                                  

                                                            

                                            
                                                                  












                                                                                           
                                                                        










                                                                                        
                                                                         


                                                       

                                      
                                                                                                        
                      

         

                                                                                       


                     

                                                         
                        



                                                  


                                                                                       
 
                                                                                               
                                               



                                                 
                                                       

















                                                                                                                    
                                                         
        
                          
                            

                     




                                                                       

                                                        










                                                                                        
                                                             
                         
                                                             
                         
                                                             


                                                       
                                                                                                 



                             
                                                





                                                                 
                                                    



                                                                 


                                    
                                                 








                                                                 
                                                    


                                                                
                              
                                      
                                                                                               
                                                                                  

                                                                                           
                                                                                                                    
                                 



                                                                
         
                                     

 




                                                       














                                                                       

                                               

 


























                                                                                                                
   














































                                                                                                                                         
 





                                                                                                                        
                                                                      
                                                                   
                                                                                                               

                               
                                                                 

                                                                                                
                                                                                   
                                                                                     

                                                                            



                                                                               
                                                                                


                                                                                          
                                                                               


                                                                                          
                                                                               
















                                                                                                                                          



                                                                                                                       













                                                                                                                    
                     









                                                                                          

                         





                                                                                                  
                          









                                                                                                


                                                                                             

                      
                          
                                            

                                                                                                                             









                                                                                         
                             


                                                                                               
                         


                                                                                               
                         






                                                                                             
                        


                                                                                               
                             


                                                                                  
                           




                                                                                 
                          


                                                                                         



                                                                                                    











                                                                                                     
                             






                                                                                             
                     











                                                                                               
                        













                                                                                                     
                               



                                                                           





                               
                                                                                                                    

                      







                                                                                     
                      
         





















                                                                                        
                            


                                                                                                  
                        



                                                                                                                
                                                                                      



                                                                                                         
                          
                                                                                                                    

                      
                               












                                                                                                                                             
                             









































                                                                                                                                  


                                                                     


                                                                                              


                                                                                                


                                                                                                   

         




                                               
                            
                                                                     




















                                                                                           


                 





                                                                                                    
                                                                                                                                   




                                                                                











































                                                                                                               


                                                            

                                                    


















                                                                                             










































                                                                                                                                                 
                              
                                                                                                           
                      
                           
                                                                                                                
                      



                                                    


                                                                                                

                      
         

                                                                        
                                                                              





                                                                                                                          
 


                                          
                                                                         





                                                                                        
                        







                                                                                                   
                        




                                                                                  

                 
        
























































                                                                                                                     

                                                                                        
                                                                                 
                                                                                            













































                                                                                                               
                                               




                                                                                                       
                                                               

                                                                
                                                      

                                                                 

                                                                   
                                                

                                                                                                                 




















                                                                                              
                                                                              
















                                                                         

                                                                                           















































                                                                           


                                                                                   
                                                                     



                                                                            




                                                                                     
                                                                           
                                                                              



                                                                               


                                                                           
                                                                                                                                                                 



                                              
                                          
                                  










                                                                                                                                       
                                                                            
                                                                                                                                                                                     
                                                                

                                 
 
                                
                                
 
                                              
                                             


                                                         
                                                                                               
                                                                           
                         


                                                                                                        
 
                                                                              

                                             
                             
                      
                                                    




                                                                                   



                                                                                                                         




                                                    

                                                                                      
                                                                                         

                                                                       

                                                                    
                                                                      




                                                                           




                                                                                                          





                                                                            
                                                               

                                                                                                                        



                                                                                                            






                                                                                            
                                                                                    


                                                   
 
                             


                                                                           

                                  


                                                                    
                                        

         
                
                                                                                      






                                                                           
                                                                           
                                                            


                                                                                                        
                                                                                                       




                                                                                        






                                                                   

                                                                         
                                      
                                           
                                                                                               
                                               
                                      
                                            

                                                                                                            

                                                                                              
                                          

                                                                                                        
                                           

                                                                                                                                                           
                                      
                                       
                                                                                               

                                                                    
                                                                                                                               




















                                                                                                         






                                                                         



                         


                                                                                                                             
                                                                                            
                            


                                           
                                                                                                                                        


                               








                                   

                            

                                                                                                                    
                

                                                                                       
                                                                            
                                                                    
                      











                                                                                                    







                                                                                                    

                                                                                






















                                                                                                                                           
                                                                                













                                                                                                                       
                                                                                                           
                    
                                                                                                            








                                                                                             

                                                                                              


                                                                                   
                        






                                                                                                       
                                                                                                                        
                                                                                                               



                               
                      


                                            

                                                
                        


                                      

                                            
                              

                                                                                                          

                                                                                                








                                   
                                           










                                                         
                                                                         














































                                                                                                                           
                                                                                                 













                                                                                                                   
                                                                          

















                                                                                                      
                                                                                                  






























                                                                                                                                    
                                                           

                                    
                                    
        
                                           




                                       



                                                          








                                                                                     
                 
                         
         

                                                                          

 











                                                                                         




                                                 
                           
                        

















                                                                          





                                                  


















                                                                        
                                                          


                                         
                                                                                           


                                         
 

                                                             
                                                      


                                                            
                                                      



                                 
                                                              

                            
                                             
                                                      




                                 

                                   












                                                                                             


                         






                                                                    








                                            
                                                                           
  
   
                                                                                                                                   





                                       
                                                         











                                                                          

                                                                            

                              
                                               








                                            
                                                                          






































                                                                                                                    

                                                  








                                                                                                                                 
                                                                                                                                                   


































                                                                                                                                            
                                                                                                                                            



























                                                                                      
                                                  
















                                                                                      
                                                                












                                                                                                          

  

                                            
                                                                                                                                  




















                                                        
                              

                         



                                                                                  











                                             

                          
                       



                               









                              


                                




                               




                               



                               



                              








                                   





                             

                             

                           
                                               
                          





                                                           
                            

                              






                             
                         

                                       















                                                                                                              
                                       

                                                                    
                                                                                        

                      

                                            




                                                                             
                         
                                                                             



                                                          



                                                                                        
                                            

                                                                                      
                                                                                             

                      
                            




                                                                             
                         



                                                                                                                     
                                                                              
                                                                                                    

                                                                                           





                                                                
                                




                                                                                                                          
                 

                                                               

                      
                           


                                                                             

                      






                                                                    
                              
                                                      





                                                                                

                                                                             
                                                               
                                    
                                    
                                                                                                  

                                            



                                               









                                                                                      
                                                                                     

                                                                 









                                                                                       
                         
                 

                      
                               
                         
                          
                       
                          

                                



                             
                      
                          


                               



                                                                                                                         
                                                                                                 





                                                                      

                                                                          
                                                               
                                                                            










                                                                                              
                                                                                             




                                                                                                      

                      
 









                                                                                     
                            
                           

                                                      
                                           

                                                                                             
                        












                                                                                   
                                            
                                                          



                                                                                   



                                                                                  


                      
                          
                           

                                                       
                                                                                                 


                                                                       


                                                                                          
                                                                                      














                                                                                                                             
                                                                                 











                                                                                                                                  



                                                                          


                                                                            












                               
                             
                            


                           





                                                                            
                                    






                                                            
                                                                                         

                      
                                                                              











                                                                            
                                                                            





                                                                  
                           




                                                                                                      


                                                         

                     






                                                                                    


                                    




                                  
                      
                         


                                                                           
                            




                                                                                   




                                                                          
                                                                                            
                                                               


                                                                       
                                                                                             
                                                                



                                                                                        











                                                                                                    
                         
                                                                                                            



                                                                                     
 
                           

                                                                                            

                         
                 

                                                                    
                                                              
                                                          
                                                              
                                                                                     
                 
                      



                                                                 
                                                                                                                         























                                                                                                     
   




                                                                                                                                    
                                     
















                                                                 
                                                       
                                              











                                                      
                              
                         
                                                                                                  






                                                                                             
                                       
                                                 

                                                                         

                             

                                      

                                                                                          

                                                                                                 
                                                                        






                                                                                                                    
                        
                                                          
                                                                                                   
                                                                                                  

         

                                                       





                                
                               
                     



                                                                 
                                                                                              
                                       

                                                                                                    

                                                                                                                  

                         














                                                                                                                        
                         
                                                                   
                                                                        
 



                                                                                                 
                                                                        



















                                                                                             
                                                                                                       




                                                                                                                                 

                                                 
                              
                                                                  




                                                                                                        
                              




                                                        




                                                                                 

                                      





                                              

















                                                                                                                                                             
                                                                               
                                 



                         
                       




















                                                                                            
                          










                                                                                               

                                                                          
                                    

                                                                                                                                                            


                                                                                                                      

                                                                                        




























































                                                                                                                      
                                                                                                     


                                                              
                                      






                                                              






































                                                                                                               

                         
                           



                           



                                                                                       
                           










                                                                                        
                           



























































                                                                                                            



                                                                                                                                              

                                                                                        

                      
                         



































                                                                                       
                      




                                                                                       
                                       








                                                                                              


                                
                        
                             
                              













                                 
                                                          


                            



                                                   
                              







                               

                           



                                                                                       
                        

                                                                                             

                                                    
                                                                                                     
                                                                                                        
                      
                             
                                                           
                                                                                       

                                                         
                      













                                                                                      
                       
























                                                                                                                                                   
                             





























                                                                                                                                  
                              








                                                                                               

                                                                                                    































                                                                                                                
                         

                               


























                                                                                                                                               
                            





                                                                                     
                            




















                                                                                                                                              
                              






                                                                                                                                               
                                             

                                                

                                                  
                                                                      
                 

                      
                            





                                                                      
                         












                                                                      
                           


                                                                                                           
                     




                                                                    
                                                      
                      
 
                               

                                                              

                                                      




                                                                    
                              
                 
                                  


                                                                

                                                               

                                                    
                                        






                                                                                           



















                                                                                           



















                                                                                   

                             
                          
                                                              
                                       

                                                                    
                                                                                     

                      
                                       
                                 
                                                                          
                                                                                               
                                                                                        
                                          


                                                                    
                                                            



                                                               



                           



                                                                                               






                                                                           
                           
                            

                              
                                                                           


                                                                                                                     




















































                                                                                                                       

                          



                                                                                          
                                                                                        

                      










                                                                                              
                      
                         
                                                     







                                                                                          
                           





                                                                      

                          

                                                                                               
                         








                                                                                    
                          



                                                                                        
                          














                                                                                                                                                               
                      
                        
                                                        





                                                                              
                          
                        
                                                
                                                                              




                                                                
                           














                                                                                            


                                                                                














                                                                                                                   
                         



                                                        
                     











                                                                                           
                         




                                                               
                           




















                                                                                                                 
                           





                                                                                 
                             
                               


                                                        
                         









                                                    
                        








                                                                                                
                         
                        
                                                         


























                                                                                                                                   
                          













                                                                              

                                                                      

















                                                                                                          



                            





                                                                                        

















                                                                    










                                                                
                                                 


                                                                                                             
                                                                            
                                                                                                          










                                                                                                                                                                                              
                                                
                                                               






                                                                                                                                                                        
                                                       







                                                                                                              
                                                           

































                                                                                                              
                              














































































































                                                                                                                                                                   
                        





















                                                                                                                                                                     
                                                                                                  
                                                                                          
                                                       

                                                 
                                                                                                                                                        













                                                                                                              







                                                                                 


                                                                          
                                                    
                                                              













                                                                               
                             















































                                                                                                                           
                          


































































































                                                                                                                    




                                                                                                
                         



                                                                                   

                               



                                                                                            
                           
                                                     































                                                                            
                     



                                                                                                                                            
                                                                         

                                                                                                                          





                                             



                                                                                                      



























                                                                                                                          
                                                                                           




                                                                                      
                                                                                           


                           
                                                                
                                                           
                                                                                              









                                                                                           
                                                                                                                                                        





                                                                                             
                                                                                                                                                      

































                                                                                                               
                           














                                                                                                                     
                                                                                                         








                                                                                                                                                                                        
                                                                                         







                                                                                                                                  
                                                     


                         
                           



























                                                                                                               
                       




                                                                                          
                         
















                                                                                                        






                                                                                                   








































                                                                                                        

                                                   



                                                                      
                       








































                                                                                                   


                                                                                                                                       
                                                                                                                                                             
















                                                                                                       
                                                                        










































                                                                                                                       
                                                    






















































































                                                                                                                               
                                                                                               












                                                                                       
                                                                                               

































                                                                                                    
                                                                      




                                                                                                        










                                                                                                           
                                                                                       
                         
                                                          
                                                                       





                                                              
                         
                                                                      
                                                                
                                                                


                      


                                                                      
                                                        




                                                                                        
 






                                                                                                                                               
                            

                                                        





                                                        

                       
                 



                                                                                  
                 
                      
 
                                       
                                                        
                 


                                   

                                                                                                     
 
                                                                
                                                                                         
                                                             
                                                             

                                                                                               
                                                            
                                 
 


                                                                                           

                         




                                                                   


                                       
















                                                                                                                          
                                                                                                      
                 
                      




                                                  

                                                                                       

                                                                                             
                      














                                                                                                                   
 
                                            
  

                                            
                                                                   


                                                        
                                               

                                               
                                        
                     



                                  
                                               







                                    
                                                       

                                    
                                 
                                       
















































                                                                                                                    



                                                           
                                                  
                                                                                                
                                                                   







                                                                                     
 
                                                                              
                                      







                                                                                               
                 
 



                                                                                     









                                                                                                         










                                                                                                                                     
                                                                               

                              


                                                                                               
























                                                                                                                                          
                                                                                                                        




                                                          


                                                                             

                                                                     
                                         







                                                                                

                                                          








                                                                          
                                                               
                                                              

                                                                                                                               
                                                            

                 

                                                        





                                                                          



                                            
   

                                            
                                                                    



                                               
                                               





                                               
                                               






                                    
                                   
















































                                                                                                                                                                 
                                                                                

                              


                                                                                               






























                                                                                                                                  
                                  


                                                               




                                            
  

                                            
                                                                                                                    


                                         

                                    











                                                                 
                                

                                      
                                               
 



                                          
                                   






                                                                                   

                       
                           



















                                                                      
                          








                                                              



























                                



                                                             





















                                
                        
                          
                        

                          

                             
                           
                                                                                                      

                                                                 
                      




                                                                        

                                           
                                                                 
                                                                                       



                                           


                                                                                                

                        



                                                                                         
 
                       






















                                                                                                                                                             
                     














                                                                                                                               


                                              





                                                              

                            
                 




                                                                                    
                                                                                                   








                                                                                                                                          
                                


































































                                                                                                        

                                                                                                           
                        



                                     






                                                                                                        
                         





                                                                                                                                

                      
 


                          

                                                                                                    







                                                                                        
                                                                                    
                                       
                                                             

                                                                                                            

                      
                             

                                                                                        
                      
 



                                                                                 
                                                                                 






                                                                

                                                                                   
                         











                                                                                                                
   

                                            
                                                                                   














                                                                     
                            









                                                          
                                           





















                                                                                                   
                         






                                                                                   
                     









































                                                                                                           
                                          






























                                                                                                                      




                                                                     


                                                                     


                                                                                                   
                                  
                                                                                               
                                
                                             








                                                                                
                                                                          











                                                                           
                                            
















































                                                                                                                                                   




                                                                                                                  
                                                                                                                     









                                            
                     









                                                                








                                                                                                





                                                                           
                        
 
                           

                               
                         




                                                            
                     


                                   

                      
                          



                                                 
                           









                                                                                             
                       
                                         
                      
                          
                                   







                             






                                                                        
                              











































                                                                                                                        

                                                                                               





                                                                   
                                                               
                                                                                    

                                                                   
                                                                   
                 
                                       

















                                                                              
                                                                   






















                                                                         



                                                                                        















                                                              
                        
                                                                             
                                         
                      
 
                            
























                                                                                 
                 


                                                                                            
                                                                                            







                                                                                                                                                       
                                                                                                                                        




                                                                                             














                                                                                             

                                




                                        
                                 
                                

                                         
                                








                                                                
                        
                                                        
                                                                                                         
                              
                 
























                                                                                                         
                                                                                        

                                          
                




                                                                                                    
 

                                                                                    
                                                  

                            


                                                                



                                            
   

                                            
                                                                                         


















                                                                        




                                                                                                       
                                                    













                                                                                                                        
                                                          
                                                                                

                                 






                                                                                 









                                                                                       
                                                  
                                                                     

                      






                                                                                                       








                                                                                 
                                         
                                                                                                              
                                       












                                                                                                                                
                                  



















                                                                                                            
                                                                                               






                                                                  





                                                                                                              



                                            
   

                                            
                                                                                               






                                              
                                                            





















                                                               
                                                    





















                                                                                                                                 
                                                                                                       
                                                                                                 







                                                                               
                                                                 
         
 














                                                                                                                                    
                                                              
                              
                         

                                   
                                                                                                            
















                                                                                                                      
                                                               



                                                                                                            
                                      
                                                                                               
                              
 








                                                                          
                                                                        






                                                                                                                                                        
                              
 

                                                                                              
                                              
                              
 
                                           
                                               





                                                                                                                            
 





























                                                                                                                          
                                                                                                                        









                                                                                                                                              
                                                     
                                                                             

                                                                                                                
                              












                                                                                                     

                                                                      
                                                                
                                                                                                                
                              
 
                                   
                                                 





                                                                              
                                              

                                                                                                                        
                              
 


                                             
                                                                                                                    
                              
 
                                                              
                                             
                                                                                                                            
                              
 

                                                                                                     
                              
 









                                                                            
 
                                      
                                       
                                                                                                
                              




















































                                                                                                                                
                         































                                                                                                                                        
                         
                              
 




                                                                                               
                                                                                    


                                                                                                        




                                            
                                                                                                       


                                         


                                                                                                                        








                                                                                                                          


                                                                                                                

                         



                                                                                                                


                                 
                                                                                               
                                             
                                                      
                              













                                                                                    
  
                                            
   
                                                                                       











                                      
                                                    









                                                                                                     




                                                                                                                             
                           
















                                                                          
                                                                                     







                                 
                                                

















                                                                

                                                                               














                                                                                                                                             
                               



















































                                                                                                                                                 
                                                         


                                       
                          

                          
                                           






                                           
        


                                                                   

                                                                                        
 




                                                                                                

                                                           

                         
 




                                                 

                                                      
 

                                                   



                                            
                                                                        

                                            
                                                                            





                                      
                             

                                                                                                    

                      
                         

                                                                              
                            
                          















                                                                                                 






                                                                        




                                            
  

                                            
                                                                                                       






                                                                 
                                               











                                  
                                            
  





























                                                                                                        
                                                                                    



                         
                                   



































                                                                                                                                                   
                                                                                                               















                                                                               



                                                                                     
                                                                                                                                                                             








                                                                                                       
                                                 








                                                                                                                                               
   


                                            
                                                                                   
 
                                      

                            








                                                                                
 
                                 
                       

                 
















                                                                             
                                            


                                                                                                                      
                                         


                                                                                                









                                                                            
                                                                                    




                                                                                     







































                                                                                                                             
                                    


























                                                                                                                         

                                                            






                                                                          

                                  
                                                                        
                        







                                                  
                                    



                                                  
                                                                               




                                                                










                                                                                      
                                                                  







































                                                                                                        
                                      

















                                                      
                                                                           










                                                                                                       
                            




                                                      
                            




                                                      
                                                                        










                                                                        
                           






                                                                                                
                                                                           


                                                                                                     
                                                                                   


                                                                                                      
                                                                                      









































                                                                                                                                  

                                                                                    











                                                                        

                                                                                                       












                                                                                                        

                                           
                         
                                                                          
                 





                                                                 
                                                                    



                                                                                    





                                                              
                           



















                                                                                                                              

                            





                                                                                                                    
                                                                                                                                              

                                                                                                          
                                                                                                                











                                                                                                 
                                                       






                                                                                             


























































































                                                                                                                                                             
                                                        






                                                                                                 
                                                            
                                 


                                                      




                                                                    

                      




                                                      


                      



                                                      
                             

                                                        

                                 
                      







                                                            
                                                                 
                                                                                  



                                                                                    
                                                          
                      







                                                                                                                    
                                                                           




                                                      


                      
                                                                                                            
                                                                                             

                                 
                                                                                                            
                                                                                             





                                                       

                                                     



                                                                             
                                                               














                                                                                                                                 
                                                      



                                 
                                                                      











































                                                      
                                                           






















                                                                                                                                              



                                                                                                                                         




                                                      





                                                                                               







                                          










                                                                                                
                                         
 












                                                                                               
                                                                                                                                                  
                                                                                                           










                                                                             
                                                                    










                                                                                
                                                                     
                                    
                          





                                                  
   

                                            
                                                                     



































                                                                                   
                                                      


                                                     




                                                                                 
                                                        



                                                                       






                                                                         
  

                                            
                                                                      
 
                                                                     



                                                       

                                                            
 

                                                                      
                                                                                                           



                                                                                          
                                                                                                    
                                                                        










                                                                           
                                                                             





                                                                                          







                                                                 
                               
         























                                                                                                           
   

                                          

                                                                         





































































































                                           
  

                                           

                                                                  




























                                                           
                                                              































                                                                                                                                                         
                                                                         











                                                                 
                                                          

















                                                                                                     
                                                              




















                                                                                                                                    
                                                                                                                           
 
                                                

                                                 









                                                                          



                                                                                              












                                                                                                                                                   












                                                                          
  

                                            
                                                              







































                                                                                                        
                            

                                            
                                                              

                                    
                                 

                                        



                                                       
                         
 

                                                                                          
 


                 
                                                           

                                    

                                 

                                        

                         
 

                                                       
 

                                                                                           
                                 

                                                                      

         


                 
                                                            

                                    
                                 
                                        

                                                
                                      
                                 


                                                                      


                 
                                                     
 
                     
                          

                           
 
                                                      






                                                          
                                                          





                                                        
                  

                                                                                        
                         
                

                                                                                        



                         
 
                                            
  

                                            
                                                              













                                                          
                                           















                                                                                                   
  

                                            
                                                                                         











                                                                   
                                                                            

                                            
                                                                                     
 
                                                                












                                             
                                                         




                                               

                             

                                  

                                           

                               



                                     
 


                                                                                                                     


                                                             
        


                                                                                                      

                                                                                         




                                            
                                                       
















                                                                                                                                     
                                        
                                           

                                                                         







                                                                                                   
                                                    



























                                                                          
                                                             









                                                                        
                                       



                 
                                                   






                                          
                                                              







                                                                                                                                 
  

                                            
                                                           












                                                






                                                                                              
                                                       



                                                   
                                                          
                                                                                    
                                                       





                                         


                                                   
                                                      
                                                                   


                                                    

                                                
                                                     









                                                                                                                          

                                                        
                                                                          
                                                                    
                             

                         
 
                 





                                            
                                                       












                                                                            
                                       
                                                      




                                            
   




                                                                    
                                             

                                   







                                                                 




                                            
                                                                                                  



                                                          
                                                                
                                                      
                         


                                            
  








                                                         
                    


                                             
                               












                                                                                                      



                                                                                                                     










                                                                                                   
  










                                                                 
                                                                       
                                                        
                                                                     
                                                       
                                                                         
                                                         
                                                                           
                                                          
                                                                         
                                                         
                                                                           





























                                                                                         
                                                             
                                                   
                                                               



                                                             
                                                                                     
                                      
                                              







                                                                              
  



                                                                              
  


                                            
                                                



















                                                                     
 
                                               
 




                                                                                  


                                                   


                                            
  

                                            
                                                                                                             














                                                  
                      

                        

                                
















                                                                                                  
                
                                                                        

                                                     
         
                                 



                                            
                                                             
                                            
   
                                                     







                                          
                                                  
 
                                                                     

                                             




























                                                                                                  
                                                   



                                            
  


                                                 
                                                                                                                                                



















                                                                               
                                                             

























                                                                                               


                                                                                           
                                               




                                                                             
                                                                                                                                         










                                                                                                     
                                                                         
                                            
   
                                                                                         











                                                                                                                                       
                                                                                
































                                                                                                                                     
                                                                     





                                     
                                        

















                                                                                                                              
  
                                            
   
                                                  





                                               
                                                             



                                            
  
                                            
   
                                                                                                                                







































                                                                                         
  

                                            
                                                                    




                                       














                                                                           

                                               


                                            
  

                                            
                                                            



                                       
                 
 
                                     







                                     
                                                  







                                                                                              


                                                                   
                                 
                 
         

                                                   
 


















                                                                                                    


                                                                                                                            
                                                                                         


                                                                                                                 
                                         
                                                               














                                                                                        
                                                       






                                                                             






                                                                  
                                               
                 




                                            
  

                                            
                                                                   










                                                                  
  

                                            
                                                           

                                                          
                                       

                                      
                     
 



                                             
                                          
        


                                               
        





                                                                                        
                                         



                                                                     
                         
         
 






















                                                                                                        

                                                           


                         
















                                                                                   
 


                                                                                             
                    
                                                   
                

                                                        











                                                                                           
                                                                        







                                   
                                                                              
















                                                                        
  

                                            
                                                                                      















                                                                                                  
                                                                 


























                                                                                                                           
                                                                                     
                                                              








                                                                                                










                                                                                                        







                                                                                                    
                                                                       
                                                                                       

                                                              








                                                                                          
  



                                                                              
  

                                            
                                                                                         











                                                         
                                       





                                                                                 
                                                                                          
                                                                                           





                                                                   

                                                                       
                         


                                            
                                                             








                                                                          
                                                                   






                                            
  

                                            
                                                                                                                       







                                                 
                                                             












                                                                          




                                                                                                 
                         











                                                                                                    



                                                               

                                                          




                                                                   
                                           





                                                                                              

                                      








                                               

                                                                                                                  


                                                                                                                   
                                                                                                                 

                                                          
                                                                                                                  




                                                                                                                                                                            
                                                                                                                          










































































                                                                                                                                    





                                                                                            
                                                                                                                 
                                                                                                                                 

                                              

                                                





















                                                                                                                                                                                                                                     
                                                         



                                       
                                                     






















                                                                                         
                                                              



































































                                                                                                                                  

                                                                                                   
                                                                                       




















                                                                                                                        

                                                                                                      














                                                                                               

                                                                                           
                                                                               




                 
                                                                



















                                                                 
                                                         



                                                                      
                                                      


















                                                                                                                
                                                                    







                                                    
 





                                                                           

                                                                    


                                               




                                            



                                                                             

                                                                               
                                                         









                                                                               
        






                                                                    



                                            



                                                                               

                                                                              
  


   
  
   
                                                    











                                      
  
   
                                          











































                                                                                                                                     
  
   
                                  


                             
                                                                  








                                                                





                                                                                     

















































































                                                                                      

                                        

                                                                                                                                  




                                                                                

                                             










                                                                                               
                                                                 























                                                                                                          

                                      









                                                                                 

                                
                          











                                                                                
                        
                                                         
                                     



                                                                                
                                







                                                                                


                                                 
                          










                                                                                

                                     



                                                                                
                                










                                                                                





                      

                                            
                       





                                                              
                                                




















                                                                                                                

                                                                























































                                                                       

                                                                




























































                                                                                                              











                                                       
                                                                                          











                                                                                                        

                                                                











                                                                    


















                                                                

                                                                




































                                                                                                   
                                                                










                                                             
                                                                  


                                                        
                                                                
                                                                                       







                                                                     
                                                                        
 
                                                                                                 










                                                                                                                  
                                                            












                                                         
                                                        



















                                                                                                          
                                                          










                                                   
                                                        


























                                                                                                          
                                                        











                                                                 
                                                                  














                                                                    
                                                        




















                                                                    
                                          



















                                                                                  






                                                                                                          


















                                                                                                 
                        






                                                    
  

                                            
                        

                       
                                                                                           

















                                                                                                           

                        



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

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

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

#include "skill.h"
#include "map.h"
#include "clif.h"
#include "pc.h"
#include "status.h"
#include "pet.h"
#include "mercenary.h"	//[orn]
#include "mob.h"
#include "npc.h"
#include "battle.h"
#include "party.h"
#include "itemdb.h"
#include "script.h"
#include "intif.h"
#include "log.h"
#include "chrif.h"
#include "guild.h"
#include "date.h"
#include "unit.h"

#define SKILLUNITTIMER_INVERVAL	100
//Guild Skills are shifted to these to make them stick into the skill array.
#define GD_SKILLRANGEMIN 900
#define GD_SKILLRANGEMAX GD_SKILLRANGEMIN+MAX_GUILDSKILL
#define HM_SKILLRANGEMIN 800
#define HM_SKILLRANGEMAX HM_SKILLRANGEMIN+MAX_HOMUNSKILL

int skill_names_id[MAX_SKILL_DB];
const struct skill_name_db skill_names[] = {
 { AC_CHARGEARROW, "AC_CHARGEARROW", "Arrow_Repel" } ,
 { AC_CONCENTRATION, "AC_CONCENTRATION", "Improve_Concentration" } ,
 { AC_DOUBLE, "AC_DOUBLE", "Double_Strafe" } ,
 { AC_MAKINGARROW, "AC_MAKINGARROW", "Arrow_Crafting" } ,
 { AC_OWL, "AC_OWL", "Owl's_Eye" } ,
 { AC_SHOWER, "AC_SHOWER", "Arrow_Shower" } ,
 { AC_VULTURE, "AC_VULTURE", "Vulture's_Eye" } ,
 { ALL_RESURRECTION, "ALL_RESURRECTION", "Resurrection" } ,
 { AL_ANGELUS, "AL_ANGELUS", "Angelus" } ,
 { AL_BLESSING, "AL_BLESSING", "Blessing" } ,
 { AL_CRUCIS, "AL_CRUCIS", "Signum_Crusis" } ,
 { AL_CURE, "AL_CURE", "Cure" } ,
 { AL_DECAGI, "AL_DECAGI", "Decrease_AGI" } ,
 { AL_DEMONBANE, "AL_DEMONBANE", "Demon_Bane" } ,
 { AL_DP, "AL_DP", "Divine_Protection" } ,
 { AL_HEAL, "AL_HEAL", "Heal" } ,
 { AL_HOLYLIGHT, "AL_HOLYLIGHT", "Holy_Light" } ,
 { AL_HOLYWATER, "AL_HOLYWATER", "Aqua_Benedicta" } ,
 { AL_INCAGI, "AL_INCAGI", "Increase_AGI" } ,
 { AL_PNEUMA, "AL_PNEUMA", "Pneuma" } ,
 { AL_RUWACH, "AL_RUWACH", "Ruwach" } ,
 { AL_TELEPORT, "AL_TELEPORT", "Teleport" } ,
 { AL_WARP, "AL_WARP", "Warp_Portal" } ,
 { AM_ACIDTERROR, "AM_ACIDTERROR", "Acid_Terror" } ,
 { AM_AXEMASTERY, "AM_AXEMASTERY", "Axe_Mastery" } ,
 { AM_BERSERKPITCHER, "AM_BERSERKPITCHER", "Aid_Berserk_Potion" } ,
 { AM_BIOETHICS, "AM_BIOETHICS", "Bioethics" } ,
 { AM_CALLHOMUN, "AM_CALLHOMUN", "Call_Homunculus" } ,
 { AM_CANNIBALIZE, "AM_CANNIBALIZE", "Summon_Flora" } ,
 { AM_CP_ARMOR, "AM_CP_ARMOR", "Synthetic_Armor" } ,
 { AM_CP_HELM, "AM_CP_HELM", "Biochemical_Helm" } ,
 { AM_CP_SHIELD, "AM_CP_SHIELD", "Synthetized_Shield" } ,
 { AM_CP_WEAPON, "AM_CP_WEAPON", "Alchemical_Weapon" } ,
 { AM_CULTIVATION, "AM_CULTIVATION", "Cultivation" } ,
 { AM_DEMONSTRATION, "AM_DEMONSTRATION", "Bomb" } ,
 { AM_LEARNINGPOTION, "AM_LEARNINGPOTION", "Potion_Research" } ,
 { AM_PHARMACY, "AM_PHARMACY", "Prepare_Potion" } ,
 { AM_POTIONPITCHER, "AM_POTIONPITCHER", "Aid_Potion" } ,
 { AM_REST, "AM_REST", "Vaporize" } ,
 { AM_RESURRECTHOMUN, "AM_RESURRECTHOMUN", "Homunculus_Resurrection" } ,
 { AM_SPHEREMINE, "AM_SPHEREMINE", "Summon_Marine_Sphere" } ,
 { AM_TWILIGHT1, "AM_TWILIGHT1", "Twilight_Pharmacy_1" } ,
 { AM_TWILIGHT2, "AM_TWILIGHT2", "Twilight_Pharmacy_2" } ,
 { AM_TWILIGHT3, "AM_TWILIGHT3", "Twilight_Pharmacy_3" } ,
 { ASC_BREAKER, "ASC_BREAKER", "Soul_Destroyer" } ,
 { ASC_CDP, "ASC_CDP", "Create_Deadly_Poison" } ,
 { ASC_EDP, "ASC_EDP", "Enchant_Deadly_Poison" } ,
 { ASC_KATAR, "ASC_KATAR", "Advanced_Katar_Mastery" } ,
 { ASC_METEORASSAULT, "ASC_METEORASSAULT", "Meteor_Assault" } ,
 { AS_CLOAKING, "AS_CLOAKING", "Cloaking" } ,
 { AS_ENCHANTPOISON, "AS_ENCHANTPOISON", "Enchant_Poison" } ,
 { AS_GRIMTOOTH, "AS_GRIMTOOTH", "Grimtooth" } ,
 { AS_KATAR, "AS_KATAR", "Katar_Mastery" } ,
 { AS_LEFT, "AS_LEFT", "Lefthand_Mastery" } ,
 { AS_POISONREACT, "AS_POISONREACT", "Poison_React" } ,
 { AS_RIGHT, "AS_RIGHT", "Righthand_Mastery" } ,
 { AS_SONICACCEL, "AS_SONICACCEL", "Sonic_Acceleration" } ,
 { AS_SONICBLOW, "AS_SONICBLOW", "Sonic_Blow" } ,
 { AS_SPLASHER, "AS_SPLASHER", "Venom_Splasher" } ,
 { AS_VENOMDUST, "AS_VENOMDUST", "Venom_Dust" } ,
 { AS_VENOMKNIFE, "AS_VENOMKNIFE", "Throw_Venom_Knife" } ,
 { BA_APPLEIDUN, "BA_APPLEIDUN", "Song_of_Lutie" } ,
 { BA_ASSASSINCROSS, "BA_ASSASSINCROSS", "Impressive_Riff" } ,
 { BA_DISSONANCE, "BA_DISSONANCE", "Unchained_Serenade" } ,
 { BA_FROSTJOKE, "BA_FROSTJOKE", "Unbarring_Octave" } ,
 { BA_MUSICALLESSON, "BA_MUSICALLESSON", "Music_Lessons" } ,
 { BA_MUSICALSTRIKE, "BA_MUSICALSTRIKE", "Melody_Strike" } ,
 { BA_PANGVOICE, "BA_PANGVOICE", "Pang_Voice" } ,
 { BA_POEMBRAGI, "BA_POEMBRAGI", "Magic_Strings" } ,
 { BA_WHISTLE, "BA_WHISTLE", "Perfect_Tablature" } ,
 { BD_ADAPTATION, "BD_ADAPTATION", "Amp" } ,
 { BD_DRUMBATTLEFIELD, "BD_DRUMBATTLEFIELD", "Battle_Theme" } ,
 { BD_ENCORE, "BD_ENCORE", "Encore" } ,	
 { BD_ETERNALCHAOS, "BD_ETERNALCHAOS", "Down_Tempo" } ,
 { BD_INTOABYSS, "BD_INTOABYSS", "Power_Cord" } ,
 { BD_LULLABY, "BD_LULLABY", "Lullaby" } ,
 { BD_RICHMANKIM, "BD_RICHMANKIM", "Mental_Sensing" } ,
 { BD_RINGNIBELUNGEN, "BD_RINGNIBELUNGEN", "Harmonic_Lick" } ,
 { BD_ROKISWEIL, "BD_ROKISWEIL", "Classical_Pluck" } ,
 { BD_SIEGFRIED, "BD_SIEGFRIED", "Acoustic_Rhythm" } ,
 { BS_ADRENALINE, "BS_ADRENALINE", "Adrenaline_Rush" } ,
 { BS_ADRENALINE2, "BS_ADRENALINE2", "Advanced_Adrenaline_Rush" } ,
 { BS_AXE, "BS_AXE", "Smith_Axe" } ,
 { BS_DAGGER, "BS_DAGGER", "Smith_Dagger" } ,
 { BS_ENCHANTEDSTONE, "BS_ENCHANTEDSTONE", "Enchantedstone_Craft" } ,
 { BS_FINDINGORE, "BS_FINDINGORE", "Ore_Discovery" } ,
 { BS_GREED, "BS_GREED", "Greed" } ,
 { BS_HAMMERFALL, "BS_HAMMERFALL", "Hammer_Fall" } ,
 { BS_HILTBINDING, "BS_HILTBINDING", "Hilt_Binding" } ,
 { BS_IRON, "BS_IRON", "Iron_Tempering" } ,
 { BS_KNUCKLE, "BS_KNUCKLE", "Smith_Knucklebrace" } ,
 { BS_MACE, "BS_MACE", "Smith_Mace" } ,
 { BS_MAXIMIZE, "BS_MAXIMIZE", "Power_Maximize" } ,
 { BS_ORIDEOCON, "BS_ORIDEOCON", "Oridecon_Research" } ,
 { BS_OVERTHRUST, "BS_OVERTHRUST", "Power-Thrust" } ,
 { BS_REPAIRWEAPON, "BS_REPAIRWEAPON", "Weapon_Repair" } ,
 { BS_SKINTEMPER, "BS_SKINTEMPER", "Skin_Tempering" } ,
 { BS_SPEAR, "BS_SPEAR", "Smith_Spear" } ,
 { BS_STEEL, "BS_STEEL", "Steel_Tempering" } ,
 { BS_SWORD, "BS_SWORD", "Smith_Sword" } ,
 { BS_TWOHANDSWORD, "BS_TWOHANDSWORD", "Smith_Two-handed_Sword" } ,
 { BS_UNFAIRLYTRICK, "BS_UNFAIRLYTRICK", "Unfair_Trick" } ,
 { BS_WEAPONPERFECT, "BS_WEAPONPERFECT", "Weapon_Perfection" } ,
 { BS_WEAPONRESEARCH, "BS_WEAPONRESEARCH", "Weaponry_Research" } ,
 { CG_ARROWVULCAN, "CG_ARROWVULCAN", "Vulcan_Arrow" } ,
 { CG_HERMODE, "CG_HERMODE", "Wand_of_Hermode" } ,
 { CG_LONGINGFREEDOM, "CG_LONGINGFREEDOM", "Longing_for_Freedom" } ,
 { CG_MARIONETTE, "CG_MARIONETTE", "Marionette_Control" } ,
 { CG_MOONLIT, "CG_MOONLIT", "Sheltering_Bliss" } ,
 { CG_TAROTCARD, "CG_TAROTCARD", "Tarot_Card_of_Fate" } ,
 { CH_CHAINCRUSH, "CH_CHAINCRUSH", "Chain_Crush_Combo" } ,
 { CH_PALMSTRIKE, "CH_PALMSTRIKE", "Raging_Palm_Strike" } ,
 { CH_SOULCOLLECT, "CH_SOULCOLLECT", "Zen" } ,
 { CH_TIGERFIST, "CH_TIGERFIST", "Glacier_Fist" } ,
 { CR_ACIDDEMONSTRATION, "CR_ACIDDEMONSTRATION", "Acid_Demonstration" } ,
 { CR_ALCHEMY, "CR_ALCHEMY", "Alchemy" } ,
 { CR_AUTOGUARD, "CR_AUTOGUARD", "Guard" } ,
 { CR_CULTIVATION, "CR_CULTIVATION", "Plant_Cultivation" } ,
 { CR_DEFENDER, "CR_DEFENDER", "Defending_Aura" } ,
 { CR_DEVOTION, "CR_DEVOTION", "Sacrifice" } ,
 { CR_FULLPROTECTION, "CR_FULLPROTECTION", "Full_Protection" } ,
 { CR_GRANDCROSS, "CR_GRANDCROSS", "Grand_Cross" } ,
 { CR_HOLYCROSS, "CR_HOLYCROSS", "Holy_Cross" } ,
 { CR_PROVIDENCE, "CR_PROVIDENCE", "Resistant_Souls" } ,
 { CR_REFLECTSHIELD, "CR_REFLECTSHIELD", "Shield_Reflect" } ,
 { CR_SHIELDBOOMERANG, "CR_SHIELDBOOMERANG", "Shield_Boomerang" } ,
 { CR_SHIELDCHARGE, "CR_SHIELDCHARGE", "Smite" } ,
 { CR_SHRINK, "CR_SHRINK", "Shrink" } ,
 { CR_SLIMPITCHER, "CR_SLIMPITCHER", "Slim_Pitcher" } ,
 { CR_SPEARQUICKEN, "CR_SPEARQUICKEN", "Spear_Quicken" } ,
 { CR_SYNTHESISPOTION, "CR_SYNTHESISPOTION", "Potion_Synthesis" } ,
 { CR_TRUST, "CR_TRUST", "Faith" } ,
 { DC_DANCINGLESSON, "DC_DANCINGLESSON", "Dance_Lessons" } ,
 { DC_DONTFORGETME, "DC_DONTFORGETME", "Slow_Grace" } ,
 { DC_FORTUNEKISS, "DC_FORTUNEKISS", "Lady_Luck" } ,
 { DC_HUMMING, "DC_HUMMING", "Focus_Ballet" } ,
 { DC_SCREAM, "DC_SCREAM", "Dazzler" } ,
 { DC_SERVICEFORYOU, "DC_SERVICEFORYOU", "Gypsy's_Kiss" } ,
 { DC_THROWARROW, "DC_THROWARROW", "Slinging_Arrow" } ,
 { DC_UGLYDANCE, "DC_UGLYDANCE", "Hip_Shaker" } ,
 { DC_WINKCHARM, "DC_WINKCHARM", "Sexy_Wink" } ,
 { GD_APPROVAL, "GD_APPROVAL", "Official_Guild_Approval" } ,
 { GD_BATTLEORDER, "GD_BATTLEORDER", "Battle_Command" } ,
 { GD_DEVELOPMENT, "GD_DEVELOPMENT", "Permanent_Development" } ,
 { GD_EMERGENCYCALL, "GD_EMERGENCYCALL", "Urgent_Call" } ,
 { GD_EXTENSION, "GD_EXTENSION", "Guild_Extension" } ,
 { GD_GLORYGUILD, "GD_GLORYGUILD", "Glory_of_Guild" } ,
 { GD_GLORYWOUNDS, "GD_GLORYWOUNDS", "Glorious_Wounds" } ,
 { GD_GUARDUP, "GD_GUARDUP", "Strengthen_Guardian" } ,
 { GD_HAWKEYES, "GD_HAWKEYES", "Sharp_Gaze" } ,
 { GD_KAFRACONTRACT, "GD_KAFRACONTRACT", "Contract_with_Kafra" } ,
 { GD_LEADERSHIP, "GD_LEADERSHIP", "Great_Leadership" } ,
 { GD_REGENERATION, "GD_REGENERATION", "Regeneration" } ,
 { GD_RESTORE, "GD_RESTORE", "Restoration" } ,
 { GD_SOULCOLD, "GD_SOULCOLD", "Cold_Heart" } ,
 { GS_ADJUSTMENT, "GS_ADJUSTMENT", "Adjustment" } ,
 { GS_BULLSEYE, "GS_BULLSEYE", "Bulls_Eye" } ,
 { GS_CHAINACTION, "GS_CHAINACTION", "Chain_Action" } ,
 { GS_CRACKER, "GS_CRACKER", "Cracker" } ,
 { GS_DESPERADO, "GS_DESPERADO", "Desperado" } ,
 { GS_DISARM, "GS_DISARM", "Disarm" } ,
 { GS_DUST, "GS_DUST", "Dust" } ,
 { GS_FLING, "GS_FLING", "Fling" } ,
 { GS_FULLBUSTER, "GS_FULLBUSTER", "Full_Buster" } ,
 { GS_GATLINGFEVER, "GS_GATLINGFEVER", "Gatling_Fever" } ,
 { GS_GLITTERING, "GS_GLITTERING", "Flip_the_Coin" } ,
 { GS_GROUNDDRIFT, "GS_GROUNDDRIFT", "Ground_Drift" } ,
 { GS_INCREASING, "GS_INCREASING", "Increasing_Accuracy" } ,
 { GS_MADNESSCANCEL, "GS_MADNESSCANCEL", "Madness_Canceler" } ,
 { GS_MAGICALBULLET, "GS_MAGICALBULLET", "Magical_Bullet" } ,
 { GS_PIERCINGSHOT, "GS_PIERCINGSHOT", "Piercing_Shot" } ,
 { GS_RAPIDSHOWER, "GS_RAPIDSHOWER", "Rapid_Shower" } ,
 { GS_SINGLEACTION, "GS_SINGLEACTION", "Single_Action" } ,
 { GS_SNAKEEYE, "GS_SNAKEEYE", "Snake_Eye" } ,
 { GS_SPREADATTACK, "GS_SPREADATTACK", "Spread_Attack" } ,
 { GS_TRACKING, "GS_TRACKING", "Tracking" } ,
 { GS_TRIPLEACTION, "GS_TRIPLEACTION", "Triple_Action" } ,
 { HP_ASSUMPTIO, "HP_ASSUMPTIO", "Assumptio" } ,
 { HP_BASILICA, "HP_BASILICA", "Basilica" } ,
 { HP_MANARECHARGE, "HP_MANARECHARGE", "Mana_Recharge" } ,
 { HP_MEDITATIO, "HP_MEDITATIO", "Meditatio" } ,
 { HT_ANKLESNARE, "HT_ANKLESNARE", "Ankle_Snare" } ,
 { HT_BEASTBANE, "HT_BEASTBANE", "Beast_Bane" } ,
 { HT_BLASTMINE, "HT_BLASTMINE", "Blast_Mine" } ,
 { HT_BLITZBEAT, "HT_BLITZBEAT", "Blitz_Beat" } ,
 { HT_CLAYMORETRAP, "HT_CLAYMORETRAP", "Claymore_Trap" } ,
 { HT_DETECTING, "HT_DETECTING", "Detect" } ,
 { HT_FALCON, "HT_FALCON", "Falconry_Mastery" } ,
 { HT_FLASHER, "HT_FLASHER", "Flasher" } ,
 { HT_FREEZINGTRAP, "HT_FREEZINGTRAP", "Freezing_Trap" } ,
 { HT_LANDMINE, "HT_LANDMINE", "Land_Mine" } ,
 { HT_PHANTASMIC, "HT_PHANTASMIC", "Phantasmic_Arrow" } ,
 { HT_POWER, "HT_POWER", "Beast_Strafing" } ,
 { HT_REMOVETRAP, "HT_REMOVETRAP", "Remove_Trap" } ,
 { HT_SANDMAN, "HT_SANDMAN", "Sandman" } ,
 { HT_SHOCKWAVE, "HT_SHOCKWAVE", "Shockwave_Trap" } ,
 { HT_SKIDTRAP, "HT_SKIDTRAP", "Skid_Trap" } ,
 { HT_SPRINGTRAP, "HT_SPRINGTRAP", "Spring_Trap" } ,
 { HT_STEELCROW, "HT_STEELCROW", "Steel_Crow" } ,
 { HT_TALKIEBOX, "HT_TALKIEBOX", "Talkie_Box" } ,
 { HW_GANBANTEIN, "HW_GANBANTEIN", "Ganbantein" } ,
 { HW_GRAVITATION, "HW_GRAVITATION", "Gravitation_Field" } ,
 { HW_MAGICCRASHER, "HW_MAGICCRASHER", "Stave_Crasher" } ,
 { HW_MAGICPOWER, "HW_MAGICPOWER", "Mystical_Amplification" } ,
 { HW_NAPALMVULCAN, "HW_NAPALMVULCAN", "Napalm_Vulcan" } ,
 { HW_SOULDRAIN, "HW_SOULDRAIN", "Soul_Drain" } ,
 { ITM_TOMAHAWK, "ITM_TOMAHAWK", "Tomahawk_Throwing" } ,
 { KN_AUTOCOUNTER, "KN_AUTOCOUNTER", "Counter_Attack" } ,
 { KN_BOWLINGBASH, "KN_BOWLINGBASH", "Bowling_Bash" } ,
 { KN_BRANDISHSPEAR, "KN_BRANDISHSPEAR", "Brandish_Spear" } ,
 { KN_CAVALIERMASTERY, "KN_CAVALIERMASTERY", "Cavalier_Mastery" } ,
 { KN_CHARGEATK, "KN_CHARGEATK", "Charge_Attack" } ,
 { KN_ONEHAND, "KN_ONEHAND", "Onehand_Quicken" } ,
 { KN_PIERCE, "KN_PIERCE", "Pierce" } ,
 { KN_RIDING, "KN_RIDING", "Peco_Peco_Ride" } ,
 { KN_SPEARBOOMERANG, "KN_SPEARBOOMERANG", "Spear_Boomerang" } ,
 { KN_SPEARMASTERY, "KN_SPEARMASTERY", "Spear_Mastery" } ,
 { KN_SPEARSTAB, "KN_SPEARSTAB", "Spear_Stab" } ,
 { KN_TWOHANDQUICKEN, "KN_TWOHANDQUICKEN", "Twohand_Quicken" } ,
 { LK_AURABLADE, "LK_AURABLADE", "Aura_Blade" } ,
 { LK_BERSERK, "LK_BERSERK", "Frenzy" } ,
 { LK_CONCENTRATION, "LK_CONCENTRATION", "Spear_Dynamo" } ,
 { LK_HEADCRUSH, "LK_HEADCRUSH", "Traumatic_Blow" } ,
 { LK_JOINTBEAT, "LK_JOINTBEAT", "Vital_Strike" } ,
 { LK_PARRYING, "LK_PARRYING", "Parry" } ,
 { LK_SPIRALPIERCE, "LK_SPIRALPIERCE", "Clashing_Spiral" } ,
 { LK_TENSIONRELAX, "LK_TENSIONRELAX", "Relax" } ,
 { MC_CARTREVOLUTION, "MC_CARTREVOLUTION", "Cart_Revolution" } ,
 { MC_CHANGECART, "MC_CHANGECART", "Change_Cart" } ,
 { MC_DISCOUNT, "MC_DISCOUNT", "Discount" } ,
 { MC_IDENTIFY, "MC_IDENTIFY", "Item_Appraisal" } ,
 { MC_INCCARRY, "MC_INCCARRY", "Enlarge_Weight_Limit" } ,
 { MC_LOUD, "MC_LOUD", "Crazy_Uproar" } ,
 { MC_MAMMONITE, "MC_MAMMONITE", "Mammonite" } ,
 { MC_OVERCHARGE, "MC_OVERCHARGE", "Overcharge" } ,
 { MC_PUSHCART, "MC_PUSHCART", "Pushcart" } ,
 { MC_VENDING, "MC_VENDING", "Vending" } ,
 { MG_COLDBOLT, "MG_COLDBOLT", "Cold_Bolt" } ,
 { MG_ENERGYCOAT, "MG_ENERGYCOAT", "Energy_Coat" } ,
 { MG_FIREBALL, "MG_FIREBALL", "Fire_Ball" } ,
 { MG_FIREBOLT, "MG_FIREBOLT", "Fire_Bolt" } ,
 { MG_FIREWALL, "MG_FIREWALL", "Fire_Wall" } ,
 { MG_FROSTDIVER, "MG_FROSTDIVER", "Frost_Diver" } ,
 { MG_LIGHTNINGBOLT, "MG_LIGHTNINGBOLT", "Lightening_Bolt" } ,
 { MG_NAPALMBEAT, "MG_NAPALMBEAT", "Napalm_Beat" } ,
 { MG_SAFETYWALL, "MG_SAFETYWALL", "Safety_Wall" } ,
 { MG_SIGHT, "MG_SIGHT", "Sight" } ,
 { MG_SOULSTRIKE, "MG_SOULSTRIKE", "Soul_Strike" } ,
 { MG_SRECOVERY, "MG_SRECOVERY", "Increase_SP_Recovery" } ,
 { MG_STONECURSE, "MG_STONECURSE", "Stone_Curse" } ,
 { MG_THUNDERSTORM, "MG_THUNDERSTORM", "Thunderstorm" } ,
 { MO_ABSORBSPIRITS, "MO_ABSORBSPIRITS", "Spiritual_Sphere_Absorption" } ,
 { MO_BALKYOUNG, "MO_BALKYOUNG", "Ki_Explosion" } ,
 { MO_BLADESTOP, "MO_BLADESTOP", "Root" } ,
 { MO_BODYRELOCATION, "MO_BODYRELOCATION", "Snap" } ,
 { MO_CALLSPIRITS, "MO_CALLSPIRITS", "Summon_Spirit_Sphere" } ,
 { MO_CHAINCOMBO, "MO_CHAINCOMBO", "Raging_Quadruple_Blow" } ,
 { MO_COMBOFINISH, "MO_COMBOFINISH", "Raging_Thrust" } ,
 { MO_DODGE, "MO_DODGE", "Flee" } ,
 { MO_EXPLOSIONSPIRITS, "MO_EXPLOSIONSPIRITS", "Fury" } ,
 { MO_EXTREMITYFIST, "MO_EXTREMITYFIST", "Guillotine_Fist" } ,
 { MO_FINGEROFFENSIVE, "MO_FINGEROFFENSIVE", "Throw_Spirit_Sphere" } ,
 { MO_INVESTIGATE, "MO_INVESTIGATE", "Occult_Impaction" } ,
 { MO_IRONHAND, "MO_IRONHAND", "Iron_Fists" } ,
 { MO_KITRANSLATION, "MO_KITRANSLATION", "Ki_Translation" } ,
 { MO_SPIRITSRECOVERY, "MO_SPIRITSRECOVERY", "Spiritual_Cadence" } ,
 { MO_STEELBODY, "MO_STEELBODY", "Mental_Strength" } ,
 { MO_TRIPLEATTACK, "MO_TRIPLEATTACK", "Raging_Trifecta_Blow" } ,
 { NJ_BAKUENRYU, "NJ_BAKUENRYU", "NJ_BAKUENRYU" } ,
 { NJ_BUNSINJYUTSU, "NJ_BUNSINJYUTSU", "NJ_BUNSINJYUTSU" } ,
 { NJ_HUUJIN, "NJ_HUUJIN", "NJ_HUUJIN" } ,
 { NJ_HUUMA, "NJ_HUUMA", "NJ_HUUMA" } ,
 { NJ_HYOUSENSOU, "NJ_HYOUSENSOU", "NJ_HYOUSENSOU" } ,
 { NJ_HYOUSYOURAKU, "NJ_HYOUSYOURAKU", "NJ_HYOUSYOURAKU" } ,
 { NJ_ISSEN, "NJ_ISSEN", "NJ_ISSEN" } ,
 { NJ_KAENSIN, "NJ_KAENSIN", "NJ_KAENSIN" } ,
 { NJ_KAMAITACHI, "NJ_KAMAITACHI", "NJ_KAMAITACHI" } ,
 { NJ_KASUMIKIRI, "NJ_KASUMIKIRI", "NJ_KASUMIKIRI" } ,
 { NJ_KIRIKAGE, "NJ_KIRIKAGE", "NJ_KIRIKAGE" } ,
 { NJ_KOUENKA, "NJ_KOUENKA", "NJ_KOUENKA" } ,
 { NJ_KUNAI, "NJ_KUNAI", "NJ_KUNAI" } ,
 { NJ_NEN, "NJ_NEN", "NJ_NEN" } ,
 { NJ_NINPOU, "NJ_NINPOU", "NJ_NINPOU" } ,
 { NJ_RAIGEKISAI, "NJ_RAIGEKISAI", "NJ_RAIGEKISAI" } ,
 { NJ_SHADOWJUMP, "NJ_SHADOWJUMP", "NJ_SHADOWJUMP" } ,
 { NJ_SUITON, "NJ_SUITON", "NJ_SUITON" } ,
 { NJ_SYURIKEN, "NJ_SYURIKEN", "NJ_SYURIKEN" } ,
 { NJ_TATAMIGAESHI, "NJ_TATAMIGAESHI", "NJ_TATAMIGAESHI" } ,
 { NJ_TOBIDOUGU, "NJ_TOBIDOUGU", "NJ_TOBIDOUGU" } ,
 { NJ_UTSUSEMI, "NJ_UTSUSEMI", "NJ_UTSUSEMI" } ,
 { NJ_ZENYNAGE, "NJ_ZENYNAGE", "NJ_ZENYNAGE" } ,
 { NPC_AGIUP, "NPC_AGIUP", "NPC_AGIUP" } ,
 { NPC_ATTRICHANGE, "NPC_ATTRICHANGE", "NPC_ATTRICHANGE" } ,
 { NPC_BARRIER, "NPC_BARRIER", "NPC_BARRIER" } ,
 { NPC_BLINDATTACK, "NPC_BLINDATTACK", "NPC_BLINDATTACK" } ,
 { NPC_BLOODDRAIN, "NPC_BLOODDRAIN", "NPC_BLOODDRAIN" } ,
 { NPC_BREAKARMOR, "NPC_BREAKARMOR", "NPC_BREAKARMOR" } ,
 { NPC_BREAKHELM, "NPC_BREAKHELM", "NPC_BREAKHELM" } ,
 { NPC_BREAKSHIELD, "NPC_BREAKSHIELD", "NPC_BREAKSHIELD" } ,
 { NPC_BREAKWEAPON, "NPC_BREAKWEAPON", "NPC_BREAKWEAPON" } ,
 { NPC_CALLSLAVE, "NPC_CALLSLAVE", "NPC_CALLSLAVE" } ,
 { NPC_CHANGEDARKNESS, "NPC_CHANGEDARKNESS", "NPC_CHANGEDARKNESS" } ,
 { NPC_CHANGEFIRE, "NPC_CHANGEFIRE", "NPC_CHANGEFIRE" } ,
 { NPC_CHANGEGROUND, "NPC_CHANGEGROUND", "NPC_CHANGEGROUND" } ,
 { NPC_CHANGEHOLY, "NPC_CHANGEHOLY", "NPC_CHANGEHOLY" } ,
 { NPC_CHANGEPOISON, "NPC_CHANGEPOISON", "NPC_CHANGEPOISON" } ,
 { NPC_CHANGETELEKINESIS, "NPC_CHANGETELEKINESIS", "NPC_CHANGETELEKINESIS" } ,
 { NPC_CHANGEUNDEAD, "NPC_CHANGEUNDEAD", "NPC_CHANGEUNDEAD" } ,
 { NPC_CHANGEWATER, "NPC_CHANGEWATER", "NPC_CHANGEWATER" } ,
 { NPC_CHANGEWIND, "NPC_CHANGEWIND", "NPC_CHANGEWIND" } ,
 { NPC_COMBOATTACK, "NPC_COMBOATTACK", "NPC_COMBOATTACK" } ,
 { NPC_CRITICALSLASH, "NPC_CRITICALSLASH", "NPC_CRITICALSLASH" } ,
 { NPC_CURSEATTACK, "NPC_CURSEATTACK", "NPC_CURSEATTACK" } ,
 { NPC_DARKBLESSING, "NPC_DARKBLESSING", "NPC_DARKBLESSING" } ,
 { NPC_DARKBREATH, "NPC_DARKBREATH", "NPC_DARKBREATH" } ,
 { NPC_DARKCROSS, "NPC_DARKCROSS", "NPC_DARKCROSS" } ,
 { NPC_DARKNESSATTACK, "NPC_DARKNESSATTACK", "NPC_DARKNESSATTACK" } ,
 { NPC_DARKSTRIKE, "NPC_DARKSTRIKE", "NPC_DARKSTRIKE" } ,
 { NPC_DARKTHUNDER, "NPC_DARKTHUNDER", "NPC_DARKTHUNDER" } ,
 { NPC_DEFENDER, "NPC_DEFENDER", "NPC_DEFENDER" } ,
 { NPC_EMOTION, "NPC_EMOTION", "NPC_EMOTION" } ,
 { NPC_EMOTION_ON, "NPC_EMOTION_ON", "NPC_EMOTION_ON" } ,
 { NPC_ENERGYDRAIN, "NPC_ENERGYDRAIN", "NPC_ENERGYDRAIN" } ,
 { NPC_FIREATTACK, "NPC_FIREATTACK", "NPC_FIREATTACK" } ,
 { NPC_GRANDDARKNESS, "NPC_GRANDDARKNESS", "NPC_GRANDDARKNESS" } ,
 { NPC_GROUNDATTACK, "NPC_GROUNDATTACK", "NPC_GROUNDATTACK" } ,
 { NPC_GUIDEDATTACK, "NPC_GUIDEDATTACK", "NPC_GUIDEDATTACK" } ,
 { NPC_HALLUCINATION, "NPC_HALLUCINATION", "NPC_HALLUCINATION" } ,
 { NPC_HOLYATTACK, "NPC_HOLYATTACK", "NPC_HOLYATTACK" } ,
 { NPC_INVISIBLE, "NPC_INVISIBLE", "NPC_INVISIBLE" } ,
 { NPC_KEEPING, "NPC_KEEPING", "NPC_KEEPING" } ,
 { NPC_LICK, "NPC_LICK", "NPC_LICK" } ,
 { NPC_MAGICALATTACK, "NPC_MAGICALATTACK", "NPC_MAGICALATTACK" } ,
 { NPC_MENTALBREAKER, "NPC_MENTALBREAKER", "NPC_MENTALBREAKER" } ,
 { NPC_METAMORPHOSIS, "NPC_METAMORPHOSIS", "NPC_METAMORPHOSIS" } ,
 { NPC_PETRIFYATTACK, "NPC_PETRIFYATTACK", "NPC_PETRIFYATTACK" } ,
 { NPC_PIERCINGATT, "NPC_PIERCINGATT", "NPC_PIERCINGATT" } ,
 { NPC_POISON, "NPC_POISON", "NPC_POISON" } ,
 { NPC_POISONATTACK, "NPC_POISONATTACK", "NPC_POISONATTACK" } ,
 { NPC_POWERUP, "NPC_POWERUP", "NPC_POWERUP" } ,
 { NPC_PROVOCATION, "NPC_PROVOCATION", "NPC_PROVOCATION" } ,
 { NPC_RANDOMATTACK, "NPC_RANDOMATTACK", "NPC_RANDOMATTACK" } ,
 { NPC_RANDOMMOVE, "NPC_RANDOMMOVE", "NPC_RANDOMMOVE" } ,
 { NPC_RANGEATTACK, "NPC_RANGEATTACK", "NPC_RANGEATTACK" } ,
 { NPC_REBIRTH, "NPC_REBIRTH", "NPC_REBIRTH" } ,
 { NPC_REVENGE, "NPC_REVENGE", "NPC_REVENGE" } ,
 { NPC_RUN, "NPC_RUN", "NPC_RUN" },
 { NPC_SELFDESTRUCTION, "NPC_SELFDESTRUCTION", "Kabooooom!" } ,
 { NPC_SIEGEMODE, "NPC_SIEGEMODE", "NPC_SIEGEMODE" } ,
 { NPC_SILENCEATTACK, "NPC_SILENCEATTACK", "NPC_SILENCEATTACK" } ,
 { NPC_SLEEPATTACK, "NPC_SLEEPATTACK", "NPC_SLEEPATTACK" } ,
 { NPC_SMOKING, "NPC_SMOKING", "NPC_SMOKING" } ,
 { NPC_SPEEDUP, "NPC_SPEEDUP", "NPC_SPEEDUP" } ,
 { NPC_SPLASHATTACK, "NPC_SPLASHATTACK", "NPC_SPLASHATTACK" } ,
 { NPC_STOP, "NPC_STOP", "NPC_STOP" } ,
 { NPC_STUNATTACK, "NPC_STUNATTACK", "NPC_STUNATTACK" } ,
 { NPC_SUICIDE, "NPC_SUICIDE", "NPC_SUICIDE" } ,
 { NPC_SUMMONMONSTER, "NPC_SUMMONMONSTER", "NPC_SUMMONMONSTER" } ,
 { NPC_SUMMONSLAVE, "NPC_SUMMONSLAVE", "NPC_SUMMONSLAVE" } ,
 { NPC_TELEKINESISATTACK, "NPC_TELEKINESISATTACK", "NPC_TELEKINESISATTACK" } ,
 { NPC_TRANSFORMATION, "NPC_TRANSFORMATION", "NPC_TRANSFORMATION" } ,
 { NPC_UNDEADATTACK, "NPC_UNDEADATTACK", "NPC_UNDEADATTACK" } ,
 { NPC_WATERATTACK, "NPC_WATERATTACK", "NPC_WATERATTACK" } ,
 { NPC_WINDATTACK, "NPC_WINDATTACK", "NPC_WINDATTACK" } ,
 { NV_BASIC, "NV_BASIC", "Basic_Skill" } ,
 { NV_FIRSTAID, "NV_FIRSTAID", "First Aid" } ,
 { NV_TRICKDEAD, "NV_TRICKDEAD", "Play_Dead" } ,
 { PA_GOSPEL, "PA_GOSPEL", "Battle_Chant" } ,
 { PA_PRESSURE, "PA_PRESSURE", "Gloria_Domini" } ,
 { PA_SACRIFICE, "PA_SACRIFICE", "Martyr's_Reckoning" } ,
 { PA_SHIELDCHAIN, "PA_SHIELDCHAIN", "Shield_Chain" } ,
 { PF_DOUBLECASTING, "PF_DOUBLECASTING", "Double_Casting" } ,
 { PF_FOGWALL, "PF_FOGWALL", "Blinding_Mist" } ,
 { PF_HPCONVERSION, "PF_HPCONVERSION", "Indulge" } ,
 { PF_MEMORIZE, "PF_MEMORIZE", "Foresight" } ,
 { PF_MINDBREAKER, "PF_MINDBREAKER", "Mind_Breaker" } ,
 { PF_SOULBURN, "PF_SOULBURN", "Soul_Siphon" } ,
 { PF_SOULCHANGE, "PF_SOULCHANGE", "Soul_Exhale" } ,
 { PF_SPIDERWEB, "PF_SPIDERWEB", "Fiber_Lock" } ,
 { PR_ASPERSIO, "PR_ASPERSIO", "Aspersio" } ,
 { PR_BENEDICTIO, "PR_BENEDICTIO", "B.S_Sacramenti" } ,
 { PR_GLORIA, "PR_GLORIA", "Gloria" } ,
 { PR_IMPOSITIO, "PR_IMPOSITIO", "Impositio_Manus" } ,
 { PR_KYRIE, "PR_KYRIE", "Kyrie_Eleison" } ,
 { PR_LEXAETERNA, "PR_LEXAETERNA", "Lex_Aeterna" } ,
 { PR_LEXDIVINA, "PR_LEXDIVINA", "Lex_Divina" } ,
 { PR_MACEMASTERY, "PR_MACEMASTERY", "Mace_Mastery" } ,
 { PR_MAGNIFICAT, "PR_MAGNIFICAT", "Magnificat" } ,
 { PR_MAGNUS, "PR_MAGNUS", "Magnus_Exorcismus" } ,
 { PR_REDEMPTIO, "PR_REDEMPTIO", "Redemptio" } ,
 { PR_SANCTUARY, "PR_SANCTUARY", "Sanctuary" } ,
 { PR_SLOWPOISON, "PR_SLOWPOISON", "Slow_Poison" } ,
 { PR_STRECOVERY, "PR_STRECOVERY", "Status_Recovery" } ,
 { PR_SUFFRAGIUM, "PR_SUFFRAGIUM", "Suffragium" } ,
 { PR_TURNUNDEAD, "PR_TURNUNDEAD", "Turn_Undead" } ,
 { RG_BACKSTAP, "RG_BACKSTAP", "Back_Stab" } ,
 { RG_CLEANER, "RG_CLEANER", "Remover" } ,
 { RG_CLOSECONFINE, "RG_CLOSECONFINE", "Close_Confine"} ,
 { RG_COMPULSION, "RG_COMPULSION", "Haggle" } ,
 { RG_FLAGGRAFFITI, "RG_FLAGGRAFFITI", "Piece" } ,
 { RG_GANGSTER, "RG_GANGSTER", "Slyness" } ,
 { RG_GRAFFITI, "RG_GRAFFITI", "Scribble" } ,
 { RG_INTIMIDATE, "RG_INTIMIDATE", "Snatch" } ,
 { RG_PLAGIARISM, "RG_PLAGIARISM", "Intimidate" } ,
 { RG_RAID, "RG_RAID", "Sightless_Mind" } ,
 { RG_SNATCHER, "RG_SNATCHER", "Gank" } ,
 { RG_STEALCOIN, "RG_STEALCOIN", "Mug" } ,
 { RG_STRIPARMOR, "RG_STRIPARMOR", "Divest_Armor" } ,
 { RG_STRIPHELM, "RG_STRIPHELM", "Divest_Helm" } ,
 { RG_STRIPSHIELD, "RG_STRIPSHIELD", "Divest_Shield" } ,
 { RG_STRIPWEAPON, "RG_STRIPWEAPON", "Divest_Weapon" } ,
 { RG_TUNNELDRIVE, "RG_TUNNELDRIVE", "Stalk" } ,
 { SA_ABRACADABRA, "SA_ABRACADABRA", "Hocus-pocus" } ,
 { SA_ADVANCEDBOOK, "SA_ADVANCEDBOOK", "Advanced_Book" } ,
 { SA_AUTOSPELL, "SA_AUTOSPELL", "Hindsight" } ,
 { SA_CASTCANCEL, "SA_CASTCANCEL", "Cast_Cancel" } ,
 { SA_CLASSCHANGE, "SA_CLASSCHANGE", "Class_Change" } ,
 { SA_COMA, "SA_COMA", "Coma" } ,
 { SA_CREATECON, "SA_CREATECON", "Create_Elemental_Converter" } ,
 { SA_DEATH, "SA_DEATH", "Grim_Reaper" } ,
 { SA_DELUGE, "SA_DELUGE", "Deluge" } ,
 { SA_DISPELL, "SA_DISPELL", "Dispell" } ,
 { SA_DRAGONOLOGY, "SA_DRAGONOLOGY", "Dragonology" } ,
 { SA_ELEMENTFIRE, "SA_ELEMENTFIRE", "Elemental_Change_Fire" } ,
 { SA_ELEMENTGROUND, "SA_ELEMENTGROUND", "Elemental_Change_Earth" } ,
 { SA_ELEMENTWATER, "SA_ELEMENTWATER", "Elemental_Change_Water" } ,
 { SA_ELEMENTWIND, "SA_ELEMENTWIND", "Elemental_Change_Wind" } ,
 { SA_FLAMELAUNCHER, "SA_FLAMELAUNCHER", "Endow_Blaze" } ,
 { SA_FORTUNE, "SA_FORTUNE", "Gold_Digger" } ,
 { SA_FREECAST, "SA_FREECAST", "Free_Cast" } ,
 { SA_FROSTWEAPON, "SA_FROSTWEAPON", "Endow_Tsunami" } ,
 { SA_FULLRECOVERY, "SA_FULLRECOVERY", "Rejuvenation" } ,
 { SA_GRAVITY, "SA_GRAVITY", "Gravity" } ,
 { SA_INSTANTDEATH, "SA_INSTANTDEATH", "Suicide" } ,
 { SA_LANDPROTECTOR, "SA_LANDPROTECTOR", "Magnetic_Earth" } ,
 { SA_LEVELUP, "SA_LEVELUP", "Leveling" } ,
 { SA_LIGHTNINGLOADER, "SA_LIGHTNINGLOADER", "Endow_Tornado" } ,
 { SA_MAGICROD, "SA_MAGICROD", "Magic_Rod" } ,
 { SA_MONOCELL, "SA_MONOCELL", "Mono_Cell" } ,
 { SA_QUESTION, "SA_QUESTION", "Questioning" } ,
 { SA_REVERSEORCISH, "SA_REVERSEORCISH", "Grampus_Morph" } ,
 { SA_SEISMICWEAPON, "SA_SEISMICWEAPON", "Endow_Quake" } ,
 { SA_SPELLBREAKER, "SA_SPELLBREAKER", "Spell_Breaker" } ,
 { SA_SUMMONMONSTER, "SA_SUMMONMONSTER", "Monster_Chant" } ,
 { SA_TAMINGMONSTER, "SA_TAMINGMONSTER", "Beastly_Hypnosis" } ,
 { SA_VIOLENTGALE, "SA_VIOLENTGALE", "Whirlwind" } ,
 { SA_VOLCANO, "SA_VOLCANO", "Volcano" } ,
 { SG_DEVIL, "SG_DEVIL", "Devil_of_the_Sun,_Moon_and_Stars" } ,
 { SG_FEEL, "SG_FEEL", "Feeling_of_the_Sun,_Moon_and_Star" } ,
 { SG_FRIEND, "SG_FRIEND", "Companion_of_the_Sun_and_Moon" } ,
 { SG_FUSION, "SG_FUSION", "Union_of_the_Sun,_Moon_and_Stars" } ,
 { SG_HATE, "SG_HATE", "Hatred_of_the_Sun,_Moon_and_Stars" } ,
 { SG_KNOWLEDGE, "SG_KNOWLEDGE", "Knowledge_of_the_Sun,_Moon_and_Stars" } ,
 { SG_MOON_ANGER, "SG_MOON_ANGER", "Fury_of_the_Moon" } ,
 { SG_MOON_BLESS, "SG_MOON_BLESS", "Bless_of_the_Moon" } ,
 { SG_MOON_COMFORT, "SG_MOON_COMFORT", "Comfort_of_the_Moon" } ,
 { SG_MOON_WARM, "SG_MOON_WARM", "Warmth_of_the_Moon" } ,
 { SG_STAR_ANGER, "SG_STAR_ANGER", "Fury_of_the_Stars" } ,
 { SG_STAR_BLESS, "SG_STAR_BLESS", "Bless_of_the_Stars" } ,
 { SG_STAR_COMFORT, "SG_STAR_COMFORT", "Comfort_of_the_Stars" } ,
 { SG_STAR_WARM, "SG_STAR_WARM", "Warmth_of_the_Stars" } ,
 { SG_SUN_ANGER, "SG_SUN_ANGER", "Fury_of_the_Sun" } ,
 { SG_SUN_BLESS, "SG_SUN_BLESS", "Bless_of_the_Sun" } ,
 { SG_SUN_COMFORT, "SG_SUN_COMFORT", "Comfort_of_the_Sun" } ,
 { SG_SUN_WARM, "SG_SUN_WARM", "Warmth_of_the_Sun" } ,
 { SL_ALCHEMIST, "SL_ALCHEMIST", "Spirit_of_Alchemist" } ,
 { SL_ASSASIN, "SL_ASSASIN", "Spirit_of_Assassin" } ,
 { SL_BARDDANCER, "SL_BARDDANCER", "Spirit_of_Bard_and_Dancer" } ,
 { SL_BLACKSMITH, "SL_BLACKSMITH", "Spirit_of_Blacksmith" } ,
 { SL_CRUSADER, "SL_CRUSADER", "Spirit_of_Crusader" } ,
 { SL_HIGH, "SL_HIGH", "Spirit_of_Advanced_1st_Class" } ,
 { SL_HUNTER, "SL_HUNTER", "Spirit_of_Hunter" } ,
 { SL_KAAHI, "SL_KAAHI", "Kaahi" } ,
 { SL_KAINA, "SL_KAINA", "Kaina" } ,
 { SL_KAITE, "SL_KAITE", "Kaite" } ,
 { SL_KAIZEL, "SL_KAIZEL", "Kaizel" } ,
 { SL_KAUPE, "SL_KAUPE", "Kaupe" } ,
 { SL_KNIGHT, "SL_KNIGHT", "Spirit_of_Knight" } ,
 { SL_MONK, "SL_MONK", "Spirit_of_Monk" } ,
 { SL_PRIEST, "SL_PRIEST", "Spirit_of_Priest" } ,
 { SL_ROGUE, "SL_ROGUE", "Spirit_of_Rogue" } ,
 { SL_SAGE, "SL_SAGE", "Spirit_of_Sage" } ,
 { SL_SKA, "SL_SKA", "Eska" } ,
 { SL_SKE, "SL_SKE", "Eske" } ,
 { SL_SMA, "SL_SMA", "Esma" } ,
 { SL_SOULLINKER, "SL_SOULLINKER", "Spirit_of_Soul_Linker" } ,
 { SL_STAR, "SL_STAR", "Spirit_of_Stars" } ,
 { SL_STIN, "SL_STIN", "Estin" } ,
 { SL_STUN, "SL_STUN", "Estun" } ,
 { SL_SUPERNOVICE, "SL_SUPERNOVICE", "Spirit_of_Super_Novice" } ,
 { SL_SWOO, "SL_SWOO", "Eswoo" } ,
 { SL_WIZARD, "SL_WIZARD", "Spirit_of_Wizard" } ,
 { SM_AUTOBERSERK, "SM_AUTOBERSERK", "Berserk" } ,
 { SM_BASH, "SM_BASH", "Bash" } ,
 { SM_ENDURE, "SM_ENDURE", "Endure" } ,
 { SM_FATALBLOW, "SM_FATALBLOW", "Fatal_Blow" } ,
 { SM_MAGNUM, "SM_MAGNUM", "Magnum_Break" } ,
 { SM_MOVINGRECOVERY, "SM_MOVINGRECOVERY", "HP_Recovery_While_Moving" } ,
 { SM_PROVOKE, "SM_PROVOKE", "Provoke" } ,
 { SM_RECOVERY, "SM_RECOVERY", "Increase_HP_Recovery" } ,
 { SM_SWORD, "SM_SWORD", "Sword_Mastery" } ,
 { SM_TWOHAND, "SM_TWOHAND", "Two-Handed_Sword_Mastery" } ,
 { SN_FALCONASSAULT, "SN_FALCONASSAULT", "Falcon_Assault" } ,
 { SN_SHARPSHOOTING, "SN_SHARPSHOOTING", "Focused_Arrow_Strike" } ,
 { SN_SIGHT, "SN_SIGHT", "Falcon_Eyes" } ,
 { SN_WINDWALK, "SN_WINDWALK", "Wind_Walker" } ,
 { ST_CHASEWALK, "ST_CHASEWALK", "Stealth" } ,
 { ST_FULLSTRIP, "ST_FULLSTRIP", "Full_Divestment" } ,
 { ST_PRESERVE, "ST_PRESERVE", "Preserve" } ,
 { ST_REJECTSWORD, "ST_REJECTSWORD", "Counter_Instinct" } ,
 { TF_BACKSLIDING, "TF_BACKSLIDING", "Back_Slide" } ,
 { TF_DETOXIFY, "TF_DETOXIFY", "Detoxify" } ,
 { TF_DOUBLE, "TF_DOUBLE", "Double_Attack" } ,
 { TF_HIDING, "TF_HIDING", "Hiding" } ,
 { TF_MISS, "TF_MISS", "Improve_Dodge" } ,
 { TF_PICKSTONE, "TF_PICKSTONE", "Find_Stone" } ,
 { TF_POISON, "TF_POISON", "Envenom" } ,
 { TF_SPRINKLESAND, "TF_SPRINKLESAND", "Sand_Attack" } ,
 { TF_STEAL, "TF_STEAL", "Steal" } ,
 { TF_THROWSTONE, "TF_THROWSTONE", "Stone_Fling" } ,
 { TK_COUNTER, "TK_COUNTER", "Spin_Kick" } ,
 { TK_DODGE, "TK_DODGE", "Sprint" } ,
 { TK_DOWNKICK, "TK_DOWNKICK", "Heel_Drop" } ,
 { TK_HIGHJUMP, "TK_HIGHJUMP", "Taekwon_Jump" } ,
 { TK_HPTIME, "TK_HPTIME", "Peaceful_Break" } ,
 { TK_JUMPKICK, "TK_JUMPKICK", "Flying_Kick" } ,
 { TK_MISSION,  "TK_MISSION", "Mission" } ,
 { TK_POWER, "TK_POWER", "Kihop" } ,
 { TK_READYCOUNTER, "TK_READYCOUNTER", "Spin_Kick_Stance" } ,
 { TK_READYDOWN, "TK_READYDOWN", "Heel_Drop_Stance" } ,
 { TK_READYSTORM, "TK_READYSTORM", "Tornado_Stance" } ,
 { TK_READYTURN, "TK_READYTURN", "Roundhouse_Stance" } ,
 { TK_RUN, "TK_RUN", "Sprint" } ,
 { TK_SEVENWIND, "TK_SEVENWIND", "Mild_Wind" } ,
 { TK_SPTIME, "TK_SPTIME", "Happy_Break" } ,
 { TK_STORMKICK, "TK_STORMKICK", "Storm_Kick" } ,
 { TK_TURNKICK, "TK_TURNKICK", "Turn_Kick" } ,
 { WE_BABY, "WE_BABY", "Mom,_Dad,_I_love_you!" } ,
 { WE_CALLBABY, "WE_CALLBABY", "Come_to_me,_honey~" } ,
 { WE_CALLPARENT, "WE_CALLPARENT", "Mom,_Dad,_I_miss_you!" } ,
 { WE_CALLPARTNER, "WE_CALLPARTNER", "Romantic_Rendezvous" } ,
 { WE_FEMALE, "WE_FEMALE", "Loving_Touch" } ,
 { WE_MALE, "WE_MALE", "Undying_Love" } ,
 { WS_CARTBOOST, "WS_CARTBOOST", "Cart_Boost" } ,
 { WS_CARTTERMINATION, "WS_CARTTERMINATION", "Cart_Termination" } ,
 { WS_CREATECOIN, "WS_CREATECOIN", "Coin_Craft" } ,
 { WS_CREATENUGGET, "WS_CREATENUGGET", "Nugget_Craft" } ,
 { WS_MELTDOWN, "WS_MELTDOWN", "Shattering_Strike" } ,
 { WS_OVERTHRUSTMAX, "WS_OVERTHRUSTMAX", "Max_Power-Thust" } ,
 { WS_SYSTEMCREATE, "WS_SYSTEMCREATE", "Auto_Attacking_Machine_Craft" } ,
 { WS_WEAPONREFINE, "WS_WEAPONREFINE", "Weapon_Refine" } ,
 { WZ_EARTHSPIKE, "WZ_EARTHSPIKE", "Earth_Spike" } ,
 { WZ_ESTIMATION, "WZ_ESTIMATION", "Sense" } ,
 { WZ_FIREPILLAR, "WZ_FIREPILLAR", "Fire_Pillar" } ,
 { WZ_FROSTNOVA, "WZ_FROSTNOVA", "Frost_Nova" } ,
 { WZ_HEAVENDRIVE, "WZ_HEAVENDRIVE", "Heaven's_Drive" } ,
 { WZ_ICEWALL, "WZ_ICEWALL", "Ice_Wall" } ,
 { WZ_JUPITEL, "WZ_JUPITEL", "Jupitel_Thunder" } ,
 { WZ_METEOR, "WZ_METEOR", "Meteor_Storm" } ,
 { WZ_QUAGMIRE, "WZ_QUAGMIRE", "Quagmire" } ,
 { WZ_SIGHTBLASTER, "WZ_SIGHTBLASTER", "Sight_Blaster" } ,
 { WZ_SIGHTRASHER, "WZ_SIGHTRASHER", "Sightrasher" } ,
 { WZ_STORMGUST, "WZ_STORMGUST", "Storm_Gust" } ,
 { WZ_VERMILION, "WZ_VERMILION", "Lord_of_Vermilion" } ,
 { WZ_WATERBALL, "WZ_WATERBALL", "Water_Ball" } ,
 //[blackhole89]
 { HLIF_HEAL, "HLIF_HEAL", "Healing_Touch" },
 { HLIF_AVOID, "HLIF_AVOID", "Avoid" },
 { HLIF_BRAIN, "HLIF_BRAIN", "Brain_Surgery" },
 { HLIF_CHANGE, "HLIF_CHANGE", "Change" },
 { HAMI_CASTLE, "HAMI_CASTLE", "Castling" },
 { HAMI_DEFENCE, "HAMI_DEFENCE", "Defense" },
 { HAMI_SKIN, "HAMI_SKIN", "Adamantium_Skin" },
 { HAMI_BLOODLUST, "HAMI_BLOODLUST", "Bloodlust" },
 { HFLI_MOON, "HFLI_MOON", "Moonlight" },
 { HFLI_FLEET, "HFLI_FLEET", "Fleeting_Move" },
 { HFLI_SPEED, "HFLI_SPEED", "Speed" },
 { HFLI_SBR44, "HFLI_SBR44", "S.B.R.44" },
 { HVAN_CAPRICE, "HVAN_CAPRICE", "Caprice" },
 { HVAN_CHAOTIC, "HVAN_CHAOTIC", "Benediction_of_Chaos" },
 { HVAN_INSTRUCT, "HVAN_INSTRUCT", "Instruct" },
 { HVAN_EXPLOSION, "HVAN_EXPLOSION", "Bio_Explosion" },
 { 0, "UNKNOWN_SKILL", "Unknown_Skill" }
};

static struct eri *skill_unit_ers = NULL; //For handling skill_unit's [Skotlex]
static struct eri *skill_timer_ers = NULL; //For handling skill_timerskills [Skotlex]

struct skill_db skill_db[MAX_SKILL_DB];
struct skill_produce_db skill_produce_db[MAX_SKILL_PRODUCE_DB];
struct skill_arrow_db skill_arrow_db[MAX_SKILL_ARROW_DB];
struct skill_abra_db skill_abra_db[MAX_SKILL_ABRA_DB];

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

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

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

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

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

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

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

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

int skill_calc_heal (struct block_list *bl, int skill_lv)
{
	int skill, heal;

	if (skill_lv >= battle_config.max_heal_lv)
		return battle_config.max_heal;

	heal = ( status_get_lv(bl)+status_get_int(bl) )/8 *(4+ skill_lv*8);
	if(bl->type == BL_PC && (skill = pc_checkskill((TBL_PC*)bl, HP_MEDITATIO)) > 0)
		heal += heal * skill * 2 / 100;

	if(bl->type == BL_HOM && (skill = merc_hom_checkskill(((TBL_HOM*)bl), HLIF_BRAIN)) > 0)
		heal += heal * skill * 2 / 100;
	return heal;
}

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

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

	return 1;
}

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

	if (skillid >= GD_SKILLRANGEMIN && skillid <= GD_SKILLRANGEMAX)
		return 1;

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

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

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

	switch (skillid) {
		case AL_WARP:
			if(map[m].flag.nowarp) {
				clif_skill_teleportmessage(sd,0);
				return 1;
			}
			return 0;
		break;
		case AL_TELEPORT:
			if(map[m].flag.noteleport) {
				clif_skill_teleportmessage(sd,0);
				return 1;
			}
			return 0;
		case WE_CALLPARTNER:
		case WE_CALLPARENT:
		case WE_CALLBABY:
			if (map[m].flag.nomemo) {
				clif_skill_teleportmessage(sd,1);
				return 1;
			}
			break;	
		case MC_VENDING:
		case MC_IDENTIFY:
			return 0; // always allowed
		case WZ_ICEWALL:
			// noicewall flag [Valaris]
			if (map[m].flag.noicewall) {
				clif_skill_fail(sd,skillid,0,0);
				return 1;
			}
			break;
		case GD_EMERGENCYCALL:
			if ( //No use map_flag_gvg since config already takes that into account
				!(battle_config.emergency_call&(agit_flag?2:1)) ||
				!(battle_config.emergency_call&
					(map[m].flag.gvg || map[m].flag.gvg_castle?8:4)) ||
				(battle_config.emergency_call&16 && map[m].flag.nowarpto && !map[m].flag.gvg_castle)
			)	{
				clif_skill_fail(sd,skillid,0,0);
				return 1;
			}
			break;
	}
	return (map[m].flag.noskill);
}

// [orn] - skill ok to cast? and when?	//homunculus
int skillnotok_hom (int skillid, struct homun_data *hd)
{	
	int i = skillid;
	nullpo_retr (1, hd);
	
	if (skillid >= GD_SKILLRANGEMIN && skillid <= GD_SKILLRANGEMAX)
		return 1;

	if (i >= GD_SKILLBASE)
		i = GD_SKILLRANGEMIN + i - GD_SKILLBASE;
	if (i >= HM_SKILLBASE)	//[orn]
		i = HM_SKILLRANGEMIN + i - HM_SKILLBASE;
	
	if (i > MAX_SKILL || i < 0)
		return 1;
	
	if (hd->blockskill[i] > 0)
		return 1;

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

struct skill_unit_layout skill_unit_layout[MAX_SKILL_UNIT_LAYOUT];
int firewall_unit_pos;
int icewall_unit_pos;

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

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

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

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

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

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

	int skill;
	int rate;

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

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

	switch (src->type) {
	case BL_PC:
		sd = (struct map_session_data *)src;
		break;
	case BL_MOB:
		md = (struct mob_data *)src;
		break;
	}
	
	switch (bl->type) {
	case BL_PC:
		dstsd=(struct map_session_data *)bl;
		break;
	case BL_MOB:
		dstmd=(struct mob_data *)bl;
		break;
	}
	sc = status_get_sc(src);
	tsc = status_get_sc(bl);
	sstatus = status_get_status_data(src);
	tstatus = status_get_status_data(bl);
	if (!tsc) //skill additional effect is about adding effects to the target...
		//So if the target can't be inflicted with statuses, this is pointless.
		return 0;	

	switch(skillid){
	case 0: // Normal attacks (no skill used)
	{
		if(sd) {
			// Automatic trigger of Blitz Beat
			if (pc_isfalcon(sd) && sd->status.weapon == W_BOW && (skill=pc_checkskill(sd,HT_BLITZBEAT))>0 &&
				rand()%1000 <= sstatus->luk*10/3+1 ) {
				int lv=(sd->status.job_level+9)/10;
				skill_castend_damage_id(src,bl,HT_BLITZBEAT,(skill<lv)?skill:lv,tick,SD_LEVEL);
			}
			// Gank
			if(dstmd && sd->status.weapon != W_BOW &&
				(skill=pc_checkskill(sd,RG_SNATCHER)) > 0 &&
				(skill*15 + 55) + pc_checkskill(sd,TF_STEAL)*10 > rand()%1000) {
				if(pc_steal_item(sd,bl,pc_checkskill(sd,TF_STEAL)))
					clif_skill_nodamage(src,bl,TF_STEAL,skill,1);
				else
					clif_skill_fail(sd,RG_SNATCHER,0,0);
			}
			// Chance to trigger Taekwon kicks [Dralnu]
			if(sd->sc.count && sd->sc.data[SC_COMBO].timer == -1) {
				if(sd->sc.data[SC_READYSTORM].timer != -1 &&
					sc_start(src,SC_COMBO, 15, TK_STORMKICK,
						(2000 - 4*sstatus->agi - 2*sstatus->dex)))
					; //Stance triggered
				else if(sd->sc.data[SC_READYDOWN].timer != -1 &&
					sc_start(src,SC_COMBO, 15, TK_DOWNKICK,
						(2000 - 4*sstatus->agi - 2*sstatus->dex)))
					; //Stance triggered
				else if(sd->sc.data[SC_READYTURN].timer != -1 && 
					sc_start(src,SC_COMBO, 15, TK_TURNKICK,
						(2000 - 4*sstatus->agi - 2*sstatus->dex)))
					; //Stance triggered
				else if(sd->sc.data[SC_READYCOUNTER].timer != -1)
				{	//additional chance from SG_FRIEND [Komurka]
					rate = 20;
					if (sd->sc.data[SC_SKILLRATE_UP].timer != -1 && sd->sc.data[SC_SKILLRATE_UP].val1 == TK_COUNTER) {
						rate += rate*sd->sc.data[SC_SKILLRATE_UP].val2/100;
						status_change_end(src,SC_SKILLRATE_UP,-1);
					} 
					sc_start4(src,SC_COMBO, rate, TK_COUNTER, bl->id,0,0,
						(2000 - 4*sstatus->agi - 2*sstatus->dex));
				}
			}
		}
	
		if (sc && sc->count) {	
		// Enchant Poison gives a chance to poison attacked enemies
			if(sc->data[SC_ENCPOISON].timer != -1) //Don't use sc_start since chance comes in 1/10000 rate.
				status_change_start(bl,SC_POISON,sc->data[SC_ENCPOISON].val2,
					sc->data[SC_ENCPOISON].val1,0,0,0,
					skill_get_time2(AS_ENCHANTPOISON,sc->data[SC_ENCPOISON].val1),0);
			// Enchant Deadly Poison gives a chance to deadly poison attacked enemies
			if(sc->data[SC_EDP].timer != -1)
				sc_start4(bl,SC_DPOISON,sc->data[SC_EDP].val2,
					sc->data[SC_EDP].val1,0,0,0,skill_get_time2(ASC_EDP,sc->data[SC_EDP].val1));
		}
		if (tsc->count) {
			if (tsc->data[SC_SPLASHER].timer != -1)
				sc_start4(bl,SC_POISON,2*tsc->data[SC_SPLASHER].val1+10,
					tsc->data[SC_SPLASHER].val1,0,0,0,
					skill_get_time2(tsc->data[SC_SPLASHER].val2,tsc->data[SC_SPLASHER].val1));
		}
	}
	break;

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

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

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

	case AS_GRIMTOOTH:
		{
			int type = dstsd?SC_SLOWDOWN:SC_STOP;
			if (tsc->data[type].timer == -1)
				sc_start(bl,type,100,skilllv,skill_get_time2(skillid, skilllv));
			break;
		}
	case MG_FROSTDIVER:
	case WZ_FROSTNOVA:
		sc_start(bl,SC_FREEZE,skilllv*3+35,skilllv,skill_get_time2(skillid,skilllv));
		break;

	case WZ_STORMGUST:
		tsc->data[SC_FREEZE].val3++;
		if(tsc->data[SC_FREEZE].val3 >= 3) //Tharis pointed out that this is normal freeze chance with a base of 300%
			sc_start(bl,SC_FREEZE,300,skilllv,skill_get_time2(skillid,skilllv));
		break;

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

	case WZ_VERMILION:
		sc_start(bl,SC_BLIND,4*skilllv,skilllv,skill_get_time2(skillid,skilllv));
		break;
		
	case HT_FREEZINGTRAP:
		sc_start(bl,SC_FREEZE,(3*skilllv+35),skilllv,skill_get_time2(skillid,skilllv));
		break;

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

	case HT_LANDMINE:
		sc_start(bl,SC_STUN,(5*skilllv+30),skilllv,skill_get_time2(skillid,skilllv));
		break;

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

	case HT_SANDMAN:
		sc_start(bl,SC_SLEEP,(10*skilllv+40),skilllv,skill_get_time2(skillid,skilllv));
		break;

	case TF_SPRINKLESAND:
		sc_start(bl,SC_BLIND,20,skilllv,skill_get_time2(skillid,skilllv));
		break;

	case TF_THROWSTONE:
		sc_start(bl,SC_STUN,3,skilllv,skill_get_time(skillid,skilllv));
		sc_start(bl,SC_BLIND,3,skilllv,skill_get_time2(skillid,skilllv));
		break;

	case NPC_DARKCROSS:
	case CR_HOLYCROSS:
		sc_start(bl,SC_BLIND,3*skilllv,skilllv,skill_get_time2(skillid,skilllv));
		break;

	case CR_GRANDCROSS:
	case NPC_GRANDDARKNESS:
		if(battle_check_undead(tstatus->race,tstatus->def_ele) || tstatus->race == RC_DEMON)
			sc_start(bl,SC_BLIND,100,skilllv,skill_get_time2(skillid,skilllv));
		break;

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

	case AM_DEMONSTRATION:
		skill_break_equip(bl, EQP_WEAPON, 100*skilllv, BCT_ENEMY);
		break;
		
	case CR_SHIELDCHARGE:
		sc_start(bl,SC_STUN,(15+skilllv*5),skilllv,skill_get_time2(skillid,skilllv));
		break;

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

	case RG_RAID:
		sc_start(bl,SC_STUN,(10+3*skilllv),skilllv,skill_get_time(skillid,skilllv));
		sc_start(bl,SC_BLIND,(10+3*skilllv),skilllv,skill_get_time2(skillid,skilllv));
		break;

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

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

	case BD_LULLABY:
		sc_start(bl,SC_SLEEP,15,skilllv,skill_get_time2(skillid,skilllv));
		break;

	case DC_UGLYDANCE:
		rate = 5+5*skilllv;
		if(sd && (skill=pc_checkskill(sd,DC_DANCINGLESSON)))
		    rate += 5+skill;
		status_zap(bl, 0, rate);
  		break;
	case SL_STUN:
		if (tstatus->size==1) //Only stuns mid-sized mobs.
			sc_start(bl,SC_STUN,(30+10*skilllv),skilllv,skill_get_time(skillid,skilllv));
		break;
			
	case NPC_PETRIFYATTACK:
		sc_start4(bl,SkillStatusChangeTable(skillid),50+10*skilllv,
			skilllv,0,0,skill_get_time(skillid,skilllv), 
			skill_get_time2(skillid,skilllv));
		break;
	case NPC_CURSEATTACK:
	case NPC_SLEEPATTACK:
	case NPC_BLINDATTACK:
	case NPC_POISON:
	case NPC_SILENCEATTACK:
	case NPC_STUNATTACK:
		sc_start(bl,SkillStatusChangeTable(skillid),50+10*skilllv,skilllv,skill_get_time2(skillid,skilllv));
		break;

	case NPC_MENTALBREAKER: 
	{	//Based on observations by Tharis, Mental Breaker should do SP damage
	  	//equal to Matk*skLevel.
		rate = sstatus->matk_min;
		if (rate < sstatus->matk_max)
			rate += rand()%(sstatus->matk_max - sstatus->matk_min);
		rate*=skilllv;
		status_zap(bl, 0, rate);
		break;
	}
	// Equipment breaking monster skills [Celest]
	case NPC_BREAKWEAPON:
		skill_break_equip(bl, EQP_WEAPON, 150*skilllv, BCT_ENEMY);
		break;
	case NPC_BREAKARMOR:
		skill_break_equip(bl, EQP_ARMOR, 150*skilllv, BCT_ENEMY);
		break;
	case NPC_BREAKHELM:
		skill_break_equip(bl, EQP_HELM, 150*skilllv, BCT_ENEMY);
		break;
	case NPC_BREAKSHIELD:
		skill_break_equip(bl, EQP_SHIELD, 150*skilllv, BCT_ENEMY);
		break;

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

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

	case ST_REJECTSWORD:
		sc_start(bl,SC_AUTOCOUNTER,(skilllv*15),skilllv,skill_get_time2(skillid,skilllv));
		break;

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

	case LK_HEADCRUSH:				/* ヘッドクラッシュ */
		if (!(battle_check_undead(tstatus->race, tstatus->def_ele) || tstatus->race == RC_DEMON))
			sc_start(bl, SC_BLEEDING,50, skilllv, skill_get_time2(skillid,skilllv));
		break;

	case LK_JOINTBEAT:
		sc_start(bl,SkillStatusChangeTable(skillid),(5*skilllv+5),skilllv,skill_get_time2(skillid,skilllv));
		break;

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

	case HW_NAPALMVULCAN:
		sc_start(bl,SC_CURSE,5*skilllv,skilllv,skill_get_time2(skillid,skilllv));
		break;

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

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

	case TK_DOWNKICK:
		sc_start(bl,SC_STUN,100,skilllv,skill_get_time2(skillid,skilllv));
		break;
			
	case TK_JUMPKICK:
		//Cancel out Soul Linker status of the target. [Skotlex]
		if (tsc->count) {
			if (tsc->data[SC_PRESERVE].timer != -1) //preserve blocks the cleaning
				break;	
			//Remove pitched potions effect.
			if (tsc->data[SC_ASPDPOTION0].timer != -1 && tsc->data[SC_ASPDPOTION0].val4)
				status_change_end(bl, SC_ASPDPOTION0, -1);
			if (tsc->data[SC_ASPDPOTION1].timer != -1 && tsc->data[SC_ASPDPOTION1].val4)
				status_change_end(bl, SC_ASPDPOTION1, -1);
			if (tsc->data[SC_ASPDPOTION2].timer != -1 && tsc->data[SC_ASPDPOTION2].val4)
				status_change_end(bl, SC_ASPDPOTION2, -1);
			if (tsc->data[SC_ASPDPOTION3].timer != -1 && tsc->data[SC_ASPDPOTION3].val4)
				status_change_end(bl, SC_ASPDPOTION3, -1);
			if (tsc->data[SC_SPIRIT].timer != -1)
				status_change_end(bl, SC_SPIRIT, -1);
			if (tsc->data[SC_ONEHAND].timer != -1)
				status_change_end(bl, SC_ONEHAND, -1);
			if (tsc->data[SC_ADRENALINE2].timer != -1)
				status_change_end(bl, SC_ADRENALINE2, -1);
		}		
		break;
	case TK_TURNKICK:
	case MO_BALKYOUNG: //Note: attack_type is passed as BF_WEAPON for the actual target, BF_MISC for the splash-affected mobs.
		if(attack_type == BF_MISC) //70% base stun chance...
			sc_start(bl,SC_STUN,70,skilllv,skill_get_time2(skillid,skilllv));
		break;
	case GS_BULLSEYE: //0.1% coma rate.
		status_change_start(bl,SC_COMA,10,skilllv,0,0,0,0,0);
		break;
	case GS_PIERCINGSHOT:
		sc_start(bl,SC_BLEEDING,(skilllv*3),skilllv,skill_get_time2(skillid,skilllv));
		break;
	case NJ_HYOUSYOURAKU:
		sc_start(bl,SC_FREEZE,(10+10*skilllv),skilllv,skill_get_time2(skillid,skilllv));
		break;
	case GS_FLING:
		sc_start(bl,SC_FLING,100, sd?sd->spiritball_old:5,skill_get_time(skillid,skilllv));
		break;
	}

	if(sd && attack_type&BF_WEAPON &&
		skillid != MC_CARTREVOLUTION &&
		skillid != AM_DEMONSTRATION &&
		skillid != CR_REFLECTSHIELD
	){	//Trigger status effects
		int i, type;
		for(i=0; i < MAX_PC_BONUS && sd->addeff[i].flag; i++)
		{
			rate = sd->addeff[i].rate;
			type = sd->state.arrow_atk; //Ranged?
			if (type)
				rate += sd->addeff[i].arrow_rate;
			if (!rate) continue;
			
			if (!(sd->addeff[i].flag&ATF_LONG && sd->addeff[i].flag&ATF_SHORT))
			{	//Trigger has range consideration.
				if ((sd->addeff[i].flag&ATF_LONG && !type) ||
					(sd->addeff[i].flag&ATF_SHORT && type))
					continue; //Range Failed.
			}
			type =  sd->addeff[i].id;
			skill = skill_get_time2(StatusSkillChangeTable[type],7);
			
			if (sd->addeff[i].flag&ATF_TARGET)
				status_change_start(bl,type,rate,7,0,0,0,skill,0);
			
			if (sd->addeff[i].flag&ATF_SELF)
				status_change_start(src,type,rate,7,0,0,0,skill,0);
		}
	}

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

	//Reports say that autospell effects get triggered on skills and pretty much everything including splash attacks. [Skotlex]
	//But Gravity Patched this silently, and it now seems to trigger only on
	//weapon attacks.
	if(sd && !status_isdead(bl) && src != bl && attack_type&BF_WEAPON
//		!(skillid && skill_get_nk(skillid)&NK_NO_DAMAGE)
	) {
		struct block_list *tbl;
		struct unit_data *ud;
		int i, skilllv;
		for (i = 0; i < MAX_PC_BONUS && sd->autospell[i].id; i++) {

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

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

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

	//Polymorph
	if(sd && sd->classchange && attack_type&BF_WEAPON &&
		dstmd && !(tstatus->mode&MD_BOSS) &&
		(rand()%10000 < sd->classchange)) 
	{
		struct mob_db *mob;
		int class_;
		skill = 0;
		do {
			do {
				class_ = rand() % MAX_MOB_DB;
			} while (!mobdb_checkid(class_));
			
			rate = rand() % 1000000;
			mob = mob_db(class_);
		} while (
			(mob->status.mode&(MD_BOSS|MD_PLANT) || mob->summonper[0] <= rate) &&
		  	(skill++) < 2000);
		if (skill < 2000)
			mob_class_change(dstmd,class_);
	}
	

	return 0;
}

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

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

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

	switch(skillid){
	case 0: //Normal Attack
		if(tsc && tsc->data[SC_KAAHI].timer != -1 && tsc->data[SC_KAAHI].val4 == -1)
			tsc->data[SC_KAAHI].val4 = add_timer(
				tick+skill_get_time2(SL_KAAHI,tsc->data[SC_KAAHI].val1), 
				kaahi_heal_timer, bl->id, SC_KAAHI); //Activate heal.
		break;
	case MO_EXTREMITYFIST:
		sc_start(src,SkillStatusChangeTable(skillid),100,skilllv,skill_get_time2(skillid,skilllv));
		break;
	case GS_FULLBUSTER:
		status_change_start(src,SC_BLIND,200*skilllv,skilllv,0,0,0,skill_get_time2(skillid,skilllv),10);
		break;
	case HFLI_SBR44:	//[orn]
	case HVAN_EXPLOSION:
		if(src->type == BL_HOM){
			TBL_HOM *hd = (TBL_HOM*)src;
			hd->homunculus.intimacy = 200;
			if (hd->master)
				clif_send_homdata(hd->master,0x100,hd->homunculus.intimacy/100);
		}
		break;
	}

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

	if(dstsd && attack_type&BF_WEAPON)
	{	//Counter effects.
		int i, type, time;
		for(i=0; i < MAX_PC_BONUS && dstsd->addeff2[i].flag; i++)
		{
			rate = dstsd->addeff2[i].rate;
			type = (sd && sd->state.arrow_atk) || (status_get_range(src)>2);
			if (type)
				rate+=dstsd->addeff2[i].arrow_rate;
			if (!rate) continue;
			
			if (!(dstsd->addeff2[i].flag&ATF_LONG && dstsd->addeff2[i].flag&ATF_SHORT))
			{	//Trigger has range consideration.
				if ((dstsd->addeff2[i].flag&ATF_LONG && !type) ||
					(dstsd->addeff2[i].flag&ATF_SHORT && type))
					continue; //Range Failed.
			}
			type =  dstsd->addeff2[i].id;
			time = skill_get_time2(StatusSkillChangeTable[type],7);
			
			if (dstsd->addeff2[i].flag&ATF_TARGET)
				status_change_start(src,type,rate,7,0,0,0,time,0);
			
			if (dstsd->addeff2[i].flag&ATF_SELF && !status_isdead(bl))
				status_change_start(bl,type,rate,7,0,0,0,time,0);
		}
	}
	
	//Trigger counter-spells to retaliate against damage causing skills. [Skotlex]
	if(dstsd && !status_isdead(bl) && src != bl && !(skillid && skill_get_nk(skillid)&NK_NO_DAMAGE)) 
	{
		struct block_list *tbl;
		struct unit_data *ud;
		int i, skillid, skilllv, rate;

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

			skillid = (dstsd->autospell2[i].id > 0) ? dstsd->autospell2[i].id : -dstsd->autospell2[i].id;
			skilllv = (dstsd->autospell2[i].lv > 0) ? dstsd->autospell2[i].lv : 1;
			rate = ((sd && !sd->state.arrow_atk) || (status_get_range(src)<=2)) ?
				dstsd->autospell2[i].rate : dstsd->autospell2[i].rate / 2;
			
			if (skillnotok(skillid, dstsd))
				continue;
			if (rand()%1000 > rate)
				continue;
			if (dstsd->autospell2[i].id < 0)
				tbl = bl;
			else
				tbl = src;
			
			if (tbl != bl && !battle_check_range(bl, tbl, skill_get_range2(bl, skillid, skilllv)))
				continue; //Autoskills DO check for target-src range. [Skotlex]
			
			switch (skill_get_casttype(skillid)) {
				case CAST_GROUND:
					skill_castend_pos2(bl, tbl->x, tbl->y, skillid, skilllv, tick, 0);
					break;
				case CAST_NODAMAGE:
					skill_castend_nodamage_id(bl, tbl, skillid, skilllv, tick, 0);
					break;
				case CAST_DAMAGE:
					skill_castend_damage_id(bl, tbl, skillid, skilllv, tick, 0);
					break;
			}
			//Set canact delay. [Skotlex]
			ud = unit_bl2ud(bl);
			if (ud) {
				rate = skill_delayfix(bl, skillid, skilllv)/2;
				if (DIFF_TICK(ud->canact_tick, tick + rate) < 0)
					ud->canact_tick = tick+rate;
			}
			break; //trigger only one auto-spell per hit.
		}
	}
	return 0;
}
/*=========================================================================
 Breaks equipment. On-non players causes the corresponding strip effect.
 - rate goes from 0 to 10000 (100.00%)
 - flag is a BCT_ flag to indicate which type of adjustment should be used
   (BCT_ENEMY/BCT_PARTY/BCT_SELF) are the valid values.
--------------------------------------------------------------------------*/
int skill_break_equip (struct block_list *bl, unsigned short where, int rate, int flag) 
{
	static int where_list[4] = {EQP_WEAPON, EQP_ARMOR, EQP_SHIELD, EQP_HELM};
	static int scatk[4] = {SC_STRIPWEAPON, SC_STRIPARMOR, SC_STRIPSHIELD, SC_STRIPHELM};
	static int scdef[4] = {SC_CP_WEAPON, SC_CP_ARMOR, SC_CP_SHIELD, SC_CP_HELM};
	struct status_change *sc = status_get_sc(bl);
	int i,j;
	TBL_PC *sd;
	BL_CAST(BL_PC, bl, sd);
	if (sc && !sc->count)
		sc = NULL;
	
	if (sd) {
		if (sd->unbreakable_equip)
			where &= ~sd->unbreakable_equip;
		if (sd->unbreakable)
			rate -= rate*sd->unbreakable/100;
		if (where&EQP_WEAPON) {
			switch (sd->status.weapon) {
				case W_FIST:	//Bare fists should not break :P
				case W_1HAXE:
				case W_2HAXE:
				case W_MACE: // Axes and Maces can't be broken [DracoRPG]
				case W_STAFF:
				case W_BOOK: //Rods and Books can't be broken [Skotlex]
					where &= ~EQP_WEAPON;
			}
		}
	}
	if (flag&BCT_ENEMY) {
		if (battle_config.equip_skill_break_rate != 100)
			rate = rate*battle_config.equip_skill_break_rate/100;
	} else if (flag&(BCT_PARTY|BCT_SELF)) {
		if (battle_config.equip_self_break_rate != 100)
			rate = rate*battle_config.equip_self_break_rate/100;
	}

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

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

	nullpo_retr(0, src);

	if (src != target && map_flag_gvg(target->m))
		return 0; //No knocking back in WoE
	if (!count&0xffff)
		return 0; //Actual knockback distance is 0.
	
	switch (target->type) {
		case BL_MOB:
			if (((TBL_MOB*)target)->class_ == MOBID_EMPERIUM)
				return 0;
			if(src != target && is_boss(target)) //Bosses can't be knocked-back
				return 0;
			break;
		case BL_SKILL:
			su=(struct skill_unit *)target;
			break;
	}

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

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

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

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

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

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

	if(target->type == BL_PC && map_getcell(target->m,x,y,CELL_CHKNPC))
		npc_touch_areanpc((TBL_PC*)target,target->m,x,y); //Invoke area NPC

	return (count&0xFFFF); //Return amount of knocked back cells.
}

/*
 * =========================================================================
 * Does a skill attack with the given properties.
 * src is the master behind the attack (player/mob/pet)
 * dsrc is the actual originator of the damage, can be the same as src, or a BL_SKILL
 * bl is the target to be attacked.
 * flag can hold a bunch of information:
 * flag&0xFFF is passed to the underlying battle_calc_attack for processing
 *      (usually holds number of targets, or just 1 for simple splash attacks)
 * flag&0x1000 is used to tag that this is a splash-attack (so the damage 
 *      packet shouldn't display a skill animation)
 * flag&0x2000 is used to signal that the skilllv should be passed as -1 to the
 *      client (causes player characters to not scream skill name)
 *-------------------------------------------------------------------------
 */

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

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

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

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

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

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

// Is this check really needed? FrostNova won't hurt you if you step right where the caster is?
	if(skillid == WZ_FROSTNOVA && dsrc->x == bl->x && dsrc->y == bl->y)
		return 0;
	 //Trick Dead protects you from damage, but not from buffs and the like, hence it's placed here.
	if (sc && sc->data[SC_TRICKDEAD].timer != -1 && !(sstatus->mode&MD_BOSS))
		return 0;

	dmg=battle_calc_attack(attack_type,src,bl,skillid,skilllv,flag&0xFFF);

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

	if (attack_type&BF_MAGIC) {
	 	if(sc && sc->data[SC_KAITE].timer != -1 && (dmg.damage || dmg.damage2)
			&& !(sstatus->mode&MD_BOSS) && (sd || status_get_lv(src) <= 80) )
		{	//Works on players or mobs with level under 80.
			clif_specialeffect(bl, 438, AREA);
			if (--sc->data[SC_KAITE].val2 <= 0)
				status_change_end(bl, SC_KAITE, -1);
			clif_skill_nodamage(bl,src,skillid,skilllv,1);
			bl = src; //Just make the skill attack yourself @.@
			sc = status_get_sc(bl);
			tsd = (bl->type == BL_PC)?(TBL_PC*)bl:NULL;
			if (sc && !sc->count)
				sc = NULL; //Don't need it.
			//Spirit of Wizard blocks bounced back spells.
			if (sc && sc->data[SC_SPIRIT].timer != -1 && sc->data[SC_SPIRIT].val2 == SL_WIZARD
				&& !(tsd && (type = pc_search_inventory (tsd, 7321)) < 0))
			{
				if (tsd) pc_delitem(tsd, type, 1, 0);
				dmg.damage = dmg.damage2 = 0;
				dmg.dmg_lv = ATK_FLEE;
			}
		}
	
		if(sc && sc->data[SC_MAGICROD].timer != -1 && src == dsrc) {
			int sp = skill_get_sp(skillid,skilllv);
			dmg.damage = dmg.damage2 = 0;
			dmg.dmg_lv = ATK_FLEE; //This will prevent skill additional effect from taking effect. [Skotlex]
			sp = sp * sc->data[SC_MAGICROD].val2 / 100;
			if(skillid == WZ_WATERBALL && skilllv > 1)
				sp = sp/((skilllv|1)*(skilllv|1)); //Estimate SP cost of a single water-ball
			status_heal(bl, 0, sp, 2);
			clif_skill_nodamage(bl,bl,SA_MAGICROD,sc->data[SC_MAGICROD].val1,1);
		}
	}

	damage = dmg.damage + dmg.damage2;

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

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

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

	if(skillid == CR_GRANDCROSS||skillid == NPC_GRANDDARKNESS) {
		if(battle_config.gx_disptype) dsrc = src;
		if(src == bl) type = 4;
		else flag|=SD_ANIMATION;
	}

	if(sd) {
		int flag = 0; //Used to signal if this skill can be combo'ed later on.
		if (sd->sc.data[SC_COMBO].timer!=-1)
		{	//End combo state after skill is invoked. [Skotlex]
			switch (skillid) {
			case TK_TURNKICK:
			case TK_STORMKICK:
			case TK_DOWNKICK:
			case TK_COUNTER:
				if (pc_famerank(sd->char_id,MAPID_TAEKWON))
			  	{	//Extend combo time.
					sd->skillid_old = skillid; //Set as previous so you can't repeat
					sd->skilllv_old = skilllv;
					sd->sc.data[SC_COMBO].val1 = skillid; //Update combo-skill
					delete_timer(sd->sc.data[SC_COMBO].timer, status_change_timer);
					sd->sc.data[SC_COMBO].timer = add_timer(
						tick+sd->sc.data[SC_COMBO].val4,
					  	status_change_timer, src->id, SC_COMBO);
					break;
				}
			default:
				status_change_end(src,SC_COMBO,-1);
			}
		}
		switch(skillid)
		{
			case MO_TRIPLEATTACK:
				if (pc_checkskill(sd, MO_CHAINCOMBO) > 0)
					flag=1;
				break;
			case MO_CHAINCOMBO:
				if(pc_checkskill(sd, MO_COMBOFINISH) > 0 && sd->spiritball > 0)
					flag=1;
				break;
			case MO_COMBOFINISH:
				if (sd->status.party_id>0) //bonus from SG_FRIEND [Komurka]
					party_skill_check(sd, sd->status.party_id, MO_COMBOFINISH, skilllv);
				if (pc_checkskill(sd, CH_TIGERFIST) > 0 && sd->spiritball > 0)
					flag=1;
			case CH_TIGERFIST:
				if (!flag && pc_checkskill(sd, CH_CHAINCRUSH) > 0 && sd->spiritball > 1)
					flag=1;
			case CH_CHAINCRUSH:
				if (!flag && pc_checkskill(sd, MO_EXTREMITYFIST) > 0 && sd->spiritball > 0 && sd->sc.data[SC_EXPLOSIONSPIRITS].timer != -1)
					flag=1;
				break;
			case AC_DOUBLE:
				if((tstatus->race == RC_BRUTE || tstatus->race == RC_INSECT) &&
					pc_checkskill(sd, HT_POWER))
				{
					//TODO: This code was taken from Triple Blows, is this even how it should be? [Skotlex]
					sc_start4(src,SC_COMBO,100,HT_POWER,bl->id,0,0,2000);
					clif_combo_delay(src,2000);
				}
				break;
			case TK_COUNTER:
			{	//bonus from SG_FRIEND [Komurka]
				int level;
				if(sd->status.party_id>0 && (level = pc_checkskill(sd,SG_FRIEND)))
					party_skill_check(sd, sd->status.party_id, TK_COUNTER,level);
			}
				break;
			case SL_STIN:
			case SL_STUN:
				if (skilllv >= 7 && sd->sc.data[SC_SMA].timer == -1)
					sc_start(src,SC_SMA,100,skilllv,skill_get_time(SL_SMA, skilllv));
				break;
			case GS_FULLBUSTER:
				//Can't attack nor use items until skill's delay expires. [Skotlex]
				sd->ud.attackabletime = sd->canuseitem_tick = sd->ud.canact_tick;
				break;
		}	//Switch End
		if (flag) { //Possible to chain
			flag = DIFF_TICK(sd->ud.canact_tick, tick);
			if (flag < 0) flag = 0;
			flag += 300 * battle_config.combo_delay_rate/100;
			sc_start(src,SC_COMBO,100,skillid,flag);
			clif_combo_delay(src, flag);
		}
	}

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

	case KN_AUTOCOUNTER:
	case NPC_CRITICALSLASH:
	case NPC_WATERATTACK:
	case NPC_GROUNDATTACK:
	case NPC_FIREATTACK:
	case NPC_WINDATTACK:
	case NPC_POISONATTACK:
	case NPC_HOLYATTACK:
	case NPC_DARKNESSATTACK:
	case NPC_TELEKINESISATTACK:
	case NPC_SPLASHATTACK:
	case TF_DOUBLE:
	case GS_CHAINACTION:
		dmg.dmotion = clif_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,dmg.div_,dmg.type,dmg.damage2);
		break;
	default:
		//Disabling skill animation doesn't works on multi-hit.
		dmg.dmotion = clif_skill_damage(dsrc,bl,tick, dmg.amotion, dmg.dmotion,
			damage, dmg.div_, skillid, flag&SD_LEVEL?-1:skilllv,
			(flag&SD_ANIMATION && dmg.div_ < 2?5:type));
		break;
	}
	
	map_freeblock_lock();

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

	//Only knockback if it's still alive, otherwise a "ghost" is left behind. [Skotlex]
	if (dmg.blewcount > 0 && !status_isdead(bl))
		skill_blown(skillid==NJ_TATAMIGAESHI?src:dsrc,bl,dmg.blewcount);
	
	//Delayed damage must be dealt after the knockback (it needs to know actual position of target)
	if (dmg.amotion)
		battle_delay_damage(tick+dmg.amotion,src,bl,attack_type,skillid,skilllv,damage,dmg.dmg_lv,dmg.dmotion);

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

	if(sd && dmg.flag&BF_WEAPON && src != bl && src == dsrc && damage > 0) {
		if (battle_config.left_cardfix_to_right)
			battle_drain(sd, bl, dmg.damage, dmg.damage, tstatus->race, tstatus->mode&MD_BOSS);
		else
			battle_drain(sd, bl, dmg.damage, dmg.damage2, tstatus->race, tstatus->mode&MD_BOSS);
	}

	if (rdamage>0) {
		if (dmg.amotion)
			battle_delay_damage(tick+dmg.amotion,bl,src,0,0,0,rdamage,ATK_DEF,0);
		else
			status_fix_damage(bl,src,rdamage,0);
		clif_damage(src,src,tick, dmg.amotion,0,rdamage,1,4,0);
		//Use Reflect Shield to signal this kind of skill trigger. [Skotlex]
		if (tsd && src != bl)
			battle_drain(tsd, src, rdamage, rdamage, sstatus->race, is_boss(src));
		skill_additional_effect(bl,src,CR_REFLECTSHIELD, 1,BF_WEAPON,tick);
	}

	if (!(flag&2) &&
		(	
			skillid == MG_COLDBOLT || skillid == MG_FIREBOLT || skillid == MG_LIGHTNINGBOLT
		) &&
		(sc = status_get_sc(src)) &&
		sc->count && sc->data[SC_DOUBLECAST].timer != -1 &&
		rand() % 100 < 40+10*sc->data[SC_DOUBLECAST].val1)
	{
//		skill_addtimerskill(src, tick + dmg.div_*dmg.amotion, bl->id, 0, 0, skillid, skilllv, BF_MAGIC, flag|2);
		skill_addtimerskill(src, tick + dmg.amotion, bl->id, 0, 0, skillid, skilllv, BF_MAGIC, flag|2);
	}

	map_freeblock_unlock();

	return damage;
}

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

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

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

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

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

	unit = (struct skill_unit *)bl;

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

	if(!unit->alive)
		return 0;

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

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

	return 1;
}

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

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

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

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

	if(status_isdead(bl))
		return 0;

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

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

static int skill_check_unit_range2 (struct block_list *bl, int x, int y, int skillid, int skilllv)
{
	int range, type;

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

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

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

int skill_guildaura_sub (struct block_list *bl, va_list ap)
{
	struct map_session_data *sd;
	int gid, id, strvit, agidex;
	
	sd = (struct map_session_data *)bl;

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

	if(id == sd->bl.id && battle_config.guild_aura&16)
		return 0;

	strvit = va_arg(ap,int);
	agidex = va_arg(ap,int);

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

/*==========================================
 * [orn]
 * Checks that you have the requirements for casting a skill for homunculus.
 * Flag:
 * &1: finished casting the skill (invoke hp/sp/item consumption)
 * &2: picked menu entry (Warp Portal, Teleport and other menu based skills)
 *------------------------------------------
 */
static int skill_check_condition_hom (struct homun_data *hd, int skill, int lv, int type)
{
	struct status_data *status;
	struct status_change *sc;
	TBL_PC * sd;
	int i,j,hp,sp,hp_rate,sp_rate,state,mhp ;
	int index[10],itemid[10],amount[10];
	int checkitem_flag = 1, delitem_flag = 1;
	
	nullpo_retr(0, hd);
	sd = hd->master;

	if (lv <= 0) return 0;

	status = &hd->battle_status;
	sc = &hd->sc;
	if (!sc->count)
		sc = NULL;
	
	// for the guild skills [celest]
	if (skill >= HM_SKILLBASE)	//[orn]
		j = HM_SKILLRANGEMIN + skill - HM_SKILLBASE;
	else
		j = skill;
	if (j < 0 || j >= MAX_SKILL_DB)
  		return 0;
	//Code speedup, rather than using skill_get_* over and over again.
	if (lv < 1 || lv > MAX_SKILL_LEVEL)
		return 0;

	for(i = 0; i < 10; i++) {
		itemid[i] = skill_db[j].itemid[i];
		amount[i] = skill_db[j].amount[i];
	}

	hp = skill_db[j].hp[lv-1];
	sp = skill_db[j].sp[lv-1];
	hp_rate = skill_db[j].hp_rate[lv-1];
	sp_rate = skill_db[j].sp_rate[lv-1];
	state = skill_db[j].state;
	mhp = skill_db[j].mhp[lv-1];
	if(mhp > 0)
		hp += (status->max_hp * mhp)/100;
	if(hp_rate > 0)
		hp += (status->hp * hp_rate)/100;
	else
		hp += (status->max_hp * (-hp_rate))/100;
	if(sp_rate > 0)
		sp += (status->sp * sp_rate)/100;
	else
		sp += (status->max_sp * (-sp_rate))/100;

	switch(skill) { // Check for cost reductions due to skills & SCs
		case HFLI_SBR44:
			if(hd->homunculus.intimacy <= 200)
				return 0;
			break;
		case HVAN_EXPLOSION:
			if(hd->homunculus.intimacy < battle_config.hvan_explosion_intimate)
				return 0;
			break;
	}

	if(!(type&2)){
		if( hp>0 && status->hp <= (unsigned int)hp) {
			clif_skill_fail(sd,skill,2,0);
			return 0;
		}
		if( sp>0 && status->sp < (unsigned int)sp) {
			clif_skill_fail(sd,skill,1,0);
			return 0;
		}
	}

	if (!type) //States are only checked on begin casting.
	switch(state) {
	case ST_MOVE_ENABLE:
		if(!unit_can_move(&hd->bl)) {
			clif_skill_fail(sd,skill,0,0);
			return 0;
		}
		break;
	}

	if (checkitem_flag) {
		for(i=0;i<10;i++) {
			index[i] = -1;
			if(itemid[i] <= 0)
				continue;

			index[i] = pc_search_inventory(sd,itemid[i]);
			if(index[i] < 0 || sd->status.inventory[index[i]].amount < amount[i])
			{
				clif_skill_fail(sd,skill,0,0);
				return 0;
			}
		}
	}

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

	if(delitem_flag) {
		for(i=0;i<10;i++) {
			if(index[i] >= 0)
				pc_delitem(sd,index[i],amount[i],0);
		}
	}

	if(type&2)
		return 1;

	if(sp || hp)
		status_zap(&hd->bl, hp, sp);

	return 1;
}

/*=========================================================================
 *
 */
int skill_area_sub_count (struct block_list *src, struct block_list *target, int skillid, int skilllv, unsigned int tick, int flag)
{
	if(skill_area_temp[0] < 0xffff)
		skill_area_temp[0]++;
	return 1;
}

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

	for (i=0;i<size*size;i++) {
		x = src->x+(i%size-range);
		y = src->y+(i/size-range);
		if (map_getcell(src->m,x,y,CELL_CHKWATER)) {
			cnt++;
			continue;
		}
		unit = map_find_skill_unit_oncell(src,x,y,SA_DELUGE,NULL);
		if (!unit)
		  unit = map_find_skill_unit_oncell(src,x,y,NJ_SUITON,NULL);
		if (unit) {
			cnt++;
			skill_delunit(unit, 1);
		}
	}
	return cnt;
}

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

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

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

			switch(skl->skill_id) {
				case RG_INTIMIDATE:
					if (unit_warp(src,-1,-1,-1,3) == 0) {
						short x,y;
						map_search_freecell(src, 0, &x, &y, 1, 1, 0);
						if (target != src && !status_isdead(target))
							unit_warp(target, -1, x, y, 3);
					}
					break;
				case BA_FROSTJOKE:
				case DC_SCREAM:
					range= skill_get_splash(skl->skill_id, skl->skill_lv);
					map_foreachinarea(skill_frostjoke_scream,skl->map,skl->x-range,skl->y-range,
						skl->x+range,skl->y+range,BL_CHAR,src,skl->skill_id,skl->skill_lv,tick);
					break;

				case WZ_WATERBALL:
					if (!status_isdead(target))
						skill_attack(BF_MAGIC,src,src,target,skl->skill_id,skl->skill_lv,tick,skl->flag);
					if (skl->type>1 && !status_isdead(target)) {
						skill_addtimerskill(src,tick+125,target->id,0,0,skl->skill_id,skl->skill_lv,skl->type-1,skl->flag);
					} else {
						struct status_change *sc = status_get_sc(src);
						if(sc && sc->data[SC_MAGICPOWER].timer != -1)
							status_change_end(src,SC_MAGICPOWER,-1);
					}
					break;
				default:
					skill_attack(skl->type,src,src,target,skl->skill_id,skl->skill_lv,tick,skl->flag);
					break;
			}
		}
		else {
			if(src->m != skl->map)
				break;
			switch(skl->skill_id) {
				case WZ_METEOR:
					if(skl->type >= 0) {
						skill_unitsetting(src,skl->skill_id,skl->skill_lv,skl->type>>16,skl->type&0xFFFF,skl->flag);
						clif_skill_poseffect(src,skl->skill_id,skl->skill_lv,skl->x,skl->y,tick);
					}
					else
						skill_unitsetting(src,skl->skill_id,skl->skill_lv,skl->x,skl->y,skl->flag);
					break;
			}
		}
	} while (0);
	//Free skl now that it is no longer needed.
	ers_free(skill_timer_ers, skl);
	return 0;
}

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

/*==========================================
 *
 *------------------------------------------
 */
int skill_cleartimerskill (struct block_list *src)
{
	int i;
	struct unit_data *ud;
	nullpo_retr(0, src);
	ud = unit_bl2ud(src);
	nullpo_retr(0, ud);
		
	for(i=0;i<MAX_SKILLTIMERSKILL;i++) {
		if(ud->skilltimerskill[i]) {
			delete_timer(ud->skilltimerskill[i]->timer, skill_timerskill);
			ers_free(skill_timer_ers, ud->skilltimerskill[i]);
			ud->skilltimerskill[i]=NULL;
		}
	}
	return 1;
}

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

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

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

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

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

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

	if (status_isdead(bl))
		return 1;

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

	switch(skillid)
	{
	case SM_BASH:
	case MC_MAMMONITE:
	case TF_DOUBLE:
	case AC_DOUBLE:
	case AS_SONICBLOW:
	case KN_PIERCE:
	case KN_SPEARBOOMERANG:
	case TF_POISON:
	case TF_SPRINKLESAND:
	case AC_CHARGEARROW:
	case RG_RAID:
	case RG_INTIMIDATE:
	case AM_ACIDTERROR:
	case BA_MUSICALSTRIKE:
	case DC_THROWARROW:
	case BA_DISSONANCE:
	case CR_HOLYCROSS:
	case NPC_DARKCROSS:
	case CR_SHIELDCHARGE:
	case CR_SHIELDBOOMERANG:
	case NPC_PIERCINGATT:
	case NPC_MENTALBREAKER:
	case NPC_RANGEATTACK:
	case NPC_CRITICALSLASH:
	case NPC_COMBOATTACK:
	case NPC_GUIDEDATTACK:
	case NPC_POISON:
	case NPC_BLINDATTACK:
	case NPC_SILENCEATTACK:
	case NPC_STUNATTACK:
	case NPC_PETRIFYATTACK:
	case NPC_CURSEATTACK:
	case NPC_SLEEPATTACK:
	case NPC_RANDOMATTACK:
	case NPC_WATERATTACK:
	case NPC_GROUNDATTACK:
	case NPC_FIREATTACK:
	case NPC_WINDATTACK:
	case NPC_POISONATTACK:
	case NPC_HOLYATTACK:
	case NPC_DARKNESSATTACK:
	case NPC_TELEKINESISATTACK:
	case NPC_UNDEADATTACK:
	case NPC_BREAKARMOR:
	case NPC_BREAKWEAPON:
	case NPC_BREAKHELM:
	case NPC_BREAKSHIELD:
	case LK_AURABLADE:
	case LK_SPIRALPIERCE:
	case LK_HEADCRUSH:
	case LK_JOINTBEAT:
	case CG_ARROWVULCAN:
	case HW_MAGICCRASHER:
	case ITM_TOMAHAWK:
	case MO_TRIPLEATTACK:
	case CH_CHAINCRUSH:
	case CH_TIGERFIST:
	case PA_SHIELDCHAIN:	// Shield Chain
	case PA_SACRIFICE:
	case WS_CARTTERMINATION:	// Cart Termination
	case AS_VENOMKNIFE:
	case HT_PHANTASMIC:
	case HT_POWER:
	case TK_DOWNKICK:
	case TK_COUNTER:
	case GS_CHAINACTION:
	case GS_TRIPLEACTION:
	case GS_MAGICALBULLET:
	case GS_TRACKING:
	case GS_PIERCINGSHOT:
	case GS_RAPIDSHOWER:
	case GS_DUST:
	case GS_FULLBUSTER:
	case NJ_SYURIKEN:
	case NJ_KUNAI:
	case ASC_BREAKER:
	case HFLI_MOON:	//[orn]
	case HFLI_SBR44:	//[orn]
		skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
		break;

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

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

	case KN_CHARGEATK:
		flag = distance_bl(src, bl);
		skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
		if (unit_movepos(src, bl->x, bl->y, 1, 1))
			clif_slide(src,bl->x,bl->y);
		break;

	case TK_JUMPKICK:
		skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
		if (unit_movepos(src, bl->x, bl->y, 0, 0))
			clif_slide(src,bl->x,bl->y);
		break;
	
	case SN_SHARPSHOOTING:
	case NJ_KAMAITACHI:
		//It won't shoot through walls since on castend there has to be a direct
		//line of sight between caster and target.
		skill_area_temp[1] = bl->id;
		map_foreachinpath (skill_attack_area,src->m,src->x,src->y,bl->x,bl->y,
			skill_get_splash(skillid, skilllv),BL_CHAR,
			skill_get_type(skillid),src,src,skillid,skilllv,tick,flag,BCT_ENEMY);
		break;

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

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

	case MO_FINGEROFFENSIVE:
		skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
		if (battle_config.finger_offensive_type && sd) {
			int i;
			for (i = 1; i < sd->spiritball_old; i++)
				skill_addtimerskill(src, tick + i * 200, bl->id, 0, 0, skillid, skilllv, BF_WEAPON, flag);
		}
		if (sc && sc->data[SC_BLADESTOP].timer != -1)
			status_change_end(src,SC_BLADESTOP,-1);
		break;

	case MO_CHAINCOMBO:
		skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
		if (sc && sc->data[SC_BLADESTOP].timer != -1)
			status_change_end(src,SC_BLADESTOP,-1);
		break;
	
	case NJ_ISSEN:
		if (sc) {
		  	if (sc->data[SC_NEN].timer != -1)
				status_change_end(src,SC_NEN,-1);
			if (sc->data[SC_HIDING].timer != -1)
				status_change_end(src,SC_HIDING,-1);
		}
	case MO_EXTREMITYFIST:
		if (sc && skillid == MO_EXTREMITYFIST)
		{
			if (sc->data[SC_EXPLOSIONSPIRITS].timer != -1)
				status_change_end(src, SC_EXPLOSIONSPIRITS, -1);
			if (sc->data[SC_BLADESTOP].timer != -1)
				status_change_end(src,SC_BLADESTOP,-1);
		}
		//Client expects you to move to target regardless of distance
		{
			struct unit_data *ud = unit_bl2ud(src);
			short dx,dy;
			int i,speed;
			i = skillid == MO_EXTREMITYFIST?1:2; //Move 2 cells for Issen, 1 for Asura
			dx = bl->x - src->x;
			dy = bl->y - src->y;
			if (dx < 0) dx-=i;
			else if (dx > 0) dx+=i;
			if (dy < 0) dy-=i;
			else if (dy > 0) dy+=i;
			if (!dx && !dy) dy++;
			if (map_getcell(src->m, src->x+dx, src->y+dy, CELL_CHKNOPASS))
			{
				dx = bl->x;
				dy = bl->y;
			} else {
				dx = src->x + dx;
				dy = src->y + dy;
			}

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

			if(unit_walktoxy(src, dx, dy, 2) && ud) {
				//Increase can't walk delay to not alter your walk path
				ud->canmove_tick = tick;
				speed = status_get_speed(src);
				for (i = 0; i < ud->walkpath.path_len; i ++)
				{
					if(ud->walkpath.path[i]&1)
						ud->canmove_tick+=7*speed/5;
					else
						ud->canmove_tick+=speed;
				}
			}
		}
		break;

	//Splash attack skills.
	case AS_SPLASHER:
	case AS_GRIMTOOTH:
	case SM_MAGNUM:
	case HT_BLITZBEAT:
	case MC_CARTREVOLUTION:	
	case NPC_SPLASHATTACK:
	case AC_SHOWER:	
	case MG_NAPALMBEAT:
	case MG_FIREBALL:
	case HW_NAPALMVULCAN:
	case NJ_HUUMA:
	case NJ_BAKUENRYU:
	case ASC_METEORASSAULT:
	case GS_DESPERADO:
	case GS_SPREADATTACK:
		if (flag&1)
		{	//Invoked from map_foreachinarea, skill_area_temp[0] holds number of targets to divide damage by.
			if (skill_area_temp[1] != bl->id)
				skill_attack(skill_get_type(skillid), src, src, bl,
					skillid, skilllv, tick, skill_area_temp[0]|SD_ANIMATION);
			break;
		}
		if ( skillid == NJ_BAKUENRYU )
			clif_skill_nodamage(src,bl,skillid,skilllv,1);
		skill_area_temp[0] = 0;
		skill_area_temp[1] = bl->id;
		//SD_LEVEL -> Forced splash damage for Auto Blitz-Beat
		if (flag&SD_LEVEL || skill_get_nk(skillid)&NK_SPLASHSPLIT)
			map_foreachinrange(skill_area_sub, bl, 
				skill_get_splash(skillid, skilllv), BL_CHAR,
				src, skillid, skilllv, tick, BCT_ENEMY, skill_area_sub_count);
		else if (skillid==AS_SPLASHER) //Need split damage anyway.
			skill_area_temp[0] = 2;

		map_foreachinrange(skill_area_sub, bl,
			skill_get_splash(skillid, skilllv), BL_CHAR,
			src, skillid, skilllv, tick, flag|BCT_ENEMY|1,
			skill_castend_damage_id);

		//Splasher Should do 100% damage on targetted character.
		skill_attack(skill_get_type(skillid), src, src, bl, skillid, skilllv,
			tick, (skillid == AS_SPLASHER?0:skill_area_temp[0])|(flag&SD_LEVEL));

		if (skillid == SM_MAGNUM) {
			//Initiate 10% of your damage becomes fire element.
			sc_start4(src,SC_WATK_ELEMENT,100,3,20,0,0,skill_get_time2(skillid, skilllv));
			if (sd) skill_blockpc_start (sd, skillid, skill_get_time(skillid, skilllv));
		}
		break;

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

	case KN_BOWLINGBASH:
		if(flag&1){
			if(bl->id==skill_area_temp[1])
				break;
			//two hits for 500%
			skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,SD_ANIMATION);
			skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,SD_ANIMATION);
		} else {
			int i,c;
			c = skill_get_blewcount(skillid,skilllv);
			for(i=0;i<c;i++){
				if (!skill_blown(src,bl,0x20000|1))
					break; //Can't knockback
				skill_area_temp[0]=0;
				map_foreachinrange(skill_area_sub,bl,
					skill_get_splash(skillid, skilllv),BL_CHAR,
					src,skillid,skilllv,tick, flag|BCT_ENEMY,
					skill_area_sub_count);
				if(skill_area_temp[0]>1) break;
			}
			clif_blown(bl); //Update target pos.
			if (i!=c) { //Splash
				skill_area_temp[1]=bl->id;
				map_foreachinrange(skill_area_sub,bl,
					skill_get_splash(skillid, skilllv),BL_CHAR,
					src,skillid,skilllv,tick, flag|BCT_ENEMY|1,
					skill_castend_damage_id);
			}
			//Weirdo dual-hit property, two attacks for 500%
			skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,0);
			skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,0);
		}
		break;
	
	case KN_SPEARSTAB:
		if(flag&1){
			if (bl->id==skill_area_temp[1])
				break;
			if (skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,SD_ANIMATION))
				skill_blown(src,bl,skill_area_temp[2]);
		} else {
			int x=bl->x,y=bl->y,i,dir;
			dir = map_calc_dir(bl,src->x,src->y);
			skill_area_temp[1] = bl->id;
			skill_area_temp[2] = skill_get_blewcount(skillid,skilllv)|dir<<20;
			if (skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,0))
				skill_blown(src,bl,skill_area_temp[2]);
			for (i=0;i<4;i++) {
				map_foreachincell(skill_area_sub,bl->m,x,y,BL_CHAR,
					src,skillid,skilllv,tick,flag|BCT_ENEMY|1,
					skill_castend_damage_id);
				x += dirx[dir];
				y += diry[dir];
			}
		}
		break;

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

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

	case MG_SOULSTRIKE:
	case NPC_DARKSTRIKE:
	case MG_COLDBOLT:
	case MG_FIREBOLT:
	case MG_LIGHTNINGBOLT:
	case WZ_EARTHSPIKE:
	case AL_HEAL:
	case AL_HOLYLIGHT:
	case WZ_JUPITEL:
	case NPC_DARKTHUNDER:
	case NPC_MAGICALATTACK:
	case PR_ASPERSIO:
	case MG_FROSTDIVER:
	case WZ_SIGHTBLASTER:
	case WZ_SIGHTRASHER:
	case NJ_KOUENKA:
	case NJ_HYOUSENSOU:
	case NJ_HUUJIN:
		skill_attack(BF_MAGIC,src,src,bl,skillid,skilllv,tick,flag);
		break;

	case HVAN_CAPRICE: //[blackhole89]
		{
			int ran=rand()%4;
			int sid = 0;
			switch(ran)
			{
			case 0: sid=MG_COLDBOLT; break;
			case 1: sid=MG_FIREBOLT; break;
			case 2: sid=MG_LIGHTNINGBOLT; break;
			case 3: sid=WZ_EARTHSPIKE; break;
			}
			skill_attack(BF_MAGIC,src,src,bl,sid,skilllv,tick,flag|SD_LEVEL);
		}
		break;
	case WZ_WATERBALL:			/* ウォーターボール */
		skill_attack(BF_MAGIC,src,src,bl,skillid,skilllv,tick,flag);
		if (skilllv>1) {
			int range = skilllv/2;
			int cnt;
		  	if (sd)
				cnt = skill_count_water(src,range);
			else {
				range = 2*range+1;
				cnt = range*range;
			}
			cnt--;
			if (cnt > 0)
				skill_addtimerskill(src,tick+125,bl->id,0,0,
					skillid,skilllv,cnt,flag);
		} else if (sd) //Eat up deluge tiles.
			skill_count_water(src,0);

		break;

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

	case SL_SMA:
		if (sc && sc->data[SC_SMA].timer != -1)
			status_change_end(src,SC_SMA,-1);
	case SL_STIN:
	case SL_STUN:
		if (sd && !battle_config.allow_es_magic_pc && bl->type != BL_MOB) {
			status_change_start(src,SC_STUN,10000,skilllv,0,0,0,500,10);
			clif_skill_fail(sd,skillid,0,0);
			break;
		}
		skill_attack(BF_MAGIC,src,src,bl,skillid,skilllv,tick,flag);
		break;

	case NPC_DARKBREATH:
		clif_emotion(src,7);
	case SN_FALCONASSAULT:
	case PA_PRESSURE:
	case CR_ACIDDEMONSTRATION:
	case TF_THROWSTONE:
	case NPC_SMOKING:
	case GS_FLING:
	case NJ_ZENYNAGE:
		skill_attack(BF_MISC,src,src,bl,skillid,skilllv,tick,flag);
		break;

	case HVAN_EXPLOSION:
	case NPC_SELFDESTRUCTION:
		if (src != bl)
			skill_attack(BF_MISC,src,src,bl,skillid,skilllv,tick,flag);
		break;

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

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

	case GS_BULLSEYE:
		if((tstatus->race == RC_BRUTE || tstatus->race == RC_DEMIHUMAN) && !(tstatus->mode&MD_BOSS))
			skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
		else if (sd)
			clif_skill_fail(sd,skillid,0,0);
		break;

	case NJ_KASUMIKIRI:
		if (skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag) > 0)
			sc_start(src,SC_HIDING,100,skilllv,skill_get_time(skillid,skilllv));
		break;
	case NJ_KIRIKAGE:
		{
			short x, y;
			map_search_freecell(bl, 0, &x, &y, 1, 1, 0);
			status_change_end(src, SC_HIDING, -1);
			if (unit_movepos(src, x, y, 0, 0))
				clif_slide(src,src->x,src->y);
			skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
		}
		break;
	case 0:
		if(sd) {
			if (flag & 3){
				if (bl->id != skill_area_temp[1])
					skill_attack(BF_WEAPON, src, src, bl, skillid, skilllv, tick, SD_ANIMATION|flag);
			} else {
				skill_area_temp[1] = bl->id;
				map_foreachinrange(skill_area_sub, bl,
					sd->splash_range, BL_CHAR,
					src, skillid, skilllv, tick, flag | BCT_ENEMY | 1,
					skill_castend_damage_id);
			}
		}
		break;

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

	map_freeblock_unlock();	

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

/*==========================================
 * 
 *------------------------------------------
 */
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 homun_data *hd = NULL;
	struct map_session_data *dstsd = NULL;
	struct status_data *sstatus, *tstatus;
	struct status_change *tsc;
	struct mob_data *md = NULL;
	struct mob_data *dstmd = NULL;
	int i,type=-1;
	
	if(skillid > 0 && skilllv <= 0) return 0;	// celest

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

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

	if (src->type == BL_PC) {
		sd = (struct map_session_data *)src;
	} else if (src->type == BL_HOM) {	//[orn]
		hd = (struct homun_data *)src;
	} else if (src->type == BL_MOB) {
		md = (struct mob_data *)src;
	}

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

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

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

	//Check for undead skills that convert a no-damage skill into a damage one. [Skotlex]
	switch (skillid) {
		case HLIF_HEAL:	//[orn]
			if (bl->type != BL_HOM) {
				if (sd) clif_skill_fail(sd,skillid,0,0) ;
	        break ;
			}
 		case AL_HEAL:
		case ALL_RESURRECTION:
		case PR_ASPERSIO:
			//Apparently only player casted skills can be offensive like this.
			if (sd && battle_check_undead(tstatus->race,tstatus->def_ele)) {
				if (battle_check_target(src, bl, BCT_ENEMY) < 1) {
				  	//Offensive heal does not works on non-enemies. [Skotlex]
					clif_skill_fail(sd,skillid,0,0);
					return 0;
				}
				return skill_castend_damage_id (src, bl, skillid, skilllv, tick, flag);
			}
			break;
		case NPC_SMOKING: //Since it is a self skill, this one ends here rather than in damage_id. [Skotlex]
			return skill_castend_damage_id (src, bl, skillid, skilllv, tick, flag);
		default:
			//Skill is actually ground placed.
			if ((src == bl || skillid == PF_SPIDERWEB) && skill_get_unit_id(skillid,0))
				return skill_castend_pos2(src,bl->x,bl->y,skillid,skilllv,tick,0);
	}

	if (skillid > 0)
		type = SkillStatusChangeTable(skillid);
	
	tsc = status_get_sc(bl);

	map_freeblock_lock();
	switch(skillid)
	{
	case HLIF_HEAL:	//[orn]
	case AL_HEAL:
		{
			int heal = skill_calc_heal(src, skilllv);
			int heal_get_jobexp;
	
			if (status_isimmune(bl) || (dstmd && dstmd->class_ == MOBID_EMPERIUM))
				heal=0;
			if (sd) {
				if (sd && dstsd && sd->status.partner_id == dstsd->status.char_id &&
					(sd->class_&MAPID_UPPERMASK) == MAPID_SUPER_NOVICE && sd->status.sex == 0)
					heal = heal*2;
			}

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

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

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

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

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

	case AL_CRUCIS:
		if (flag & 1) {
			if (battle_check_target (src, bl, BCT_ENEMY))
				sc_start(bl,type,
					23+skilllv*4 +status_get_lv(src) -status_get_lv(bl),
					skilllv,60000);
		} else {
			map_foreachinrange(skill_area_sub, src,
				skill_get_splash(skillid, skilllv), BL_CHAR,
				src, skillid, skilllv, tick, flag|BCT_ENEMY|1,
				skill_castend_nodamage_id);
			clif_skill_nodamage(src, bl, skillid, skilllv, 1);
		}
		break;

	case PR_LEXDIVINA:
		if (tsc && tsc->count && tsc->data[type].timer != -1) {
			status_change_end(bl,type, -1);
			clif_skill_nodamage (src, bl, skillid, skilllv, 1);
		} else 
			clif_skill_nodamage (src, bl, skillid, skilllv, 
		  		sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
		break;

	case SA_ABRACADABRA:
		{
			int abra_skillid = 0, abra_skilllv;
			do {
				abra_skillid = rand() % MAX_SKILL_ABRA_DB;
				if (
//Unneeded check, use the "per" field to know if the skill is valid.
//					skill_get_inf2(abra_skillid)&(INF2_NPC_SKILL|INF2_SONG_DANCE|INF2_ENSEMBLE_SKILL) || //NPC/Song/Dance skills are out
					!skill_get_inf(abra_skillid) || //Passive skills cannot be casted
					skill_abra_db[abra_skillid].req_lv > skilllv || //Required lv for it to appear
					rand()%10000 >= skill_abra_db[abra_skillid].per
				)
					abra_skillid = 0;	// reset to get a new id
			} while (abra_skillid == 0);
			abra_skilllv = skill_get_max(abra_skillid) >  skilllv ? skilllv : skill_get_max(abra_skillid);
			clif_skill_nodamage (src, bl, skillid, skilllv, 1);
			
			if (sd)
			{	//Crash-protection against Abracadabra casting pets
				sd->skillitem = abra_skillid;
				sd->skillitemlv = abra_skilllv;
				sd->state.abra_flag = 1;
				clif_item_skill (sd, abra_skillid, abra_skilllv, "Abracadabra");
			} else
			{	// [Skotlex]
				struct unit_data *ud = unit_bl2ud(src);
				int inf = skill_get_inf(abra_skillid);
				int target_id = 0;
				if (!ud) break;
				if (inf&INF_SELF_SKILL || inf&INF_SUPPORT_SKILL) { 
					if (src->type == BL_PET)
						bl = (struct block_list*)((TBL_PET*)src)->msd;
					if (!bl) bl = src;
					unit_skilluse_id(src, bl->id, abra_skillid, abra_skilllv); 
				} else {	//Assume offensive skills
					if (ud->target)
						target_id = ud->target;
					else switch (src->type) {
						case BL_MOB:
							target_id = ((TBL_MOB*)src)->target_id;
							break;
						case BL_PET:
							target_id = ((TBL_PET*)src)->target_id;
							break;
					}
					if (!target_id)
						break;
					if (skill_get_casttype(abra_skillid) == CAST_GROUND) {
						bl = map_id2bl(target_id);
						if (!bl) bl = src;
						unit_skilluse_pos(src, bl->x, bl->y, abra_skillid, abra_skilllv); 
					} else
						unit_skilluse_id(src, target_id, abra_skillid, abra_skilllv);
				}
			}
		}
		break;

	case SA_COMA:
		clif_skill_nodamage(src,bl,skillid,skilllv,
			sc_start(bl,type,100,skilllv,skill_get_time2(skillid,skilllv)));
		break;
	case SA_FULLRECOVERY:
		clif_skill_nodamage(src,bl,skillid,skilllv,1);
		if (status_isimmune(bl))
			break;
		status_percent_heal(bl, 100, 100);
		break;
	case SA_SUMMONMONSTER:
		clif_skill_nodamage(src,bl,skillid,skilllv,1);
		if (sd) mob_once_spawn(sd,map[src->m].name,src->x,src->y,"--ja--",-1,1,"");
		break;
	case SA_LEVELUP:
		clif_skill_nodamage(src,bl,skillid,skilllv,1);
		if (sd && pc_nextbaseexp(sd)) pc_gainexp(sd, NULL, pc_nextbaseexp(sd) * 10 / 100, 0);
		break;
	case SA_INSTANTDEATH:
		clif_skill_nodamage(src,bl,skillid,skilllv,1);
		status_set_hp(bl,1,0);
		break;
	case SA_QUESTION:
	case SA_GRAVITY:
		clif_skill_nodamage(src,bl,skillid,skilllv,1);
		break;
	case SA_CLASSCHANGE:
		{
			static int changeclass[]={1038,1039,1046,1059,1086,1087,1112,1115
				,1157,1159,1190,1272,1312,1373,1492};
			int class_ = mob_random_class (changeclass,sizeof(changeclass)/sizeof(changeclass[0]));
			clif_skill_nodamage(src,bl,skillid,skilllv,1);
			if(dstmd) mob_class_change(dstmd,class_);
		}
		break;
	case SA_MONOCELL:
		{
			static int poringclass[]={1002};
			int class_ = mob_random_class (poringclass,sizeof(poringclass)/sizeof(poringclass[0]));
			clif_skill_nodamage(src,bl,skillid,skilllv,1);
			if(dstmd) mob_class_change(dstmd,class_);
		}
		break;
	case SA_DEATH:
		clif_skill_nodamage(src,bl,skillid,skilllv,1);
		status_kill(bl);
		break;
	case SA_REVERSEORCISH:
		clif_skill_nodamage(src,bl,skillid,skilllv,
			sc_start(bl,type,100,skilllv,skill_get_time(skillid, skilllv)));
		break;
	case SA_FORTUNE:
		clif_skill_nodamage(src,bl,skillid,skilllv,1);
		if(sd) pc_getzeny(sd,status_get_lv(bl)*100);
		break;
	case SA_TAMINGMONSTER:
		clif_skill_nodamage(src,bl,skillid,skilllv,1);
		if (sd && dstmd) {
			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:
	case AL_BLESSING:
	case PR_SLOWPOISON:
	case PR_IMPOSITIO:
	case PR_LEXAETERNA:
	case PR_SUFFRAGIUM:
	case PR_BENEDICTIO:
		clif_skill_nodamage(src,bl,skillid,skilllv,
			sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
		break;

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

			if(sc && tsc){
				if (sc->data[type].timer == -1 && tsc->data[type2].timer == -1) {
					sc_start(src,type,100,bl->id,skill_get_time(skillid,skilllv));
					sc_start(bl,type2,100,src->id,skill_get_time(skillid,skilllv));
					clif_marionette(src, bl);
					clif_skill_nodamage(src,bl,skillid,skilllv,1);
				}
				else if (sc->data[type].timer != -1 && tsc->data[type2].timer != -1 &&
					sc->data[type].val1 == bl->id && tsc->data[type2].val1 == src->id) {
					status_change_end(src, type, -1);
					status_change_end(bl, type2, -1);
				}
				else {
					if (sd) clif_skill_fail(sd,skillid,0,0);
					map_freeblock_unlock();
					return 1;
				}
			}
		}
		break;

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

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

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

	case PR_KYRIE:
		clif_skill_nodamage(bl,bl,skillid,skilllv,
			sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
		break;
	//Passive Magnum, should had been casted on yourself.
	case SM_MAGNUM:
		skill_area_temp[1] = 0;
		map_foreachinrange(skill_area_sub, src,
			skill_get_splash(skillid, skilllv),BL_CHAR,
			src,skillid,skilllv,tick, flag|BCT_ENEMY|1,
			skill_castend_damage_id);
 //Initiate 10% of your damage becomes fire element.
		clif_skill_nodamage (src,src,skillid,skilllv,1);
		sc_start4(src,SC_WATK_ELEMENT,100,3,20,0,0,skill_get_time2(skillid, skilllv));
		if (sd) skill_blockpc_start (sd, skillid, skill_get_time(skillid, skilllv));
		break;
	case LK_BERSERK:
	case KN_AUTOCOUNTER:
	case KN_TWOHANDQUICKEN:	
	case KN_ONEHAND:
	case CR_SPEARQUICKEN:
	case CR_REFLECTSHIELD:
	case AS_POISONREACT:
	case MC_LOUD:
	case MG_ENERGYCOAT:
	case MG_SIGHT:
	case AL_RUWACH:
	case MO_EXPLOSIONSPIRITS:
	case MO_STEELBODY:
	case MO_BLADESTOP:
	case LK_AURABLADE:
	case LK_PARRYING:	
	case LK_CONCENTRATION:
	case WS_CARTBOOST:
	case SN_SIGHT:
	case WS_MELTDOWN:
	case WS_OVERTHRUSTMAX:	// Overthrust Max [Celest]
	case ST_REJECTSWORD:
	case HW_MAGICPOWER:
	case PF_MEMORIZE:
	case PA_SACRIFICE:
	case ASC_EDP:			// [Celest]
	case NPC_STOP:
	case WZ_SIGHTBLASTER:
	case PF_DOUBLECASTING:
	case SG_SUN_COMFORT:
	case SG_MOON_COMFORT:
	case SG_STAR_COMFORT:
	case NPC_HALLUCINATION:
	case HP_ASSUMPTIO:
	case GS_MADNESSCANCEL:
	case GS_ADJUSTMENT:
	case GS_INCREASING:
	case NJ_KASUMIKIRI:
	case NJ_UTSUSEMI:
	case NJ_NEN:
		clif_skill_nodamage(src,bl,skillid,skilllv,
			sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
		break;
	case HLIF_AVOID:
		if (hd)
			skill_blockmerc_start(hd, skillid, skill_get_time2(skillid,skilllv));
	case HAMI_DEFENCE:
		i = skill_get_time(skillid,skilllv);
		clif_skill_nodamage(bl,bl,skillid,skilllv,sc_start(bl,type,100,skilllv,i)); // Master
		clif_skill_nodamage(src,src,skillid,skilllv,sc_start(src,type,100,skilllv,i)); // Homunc
		break;
	case NJ_BUNSINJYUTSU:
		clif_skill_nodamage(src,bl,skillid,skilllv,
			sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
		if (tsc && tsc->data[SC_NEN].timer != -1)
			status_change_end(bl,SC_NEN,-1);
		break;
/* Was modified to only affect targetted char.	[Skotlex]
	case HP_ASSUMPTIO:
		if (flag&1)
			sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv));
		else
		{
			map_foreachinrange(skill_area_sub, bl,
				skill_get_splash(skillid, skilllv), BL_PC,
				src, skillid, skilllv, tick, flag|BCT_ALL|1,
				skill_castend_nodamage_id);
			clif_skill_nodamage(src,bl,skillid,skilllv,1);
		}
		break;
*/
	case SM_ENDURE:
		clif_skill_nodamage(src,bl,skillid,skilllv,
			sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
		if (sd)
			skill_blockpc_start (sd, skillid, skill_get_time2(skillid,skilllv));
		break;

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

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

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

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

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

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

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

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

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

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

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

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

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

	case MO_ABSORBSPIRITS:
		i = 0;
		if (dstsd && dstsd->spiritball && (sd == dstsd || map_flag_vs(src->m)) && (dstsd->class_&MAPID_BASEMASK)!=MAPID_GUNSLINGER)
		{	// split the if for readability, and included gunslingers in the check so that their coins cannot be removed [Reddozen]
			i = dstsd->spiritball * 10;
			pc_delspiritball(dstsd,dstsd->spiritball,0);
		} else if (dstmd && !(tstatus->mode&MD_BOSS) && rand() % 100 < 20)
		{	// check if target is a monster and not a Boss, for the 20% chance to absorb 2 SP per monster's level [Reddozen]
			i = 2 * dstmd->level;
			mob_target(dstmd,src,0);
		}
		if (i) {
			status_heal(src, 0, i, 3);
			clif_skill_nodamage(src,bl,skillid,skilllv,0);
		}
		break;

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

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

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

	case BS_HAMMERFALL:
		clif_skill_nodamage(src,bl,skillid,skilllv,
			sc_start(bl,SC_STUN,(20 + 10 * skilllv),skilllv,skill_get_time2(skillid,skilllv)));
		break;
	case RG_RAID:
		clif_skill_nodamage(src,bl,skillid,skilllv,1);
		map_foreachinrange(skill_area_sub, bl,
			skill_get_splash(skillid, skilllv), BL_CHAR,
			src,skillid,skilllv,tick, flag|BCT_ENEMY|1,
			skill_castend_damage_id);
		status_change_end(src, SC_HIDING, -1);
		break;

	case ASC_METEORASSAULT:
	case GS_SPREADATTACK:
		clif_skill_nodamage(src,bl,skillid,skilllv,1);
		skill_area_temp[1] = bl->id;
		map_foreachinrange(skill_area_sub, bl,
			skill_get_splash(skillid, skilllv), BL_CHAR,
			src,skillid,skilllv,tick, flag|BCT_ENEMY|1,
			skill_castend_damage_id);
		break;

	case KN_BRANDISHSPEAR:
		{
			int c,n=4;
			int dir = map_calc_dir(src,bl->x,bl->y);
			struct square tc;
			int x=bl->x,y=bl->y;
			skill_brandishspear_first(&tc,dir,x,y);
			skill_brandishspear_dir(&tc,dir,4);
			skill_area_temp[1] = bl->id;

			if(skilllv > 9){
				for(c=1;c<4;c++){
					map_foreachincell(skill_area_sub,
						bl->m,tc.val1[c],tc.val2[c],BL_CHAR,
						src,skillid,skilllv,tick, flag|BCT_ENEMY|n,
						skill_castend_damage_id);
				}
			}
			if(skilllv > 6){
				skill_brandishspear_dir(&tc,dir,-1);
				n--;
			}else{
				skill_brandishspear_dir(&tc,dir,-2);
				n-=2;
			}

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

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

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

	case AL_ANGELUS:
	case PR_MAGNIFICAT:
	case PR_GLORIA:
	case SN_WINDWALK:
		if (sd == NULL || sd->status.party_id == 0 || (flag & 1)) {
			clif_skill_nodamage(bl,bl,skillid,skilllv,
				sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
		} else if (sd) {
			party_foreachsamemap (skill_area_sub,
				sd,skill_get_splash(skillid, skilllv),
				src,skillid,skilllv,tick, flag|BCT_PARTY|1,
				skill_castend_nodamage_id);
		}
		break;

	case BS_ADRENALINE:
	case BS_ADRENALINE2:
	case BS_WEAPONPERFECT:
	case BS_OVERTHRUST:
		if (sd == NULL || sd->status.party_id == 0 || (flag & 1)) {
			clif_skill_nodamage(bl,bl,skillid,skilllv,
				sc_start4(bl,type,100,skilllv,(src == bl)? 1:0,0,0,skill_get_time(skillid,skilllv)));
		} else if (sd) {
			party_foreachsamemap(skill_area_sub,
				sd,skill_get_splash(skillid, skilllv),
				src,skillid,skilllv,tick, flag|BCT_PARTY|1,
				skill_castend_nodamage_id);
		}
		break;

	case BS_MAXIMIZE:
	case NV_TRICKDEAD:
	case CR_DEFENDER:
	case CR_AUTOGUARD:
	case TK_READYSTORM:
	case TK_READYDOWN:
	case TK_READYTURN:
	case TK_READYCOUNTER:
	case TK_DODGE:
	case CR_SHRINK:
	case ST_PRESERVE:
	case SG_FUSION:
	case GS_GATLINGFEVER:
		if (tsc && tsc->data[type].timer != -1)
			i = status_change_end(bl, type, -1);
		else
			i = sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv));
			clif_skill_nodamage(src,bl,skillid,skilllv,i);
		break;
	case SL_KAITE:
	case SL_KAAHI:
	case SL_KAIZEL:
	case SL_KAUPE:
		if (sd) {
			if (!dstsd || !(
				(sd->sc.data[SC_SPIRIT].timer != -1 && sd->sc.data[SC_SPIRIT].val2 == SL_SOULLINKER) ||
				(dstsd->class_&MAPID_UPPERMASK) == MAPID_SOUL_LINKER ||
				dstsd->char_id == sd->char_id ||
				dstsd->char_id == sd->status.partner_id ||
				dstsd->char_id == sd->status.child
			)) {
				status_change_start(src,SC_STUN,10000,skilllv,0,0,0,500,8);
				clif_skill_fail(sd,skillid,0,0);
				break;
			}
		}
		clif_skill_nodamage(src,bl,skillid,skilllv,
			sc_start(bl,type,100,skilllv,skill_get_time(skillid, skilllv)));
		break;
	case SM_AUTOBERSERK:	// Celest
		if (tsc && tsc->data[type].timer != -1)
			i = status_change_end(bl, type, -1);				
		else
			i = sc_start(bl,type,100,skilllv,60000);
		clif_skill_nodamage(src,bl,skillid,skilllv,i);
		break;
	case TF_HIDING:
	case ST_CHASEWALK:
		if (tsc && tsc->data[type].timer != -1)
			i = status_change_end(bl, type, -1);
		else
			i = sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv));
		clif_skill_nodamage(src,bl,skillid,-1,i); //Hide skill-scream animation.
		break;
	case TK_RUN:
			if (tsc && tsc->data[type].timer != -1) 
				clif_skill_nodamage(src,bl,skillid,skilllv,
					status_change_end(bl, type, -1));
			else {
				clif_skill_nodamage(src,bl,skillid,skilllv,
					sc_start4(bl,type,100,skilllv,unit_getdir(bl),0,0,0));
//				If the client receives a skill-use packet inmediately before
//				a walkok packet, it will discard the walk packet! [Skotlex]
//				So aegis has to resend the walk ok.
				if (sd) clif_walkok(sd);
			}
		break;
	case AS_CLOAKING:
		if(tsc && tsc->data[type].timer!=-1 )
			i = status_change_end(bl, type, -1);
		else
			i = sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv));
		clif_skill_nodamage(src,bl,skillid,-1,i);
		if (!i && sd)
			clif_skill_fail(sd,skillid,0,0);
		break;

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

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


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

	case DC_WINKCHARM:
		if(dstsd){
			clif_skill_nodamage(src,bl,skillid,skilllv,
				sc_start(bl,SC_CONFUSION,30,7,skill_get_time2(skillid,skilllv)));
		}else if(dstmd)
		{
			if(status_get_lv(src)>status_get_lv(bl) && (tstatus->race == RC_DEMON || tstatus->race == RC_DEMIHUMAN || tstatus->race == RC_ANGEL)) {
				clif_skill_nodamage(src,bl,skillid,skilllv,
					sc_start(bl,type,70,skilllv,skill_get_time(skillid,skilllv)));
			} else{
				clif_skill_nodamage(src,bl,skillid,skilllv,0);
				if(sd) clif_skill_fail(sd,skillid,0,0);
			}
		}
		break;

	case TF_STEAL:
		if(sd) {
			if(pc_steal_item(sd,bl,skilllv))
				clif_skill_nodamage(src,bl,skillid,skilllv,1);
			else
				clif_skill_fail(sd,skillid,0x0a,0);
		}
		break;

	case RG_STEALCOIN:
		if(sd) {
			if(pc_steal_coin(sd,bl))
				clif_skill_nodamage(src,bl,skillid,skilllv,1);
			else
				clif_skill_fail(sd,skillid,0,0);
		}
		break;

	case MG_STONECURSE:
		{
			if (tstatus->mode&MD_BOSS) {
				if (sd) clif_skill_fail(sd,skillid,0,0);
				break;
			}
			if(status_isimmune(bl) || !tsc)
				break;
			if (dstmd)
				mob_target(dstmd,src,skill_get_range2(src,skillid,skilllv));
			
			if (tsc->data[SC_STONE].timer != -1) {
				status_change_end(bl,SC_STONE,-1);
				if (sd) clif_skill_fail(sd,skillid,0,0);
				break;
			}
			if (sc_start4(bl,SC_STONE,(skilllv*4+20),
				skilllv, 0, 0, skill_get_time(skillid, skilllv),
				skill_get_time2(skillid,skilllv)))
					clif_skill_nodamage(src,bl,skillid,skilllv,1);
			else if(sd) {
				clif_skill_fail(sd,skillid,0,0);
				// Level 6-10 doesn't consume a red gem if it fails [celest]
				if (skilllv > 5) break;
			}
			if (sd) {
				if (sd->sc.data[SC_SPIRIT].timer != -1 && sd->sc.data[SC_SPIRIT].val2 == SL_WIZARD)
					break; //Do not delete the gemstone.
				if ((i=pc_search_inventory(sd, skill_db[skillid].itemid[0])) >= 0 )
					pc_delitem(sd, i, skill_db[skillid].amount[0], 0);
			}
		}
		break;

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

	case AL_CURE:
		if(status_isimmune(bl)) {
			clif_skill_nodamage(src,bl,skillid,skilllv,0);
			break;
		}
		status_change_end(bl, SC_SILENCE	, -1 );
		status_change_end(bl, SC_BLIND	, -1 );
		status_change_end(bl, SC_CONFUSION, -1 );
		if(battle_check_undead(tstatus->race,tstatus->def_ele))
			sc_start(bl, SC_CONFUSION,100,1,skill_get_time2(skillid, skilllv));
		clif_skill_nodamage(src,bl,skillid,skilllv,1);
		break;

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

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

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

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

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

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

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

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

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

	case RG_STRIPWEAPON:
	case RG_STRIPSHIELD:
	case RG_STRIPARMOR:
	case RG_STRIPHELM:
	case ST_FULLSTRIP:			// Rewritten most of the code [DracoRPG]
	case GS_DISARM:				// Added disarm. [Reddozen]
		{
		int strip_fix, equip = 0;
		int sclist[4] = {0,0,0,0};

		switch (skillid) {
		case RG_STRIPWEAPON:
		case GS_DISARM:
		   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;
		case ST_FULLSTRIP:
		   equip = EQP_WEAPON|EQP_SHIELD|EQP_ARMOR|EQP_HELM;
			break;
		}

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

	/* PotionPitcher */
	case AM_BERSERKPITCHER:
	case AM_POTIONPITCHER:
		{
			int i,x,hp = 0,sp = 0,bonus=100;
			if(sd) {
				x = skilllv%11 - 1;
				i = pc_search_inventory(sd,skill_db[skillid].itemid[x]);
				if(i < 0 || skill_db[skillid].itemid[x] <= 0) {
					clif_skill_fail(sd,skillid,0,0);
					map_freeblock_unlock();
					return 1;
				}
				if(sd->inventory_data[i] == NULL || sd->status.inventory[i].amount < skill_db[skillid].amount[x]) {
					clif_skill_fail(sd,skillid,0,0);
					map_freeblock_unlock();
					return 1;
				}
				if(skillid == AM_BERSERKPITCHER) { //Does not override use-level, and cannot be used on bows.
					if (dstsd && (dstsd->status.base_level<(unsigned int)sd->inventory_data[i]->elv || dstsd->weapontype1 == W_BOW)) {
						clif_skill_fail(sd,skillid,0,0);
						map_freeblock_unlock();
						return 1;
					 }
				}
				potion_flag = 1;
				potion_hp = potion_sp = potion_per_hp = potion_per_sp = 0;
				potion_target = bl->id;
				run_script(sd->inventory_data[i]->script,0,sd->bl.id,0);
				pc_delitem(sd,i,skill_db[skillid].amount[x],0);
				potion_flag = potion_target = 0;
				if (sd->sc.data[SC_SPIRIT].timer != -1 && sd->sc.data[SC_SPIRIT].val2 == SL_ALCHEMIST)
					bonus += sd->status.base_level;
				if(potion_per_hp > 0 || potion_per_sp > 0) {
					hp = tstatus->max_hp * potion_per_hp / 100;
					hp = hp * (100 + pc_checkskill(sd,AM_POTIONPITCHER)*10 + pc_checkskill(sd,AM_LEARNINGPOTION)*5)*bonus/10000;
					if(dstsd) {
						sp = dstsd->status.max_sp * potion_per_sp / 100;
						sp = sp * (100 + pc_checkskill(sd,AM_POTIONPITCHER)*10 + pc_checkskill(sd,AM_LEARNINGPOTION)*5)*bonus/10000;
					}
				}
				else {
					if(potion_hp > 0) {
						hp = potion_hp * (100 + pc_checkskill(sd,AM_POTIONPITCHER)*10 + pc_checkskill(sd,AM_LEARNINGPOTION)*5)*bonus/10000;
						hp = hp * (100 + (tstatus->vit<<1)) / 100;
						if(dstsd)
							hp = hp * (100 + pc_checkskill(dstsd,SM_RECOVERY)*10) / 100;
					}
					if(potion_sp > 0) {
						sp = potion_sp * (100 + pc_checkskill(sd,AM_POTIONPITCHER)*10 + pc_checkskill(sd,AM_LEARNINGPOTION)*5)*bonus/10000;
						sp = sp * (100 + (tstatus->int_<<1)) / 100;
						if(dstsd)
							sp = sp * (100 + pc_checkskill(dstsd,MG_SRECOVERY)*10) / 100;
					}
				}
			}
			else {
				hp = (1 + rand()%400) * (100 + skilllv*10) / 100;
				hp = hp * (100 + (tstatus->vit<<1)) / 100;
				if(dstsd)
					hp = hp * (100 + pc_checkskill(dstsd,SM_RECOVERY)*10) / 100;
			}
			clif_skill_nodamage(src,bl,skillid,skilllv,1);
			if(hp > 0 || (skillid == AM_POTIONPITCHER && hp <= 0 && sp <= 0))
				clif_skill_nodamage(NULL,bl,AL_HEAL,hp,1);
			if(sp > 0)
				clif_skill_nodamage(NULL,bl,MG_SRECOVERY,sp,1);
			status_heal(bl,hp,sp,0);
		}
		break;
	case AM_CP_WEAPON:
	case AM_CP_SHIELD:
	case AM_CP_ARMOR:
	case AM_CP_HELM:
		{
			int scid = SC_STRIPWEAPON + (skillid - AM_CP_WEAPON);
			if(tsc && tsc->data[scid].timer != -1)
				status_change_end(bl, scid, -1 );
			clif_skill_nodamage(src,bl,skillid,skilllv,
				sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
		}
		break;
	case AM_TWILIGHT1:
		if (sd) {
			clif_skill_nodamage(src,bl,skillid,skilllv,1);
			//Prepare 200 White Potions.
			if (!skill_produce_mix(sd, skillid, 504, 0, 0, 0, 200))
				clif_skill_fail(sd,skillid,0,0);
		}
		break;
	case AM_TWILIGHT2:
		if (sd) {
			clif_skill_nodamage(src,bl,skillid,skilllv,1);
			//Prepare 200 Slim White Potions.
			if (!skill_produce_mix(sd, skillid, 547, 0, 0, 0, 200))
				clif_skill_fail(sd,skillid,0,0);
		}
		break;
	case AM_TWILIGHT3:
		if (sd) {
			//check if you can produce all three, if not, then fail:
			if (!skill_can_produce_mix(sd,970,-1, 100) //100 Alcohol
				|| !skill_can_produce_mix(sd,7136,-1, 50) //50 Acid Bottle
				|| !skill_can_produce_mix(sd,7135,-1, 50) //50 Flame Bottle
			) {
				clif_skill_fail(sd,skillid,0,0);
				break;
			}
			clif_skill_nodamage(src,bl,skillid,skilllv,1);
			skill_produce_mix(sd, skillid, 970, 0, 0, 0, 100);
			skill_produce_mix(sd, skillid, 7136, 0, 0, 0, 50);
			skill_produce_mix(sd, skillid, 7135, 0, 0, 0, 50);
		}
		break;
	case SA_DISPELL:
		{
			int i;
			clif_skill_nodamage(src,bl,skillid,skilllv,1);
			i = status_get_sc_def_mdef(bl);
			if (i >= 10000 ||
				tsc == NULL || (tsc->data[SC_SPIRIT].timer != -1 && tsc->data[SC_SPIRIT].val2 == SL_ROGUE) || //Rogue's spirit defends againt dispel.
			//Fixed & changed to use a proportionnal reduction (no info, but seems far more logical) [DracoRPG]
				rand()%10000 >= (10000-i)*(50+10*skilllv)/100)
			{
				if (sd)
					clif_skill_fail(sd,skillid,0,0);
				break;
			}
			if(status_isimmune(bl) || !tsc->count)
				break;
			for(i=0;i<SC_MAX;i++){
				if (tsc->data[i].timer == -1)
					continue;
				if(i==SC_HALLUCINATION || i==SC_WEIGHT50 || i==SC_WEIGHT90
					|| i==SC_STRIPWEAPON || i==SC_STRIPSHIELD || i==SC_STRIPARMOR || i==SC_STRIPHELM
					|| i==SC_CP_WEAPON || i==SC_CP_SHIELD || i==SC_CP_ARMOR || i==SC_CP_HELM
					|| i==SC_COMBO || i==SC_DANCING || i==SC_GUILDAURA || i==SC_EDP
					|| i==SC_AUTOBERSERK  || i==SC_CARTBOOST || i==SC_MELTDOWN
					|| i==SC_SAFETYWALL || i==SC_SMA || i==SC_SPEEDUP0
					|| i==SC_NOCHAT
					)
					continue;
				if(i==SC_BERSERK) tsc->data[i].val2=0; //Mark a dispelled berserk to avoid setting hp to 100 by setting hp penalty to 0.
				status_change_end(bl,i,-1);
			}
		}
		break;

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

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

		  	//Fails on noteleport maps, except for vs maps [Skotlex]
			if(map[src->m].flag.noteleport && !map_flag_vs(src->m)) {
				x = src->x;
				y = src->y;
			} else {
				x = src->x + dirx[dir]*skilllv*2;
				y = src->y + diry[dir]*skilllv*2;
			}
			
			clif_skill_nodamage(src,bl,TK_HIGHJUMP,skilllv,1);
			if(map_getcell(src->m,x,y,CELL_CHKPASS)) {
				clif_slide(src,x,y);
				unit_movepos(src, x, y, 1, 0);
			}
		}
		break;

	case SA_CASTCANCEL:
		clif_skill_nodamage(src,bl,skillid,skilllv,1);
		unit_skillcastcancel(src,1);
		if(sd) {
			int sp = skill_get_sp(sd->skillid_old,sd->skilllv_old);
			sp = sp * (90 - (skilllv-1)*20) / 100;
			if(sp < 0) sp = 0;
			status_zap(src, 0, sp);
		}
		break;
	case SA_SPELLBREAKER:
		{
			int sp;
			if(tsc && tsc->data[SC_MAGICROD].timer != -1) {
				sp = skill_get_sp(skillid,skilllv);
				sp = sp * tsc->data[SC_MAGICROD].val2 / 100;
				if(sp < 1) sp = 1;
				status_heal(bl,0,sp,2);
				clif_skill_nodamage(bl,bl,SA_MAGICROD,tsc->data[SC_MAGICROD].val1,1);
				status_percent_damage(bl, src, 0, -20); //20% max SP damage.
			} else {
				struct unit_data *ud = unit_bl2ud(bl);
				int bl_skillid=0,bl_skilllv=0,hp = 0;
				if (!ud || ud->skilltimer == -1) break; //Nothing to cancel.
				bl_skillid = ud->skillid;
				bl_skilllv = ud->skilllv;
				if (tstatus->mode & MD_BOSS)
				{	//Only 10% success chance against bosses. [Skotlex]
					if (rand()%100 < 90)
					{
						if (sd) clif_skill_fail(sd,skillid,0,0);
						break;
					}
				} else if (!dstsd || map_flag_vs(bl->m)) //HP damage only on pvp-maps when against players.
					hp = tstatus->max_hp/50; //Recover 2% HP [Skotlex]
				
				clif_skill_nodamage(src,bl,skillid,skilllv,1);
				unit_skillcastcancel(bl,0);
				sp = skill_get_sp(bl_skillid,bl_skilllv);
				status_zap(bl, hp, sp);

				if (hp && skilllv >= 5)
					hp>>=1;	//Recover half damaged HP at level 5 [Skotlex]
				else
					hp = 0;
				
				if (skilllv > 1 && sp) //Recover some of the SP used
					sp = sp*(25*(skilllv-1))/100;
				else
					sp = 0;

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

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

	case SA_ELEMENTWATER:
	case SA_ELEMENTFIRE:
	case SA_ELEMENTGROUND:
	case SA_ELEMENTWIND:
		if(sd && !dstmd) //Only works on monsters.
			break;
		if(tstatus->mode&MD_BOSS)
			break;
	case NPC_ATTRICHANGE:
	case NPC_CHANGEWATER:
	case NPC_CHANGEGROUND:
	case NPC_CHANGEFIRE:
	case NPC_CHANGEWIND:
	case NPC_CHANGEPOISON:
	case NPC_CHANGEHOLY:
	case NPC_CHANGEDARKNESS:
	case NPC_CHANGETELEKINESIS:
	case NPC_CHANGEUNDEAD:
		clif_skill_nodamage(src,bl,skillid,skilllv,
			sc_start4(bl, type, 100, skilllv, skillid, skill_get_pl(skillid), 0, 
				skill_get_time(skillid, skilllv)));
		break;

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

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

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

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

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

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

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

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

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

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

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

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

	case NPC_EMOTION_ON:
	case NPC_EMOTION:
		if(md && md->skillidx >= 0)
		{
			clif_emotion(&md->bl,md->db->skill[md->skillidx].val[0]);
			if(!md->special_state.ai &&
				(md->db->skill[md->skillidx].val[1] || md->db->skill[md->skillidx].val[2]))
			//NPC_EMOTION & NPC_EMOTION_ON can change a mob's mode 'permanently' [Skotlex]
				//val[1] 'sets' the mode, val[2] can add/remove from the current mode based on skill used:
				//NPC_EMOTION_ON adds a mode / NPC_EMOTION removes it.
				sc_start4(src, type, 100, skilllv,
					md->db->skill[md->skillidx].val[1],
					skillid==NPC_EMOTION_ON?md->db->skill[md->skillidx].val[2]:0,
					skillid==NPC_EMOTION   ?md->db->skill[md->skillidx].val[2]:0,
					skill_get_time(skillid, skilllv));
		}
		break;

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

	case NPC_POWERUP:
		sc_start(bl,SC_INCATKRATE,100,40*skilllv,skill_get_time(skillid, skilllv));
		clif_skill_nodamage(src,bl,skillid,skilllv,
			sc_start(bl,type,100,40*skilllv,skill_get_time(skillid, skilllv)));
		break;
		
	case NPC_AGIUP:
		sc_start(bl,SC_SPEEDUP1,100,skilllv,skill_get_time(skillid, skilllv));
		clif_skill_nodamage(src,bl,skillid,skilllv,
			sc_start(bl,type,100,40*skilllv,skill_get_time(skillid, skilllv)));
		break;

	case NPC_INVISIBLE:
		//Have val4 passed as 2 is for "infinite cloak".
		clif_skill_nodamage(src,bl,skillid,skilllv,
			sc_start4(bl,type,100,skilllv,0,0,2,skill_get_time(skillid,skilllv)));
		break;
		
	case NPC_SIEGEMODE:
		// not sure what it does
		clif_skill_nodamage(src,bl,skillid,skilllv,1);
		break;

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

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

	case PF_HPCONVERSION:
		{
			int hp, sp;
			hp = sstatus->max_hp/10;
			sp = hp * 10 * skilllv / 100;
			if (!status_charge(src,hp,0)) {
				if (sd) clif_skill_fail(sd,skillid,0,0);
				break;
			}
			clif_skill_nodamage(src, bl, skillid, skilllv, 1);
			status_heal(bl,0,sp,2);
		}
		break;
	case HT_REMOVETRAP:
		clif_skill_nodamage(src,bl,skillid,skilllv,1);
		{
			struct skill_unit *su=NULL;
			struct item item_tmp;
			int flag;
			if((bl->type==BL_SKILL) &&
			   (su=(struct skill_unit *)bl) &&
			   (su->group->src_id == src->id || map_flag_vs(bl->m)) &&
				(skill_get_inf2(su->group->skill_id) & INF2_TRAP))
			{	
				if(sd && !su->group->state.into_abyss)
				{	//Avoid collecting traps when it does not costs to place them down. [Skotlex]
					if(battle_config.skill_removetrap_type){
						for(i=0;i<10;i++) {
							if(skill_db[su->group->skill_id].itemid[i] > 0){
								malloc_set(&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{
						malloc_set(&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);
						}
					}
				}
				skill_delunit(su, 1);
			}
		}
		break;
	case HT_SPRINGTRAP:
		clif_skill_nodamage(src,bl,skillid,skilllv,1);
		{
			struct skill_unit *su=NULL;
			if((bl->type==BL_SKILL) && (su=(struct skill_unit *)bl) && (su->group) ){
				switch(su->group->unit_id){
					case UNT_ANKLESNARE:	// ankle snare
						if (su->group->val2 != 0)
							// if it is already trapping something don't spring it,
							// remove trap should be used instead
							break;
						// otherwise fallthrough to below
					case UNT_BLASTMINE:
					case UNT_SKIDTRAP:
					case UNT_LANDMINE:
					case UNT_SHOCKWAVE:
					case UNT_SANDMAN:
					case UNT_FLASHER:
					case UNT_FREEZINGTRAP:
					case UNT_CLAYMORETRAP:
					case UNT_TALKIEBOX:
						su->group->unit_id = UNT_USED_TRAPS;
						clif_changetraplook(bl, UNT_USED_TRAPS);
						su->group->limit=DIFF_TICK(tick+1500,su->group->tick);
						su->limit=DIFF_TICK(tick+1500,su->group->tick);
				}
			}
		}
		break;
	case BD_ENCORE:
		clif_skill_nodamage(src,bl,skillid,skilllv,1);
		if(sd)
			unit_skilluse_id(src,src->id,sd->skillid_dance,sd->skilllv_dance);
		break;

	case AS_SPLASHER:
		if(tstatus->max_hp*3/4 < tstatus->hp) {
			map_freeblock_unlock();
			return 1;
		}
		clif_skill_nodamage(src,bl,skillid,skilllv,
			sc_start4(bl,type,100,
				skilllv,skillid,src->id,skill_get_time(skillid,skilllv),1000));
		break;

	case PF_MINDBREAKER:
		{
			if(tstatus->mode&MD_BOSS || battle_check_undead(tstatus->race,tstatus->def_ele))
			{
				map_freeblock_unlock();
				return 1;
			}
	
			if (tsc && tsc->data[type].timer != -1)
			{	//HelloKitty2 (?) explained that this silently fails when target is
				//already inflicted. [Skotlex]
				map_freeblock_unlock();
				return 1;
			}

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

			unit_skillcastcancel(bl,0);

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

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

	case PF_SOULCHANGE:
		{
			unsigned int sp1 = 0, sp2 = 0;
			if (dstmd) {
				if (dstmd->state.soul_change_flag) {
					if(sd) clif_skill_fail(sd,skillid,0,0);
					break;
				}
				dstmd->state.soul_change_flag = 1;
				sp2 = sstatus->max_sp * 3 /100;
				status_heal(src, 0, sp2, 2);
				clif_skill_nodamage(src,bl,skillid,skilllv,1);
				break;
			}
			sp1 = sstatus->sp;
			sp2 = tstatus->sp;
			status_set_sp(src, sp2, 3);
			status_set_sp(bl, sp1, 3);
			clif_skill_nodamage(src,bl,skillid,skilllv,1);
		}
		break;

	// Slim Pitcher
	case CR_SLIMPITCHER:
		if (potion_hp || potion_sp) {
			int hp = potion_hp, sp = potion_sp;
			hp = hp * (100 + (tstatus->vit<<1))/100;
			sp = sp * (100 + (tstatus->int_<<1))/100;

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

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

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

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

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

	case SL_SWOO:
		if (tsc && tsc->data[type].timer != -1) {
			sc_start(src,SC_STUN,100,skilllv,10000);
			break;
		}
	case SL_SKA: // [marquis007]
	case SL_SKE:
		if (sd && !battle_config.allow_es_magic_pc && bl->type != BL_MOB) {
			clif_skill_fail(sd,skillid,0,0);
			status_change_start(src,SC_STUN,10000,skilllv,0,0,0,500,10);
		} else
			clif_skill_nodamage(src,bl,skillid,skilllv,
				sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
		
		if (skillid == SL_SKE)
			sc_start(src,SC_SMA,100,skilllv,skill_get_time(SL_SMA,skilllv));

		break;
		
	// New guild skills [Celest]
	case GD_BATTLEORDER:
		if(flag&1) {
			if (status_get_guild_id(src) == status_get_guild_id(bl))
				sc_start(bl,type,100,skilllv,skill_get_time(skillid, skilllv));
		} else if (status_get_guild_id(src)) {
			clif_skill_nodamage(src,bl,skillid,skilllv,1);
			map_foreachinrange(skill_area_sub, src,
				skill_get_splash(skillid, skilllv), BL_CHAR,
				src,skillid,skilllv,tick, flag|BCT_GUILD|1,
				skill_castend_nodamage_id);
			if (sd)
				guild_block_skill(sd,skill_get_time2(skillid,skilllv));
		}
		break;
	case GD_REGENERATION:
		if(flag&1) {
			if (status_get_guild_id(src) == status_get_guild_id(bl))
				sc_start(bl,type,100,skilllv,skill_get_time(skillid, skilllv));
		} else if (status_get_guild_id(src)) {
			clif_skill_nodamage(src,bl,skillid,skilllv,1);
			map_foreachinrange(skill_area_sub, src,
				skill_get_splash(skillid, skilllv), BL_CHAR,
				src,skillid,skilllv,tick, flag|BCT_GUILD|1,
				skill_castend_nodamage_id);
			if (sd)
				guild_block_skill(sd,skill_get_time2(skillid,skilllv));
		}
		break;
	case GD_RESTORE:
		if(flag&1) {
			if (status_get_guild_id(src) == status_get_guild_id(bl))
				clif_skill_nodamage(src,bl,AL_HEAL,status_percent_heal(bl,90,90),1);
		} else if (status_get_guild_id(src)) {
			clif_skill_nodamage(src,bl,skillid,skilllv,1);
			map_foreachinrange(skill_area_sub, src,
				skill_get_splash(skillid, skilllv), BL_CHAR,
				src,skillid,skilllv,tick, flag|BCT_GUILD|1,
				skill_castend_nodamage_id);
			if (sd)
				guild_block_skill(sd,skill_get_time2(skillid,skilllv));
		}
		break;
	case GD_EMERGENCYCALL:
		{
			int dx[9]={-1, 1, 0, 0,-1, 1,-1, 1, 0};
			int dy[9]={ 0, 0, 1,-1, 1,-1,-1, 1, 0};
			int j = 0;
			struct guild *g = NULL;
			// i don't know if it actually summons in a circle, but oh well. ;P
			g = sd?sd->state.gmaster_flag:guild_search(status_get_guild_id(src));
			if (!g)
				break;
			clif_skill_nodamage(src,bl,skillid,skilllv,1);
			for(i = 0; i < g->max_member; i++, j++) {
				if (j>8) j=0;
				if ((dstsd = g->member[i].sd) != NULL && sd != dstsd) {
					 if (map[dstsd->bl.m].flag.nowarp && !map_flag_gvg(dstsd->bl.m))
						 continue;
					if(map_getcell(src->m,src->x+dx[j],src->y+dy[j],CELL_CHKNOREACH))
						dx[j] = dy[j] = 0;
					pc_setpos(dstsd, map[src->m].index, src->x+dx[j], src->y+dy[j], 2);
				}
			}
			if (sd)
				guild_block_skill(sd,skill_get_time2(skillid,skilllv));
		}
		break;

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

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

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

	case GS_CRACKER:
		if (!dstsd)	// according to latest patch, should not work on players [Reddozen]
		{
			int rate=10+(skill_get_range2(src,skillid,skilllv)-distance_bl(src,bl))*20;
			clif_skill_nodamage(src,bl,skillid,skilllv,1);
			sc_start(bl,SC_STUN,(rate>100)?100:rate,skilllv,skill_get_time2(skillid,skilllv)); //New temp stun rate (by RockmanEXE)
		}
		else if (sd)
			clif_skill_fail(sd,skillid,0,0);
		break;

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

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

	case HAMI_CASTLE:	//[orn]
		if(rand()%100 < 20*skilllv && src != bl)
		{
			int x,y;
			x = src->x;
			y = src->y;
			if (hd)
				skill_blockmerc_start(hd, skillid, skill_get_time2(skillid,skilllv));

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

				//TODO: Shouldn't also players and the like switch targets?
				map_foreachinrange(skill_chastle_mob_changetarget,src,
					AREA_SIZE, BL_MOB, bl, src);
			}
		}
		// Failed
		else if (hd && hd->master)
			clif_skill_fail(hd->master, skillid, 0, 0);
		else if (sd)
			clif_skill_fail(sd, skillid, 0, 0);
		break;
	case HVAN_CHAOTIC:	//[orn]
		{
			static const int per[10][2]={{20,50},{50,60},{25,75},{60,64},{34,67},
										 {34,67},{34,67},{34,67},{34,67},{34,67}};
			int rnd = rand()%100;
			if(rnd<per[skilllv-1][0]) //Self
				bl = src;
			else if(rnd<per[skilllv-1][1]) //Master
				bl = battle_get_master(src);
			else //Enemy
				bl = map_id2bl(battle_gettarget(src));

			if (!bl) bl = src;
			i = skill_calc_heal( src, 1+rand()%skilllv);
			//Eh? why double skill packet?
			clif_skill_nodamage(src,bl,AL_HEAL,i,1);
			clif_skill_nodamage(src,bl,skillid,i,1);
			status_heal(bl, i, 0, 0);
			if (hd)
				skill_blockmerc_start(hd, skillid, skill_get_time2(skillid,skilllv)) ;
		}
		break;
	//Homun single-target support skills [orn]
	case HAMI_BLOODLUST:
	case HFLI_FLEET:
	case HFLI_SPEED:
	case HLIF_CHANGE:
		clif_skill_nodamage(src,bl,skillid,skilllv,
			sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
		if (hd)
			skill_blockmerc_start(hd, skillid, skill_get_time2(skillid,skilllv));
		break;
	default:
		ShowWarning("skill_castend_nodamage_id: Unknown skill used:%d\n",skillid);
		map_freeblock_unlock();
		return 1;
	}

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

	map_freeblock_unlock();
	return 0;
}

/*==========================================
 *
 *------------------------------------------
 */
int skill_castend_id (int tid, unsigned int tick, int id, int data)
{
	struct block_list *target, *src = map_id2bl(id);
	struct map_session_data* sd = NULL;
	struct homun_data* hd = NULL;	//[orn]
	struct mob_data* md = NULL;
	struct unit_data* ud = unit_bl2ud(src);
	struct status_change *sc = NULL;
	int inf,inf2;

	nullpo_retr(0, ud);

	BL_CAST( BL_PC,  src, sd);
	BL_CAST( BL_HOM, src, hd);	//[orn]
	BL_CAST( BL_MOB, src, md);

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

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

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

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

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

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

		if(ud->skillid == RG_BACKSTAP) {
			int dir = map_calc_dir(src,target->x,target->y),t_dir = unit_getdir(target);
			if(check_distance_bl(src, target, 0) || map_check_dir(dir,t_dir)) {
				break;
			}
		}
		if (ud->skillid == PR_LEXDIVINA)
		{
			sc = status_get_sc(target);
			if (battle_check_target(src,target, BCT_ENEMY)<=0 &&
				(!sc || sc->data[SC_SILENCE].timer == -1))
			{	//If it's not an enemy, and not silenced, you can't use the skill on them. [Skotlex]
				clif_skill_nodamage (src, target, ud->skillid, ud->skilllv, 0);
				break;
			}
		} else {
			//Check target validity.
			inf = skill_get_inf(ud->skillid);
			inf2 = skill_get_inf2(ud->skillid);

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

			if(inf2 & (INF2_PARTY_ONLY|INF2_GUILD_ONLY) && src != target)
				inf |= 	
					(inf2&INF2_PARTY_ONLY?BCT_PARTY:0)|
					(inf2&INF2_GUILD_ONLY?BCT_GUILD:0)|
					(inf2&INF2_ALLOW_ENEMY?BCT_ENEMY:0);

			if (inf && battle_check_target(src, target, inf) <= 0)
				break;

			if(inf&BCT_ENEMY && (sc = status_get_sc(target)) &&
				sc->count && sc->data[SC_FOGWALL].timer != -1 &&
				rand()%100 < 75)
		  	{	//Fogwall makes all offensive-type targetted skills fail at 75%
				if (sd) clif_skill_fail(sd,ud->skillid,0,0);
				break;
			}
		}

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

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

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

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

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

		if (ud->skilltimer == -1) {
			if(md) md->skillidx = -1;
			else ud->skillid = 0; //mobs can't clear this one as it is used for skill condition 'afterskill'
			ud->skilllv = ud->skilltarget = 0;
		}
		return 1;
	} while(0);
	//Skill failed.
	if (ud->skillid == MO_EXTREMITYFIST && sd &&
		!(sc && sc->count && sc->data[SC_FOGWALL].timer != -1))
  	{	//When Asura fails... (except when it fails from Fog of Wall)
		//Consume SP/spheres
		skill_check_condition(sd,ud->skillid, ud->skilllv,1);
		status_set_sp(src, 0, 0);
		sc = &sd->sc;
		if (sc->count)
		{	//End states
			if (sc->data[SC_EXPLOSIONSPIRITS].timer != -1)
				status_change_end(src, SC_EXPLOSIONSPIRITS, -1);
			if (sc->data[SC_BLADESTOP].timer != -1)
				status_change_end(src,SC_BLADESTOP,-1);
		}
		if (target && target->m == src->m)
		{	//Move character to target anyway.
			int dx,dy;
			dx = target->x - src->x;
			dy = target->y - src->y;
			if(dx > 0) dx++;
			else if(dx < 0) dx--;
			if (dy > 0) dy++;
			else if(dy < 0) dy--;
			
			if (unit_movepos(src, src->x+dx, src->y+dy, 1, 1))
			{	//Display movement + animation.
				clif_slide(src,src->x,src->y);
				clif_skill_damage(src,target,tick,sd->battle_status.amotion,0,0,1,ud->skillid, ud->skilllv, 5);
			}
			clif_skill_fail(sd,ud->skillid,0,0);
		}
	}
	ud->skillid = ud->skilllv = ud->skilltarget = 0;
	ud->canact_tick = tick;
	//You can't place a skill failed packet here because it would be
	//sent in ALL cases, even cases where skill_check_condition fails
	//which would lead to double 'skill failed' messages u.u [Skotlex]
	if(sd) sd->skillitem = sd->skillitemlv = -1;
	else
	if(md) md->skillidx = -1;
	return 0;
}

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

	nullpo_retr(0, ud);

	BL_CAST( BL_PC , src, sd);
	BL_CAST( BL_HOM, src, hd);	//[orn]
	BL_CAST( BL_MOB, src, md);

	if( src->prev == NULL ) {
		ud->skilltimer = -1;
		return 0;
	}
	
	if( ud->skilltimer != tid )
	{
		ShowError("skill_castend_pos: Timer mismatch %d!=%d\n", ud->skilltimer, tid);
		ud->skilltimer = -1;
		return 0;
	}

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

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

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

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

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

		if(hd && !skill_check_condition_hom(hd,ud->skillid, ud->skilllv, 1))	//[orn]
			break;

		if(md) {
			md->last_thinktime=tick + (tid==-1?md->status.adelay:md->status.amotion);
			if(md->skillidx >= 0) {
				md->skilldelay[md->skillidx]=tick;
				if (md->db->skill[md->skillidx].emotion >= 0)
					clif_emotion(src, md->db->skill[md->skillidx].emotion);
			}
		}

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

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

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

}

/*==========================================
 *
 *------------------------------------------
 */
int skill_castend_pos2 (struct block_list *src, int x, int y, int skillid, int skilllv, unsigned int tick, int flag)
{
	struct map_session_data *sd=NULL;
	struct status_change *sc;
	struct skill_unit_group *sg;
	int i,type;

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

	nullpo_retr(0, src);

	if(status_isdead(src))
		return 0;

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

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

	switch (skillid) { //Skill effect.
		case WZ_METEOR:
		case MO_BODYRELOCATION:
		case CR_CULTIVATION:
		case HW_GANBANTEIN:
			break; //Effect is displayed on respective switch case.
		default:
			if(skill_get_inf(skillid)&INF_SELF_SKILL)
				clif_skill_nodamage(src,src,skillid,skilllv,1);
			else
				clif_skill_poseffect(src,skillid,skilllv,x,y,tick);
	}
	switch(skillid)
	{
	case PR_BENEDICTIO:
		skill_area_temp[1] = src->id;
		i = skill_get_splash(skillid, skilllv);
		map_foreachinarea(skill_area_sub, 
			src->m, x-i, y-i, x+i, y+i, BL_PC,
			src, skillid, skilllv, tick, flag|BCT_ALL|1,
			skill_castend_nodamage_id);
		map_foreachinarea(skill_area_sub,
			src->m, x-i, y-i, x+i, y+i, BL_CHAR,
			src, skillid, skilllv, tick, flag|BCT_ENEMY|1,
			skill_castend_damage_id);
		break;

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

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

	case MG_SAFETYWALL:
	case MG_FIREWALL:	
	case MG_THUNDERSTORM:
	case AL_PNEUMA:
	case WZ_ICEWALL:
	case WZ_FIREPILLAR:
	case WZ_QUAGMIRE:
	case WZ_VERMILION:
	case WZ_STORMGUST:
	case WZ_HEAVENDRIVE:
	case PR_SANCTUARY:
	case PR_MAGNUS:
	case CR_GRANDCROSS:
	case NPC_GRANDDARKNESS:
	case HT_SKIDTRAP:
	case HT_LANDMINE:
	case HT_ANKLESNARE:
	case HT_SHOCKWAVE:
	case HT_SANDMAN:
	case HT_FLASHER:
	case HT_FREEZINGTRAP:
	case HT_BLASTMINE:
	case HT_CLAYMORETRAP:
	case AS_VENOMDUST:
	case AM_DEMONSTRATION:
	case PF_FOGWALL:
	case PF_SPIDERWEB:
	case HT_TALKIEBOX:
	case WE_CALLPARTNER:
	case WE_CALLPARENT:
	case WE_CALLBABY:
	case AC_SHOWER:	//Ground-placed skill implementation.
	case SA_VOLCANO:
	case SA_DELUGE:
	case SA_VIOLENTGALE:
	case SA_LANDPROTECTOR:
	case BD_LULLABY:
	case BD_RICHMANKIM:
	case BD_ETERNALCHAOS:
	case BD_DRUMBATTLEFIELD:
	case BD_RINGNIBELUNGEN:
	case BD_ROKISWEIL:
	case BD_INTOABYSS:
	case BD_SIEGFRIED:
	case BA_DISSONANCE:
	case BA_POEMBRAGI:
	case BA_WHISTLE:
	case BA_ASSASSINCROSS:
	case BA_APPLEIDUN:
	case DC_UGLYDANCE:
	case DC_HUMMING:
	case DC_DONTFORGETME:
	case DC_FORTUNEKISS:
	case DC_SERVICEFORYOU:
	case CG_MOONLIT:
	case GS_DESPERADO:
	case NJ_KAENSIN:
	case NJ_BAKUENRYU:
	case NJ_SUITON:
	case NJ_HYOUSYOURAKU:
	case NJ_RAIGEKISAI:
	case NJ_KAMAITACHI:
		flag|=1;//Set flag to 1 to prevent deleting ammo (it will be deleted on group-delete).
	case GS_GROUNDDRIFT: //Ammo should be deleted right away.
		skill_unitsetting(src,skillid,skilllv,x,y,0);
		break;
	case RG_GRAFFITI:			/* Graffiti [Valaris] */
		skill_clear_unitgroup(src);
		skill_unitsetting(src,skillid,skilllv,x,y,0);
		flag|=1;
		break;
	case HP_BASILICA:
		skill_clear_unitgroup(src);
		if (skill_unitsetting(src,skillid,skilllv,x,y,0))
			sc_start(src,type,100,skilllv,skill_get_time(skillid,skilllv));
		flag|=1;
		break;
	case CG_HERMODE:
		skill_clear_unitgroup(src);
		if ((sg = skill_unitsetting(src,skillid,skilllv,x,y,0)))
			sc_start4(src,SC_DANCING,100,
				skillid,0,skilllv,sg->group_id,skill_get_time(skillid,skilllv));
		flag|=1;
		break;
	case RG_CLEANER: // [Valaris]
		i = skill_get_splash(skillid, skilllv);
		map_foreachinarea(skill_graffitiremover,src->m,x-i,y-i,x+i,y+i,BL_SKILL);
		break;

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

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

	case MO_BODYRELOCATION:
		if (unit_movepos(src, x, y, 1, 1)) {
			clif_skill_poseffect(src,skillid,skilllv,src->x,src->y,tick);
//			clif_slide(src, src->x, src->y); //Poseffect is the one that makes the char snap on the client...
			if (sd) skill_blockpc_start (sd, MO_EXTREMITYFIST, 2000);
		}
		break;
	case NJ_SHADOWJUMP:
	{
		unit_movepos(src, x, y, 1, 0);
		clif_slide(src,x,y);

		if (sc && sc->data[SC_HIDING].timer != -1)
			status_change_end(src, SC_HIDING, -1);
	}
		break;
	case AM_SPHEREMINE:
	case AM_CANNIBALIZE:
		{
			int summons[5] = { 1020, 1068, 1118, 1500, 1368 };
			int class_ = skillid==AM_SPHEREMINE?1142:summons[skilllv-1];
			struct mob_data *md;

			// Correct info, don't change any of this! [celest]
			md = mob_once_spawn_sub(src, src->m, x, y, status_get_name(src),class_,"");
			if (md) {
				md->master_id = src->id;
				md->special_state.ai = skillid==AM_SPHEREMINE?2:3;
				md->deletetimer = add_timer (gettick() + skill_get_time(skillid,skilllv), mob_timer_delete, md->bl.id, 0);
				mob_spawn (md); //Now it is ready for spawning.
			}
		}
		break;

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

			potion_hp = potion_hp * (100+i)/100;
			potion_sp = potion_sp * (100+i)/100;
			
			if(potion_hp > 0 || potion_sp > 0) {
				i = skill_get_splash(skillid, skilllv);
				map_foreachinarea(skill_area_sub,
					src->m,x-i,y-i,x+i,y+i,BL_CHAR,
					src,skillid,skilllv,tick,flag|BCT_PARTY|BCT_GUILD|1,
					skill_castend_nodamage_id);
			}
		} else {
			int i = skilllv%11 - 1;
			struct item_data *item = itemdb_search(i);
			i = skill_db[skillid].itemid[i];
			item = itemdb_search(i);
			potion_flag = 1;
			potion_hp = 0;
			potion_sp = 0;
			run_script(item->script,0,src->id,0);
			potion_flag = 0;
			i = skill_get_max(CR_SLIMPITCHER)*10;

			potion_hp = potion_hp * (100+i)/100;
			potion_sp = potion_sp * (100+i)/100;
			
			if(potion_hp > 0 || potion_sp > 0) {
				i = skill_get_splash(skillid, skilllv);
				map_foreachinarea(skill_area_sub,
					src->m,x-i,y-i,x+i,y+i,BL_CHAR,
					src,skillid,skilllv,tick,flag|BCT_PARTY|BCT_GUILD|1,
						skill_castend_nodamage_id);
			}
		}
		break;

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

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

	case SG_SUN_WARM:
	case SG_MOON_WARM:
	case SG_STAR_WARM:
		if ((sg = skill_unitsetting(src,skillid,skilllv,src->x,src->y,0)))
			sc_start4(src,type,100,skilllv,0,0,(int)sg,skill_get_time(skillid,skilllv));
		flag|=1;
		break;

	case PA_GOSPEL:
		if (sc && sc->data[type].timer != -1 && sc->data[type].val4 == BCT_SELF)
			status_change_end(src,SC_GOSPEL,-1);
		else
	  	{
			sg = skill_unitsetting(src,skillid,skilllv,src->x,src->y,0);
			if (!sg) break;
			if (sc && sc->data[type].timer != -1)
				status_change_end(src,type,-1); //Was under someone else's Gospel. [Skotlex]
			sc_start4(src,type,100,skilllv,0,(int)sg,BCT_SELF,skill_get_time(skillid,skilllv));
		}
		break;
	case NJ_TATAMIGAESHI:
		if (skill_unitsetting(src,skillid,skilllv,src->x,src->y,0))
			sc_start(src,type,100,skilllv,skill_get_time2(skillid,skilllv));
		break;

	case AM_RESURRECTHOMUN:	//[orn]
		if (sd)
		{
			if (map_flag_gvg(src->m) || //No reviving in WoE grounds!
				!merc_resurrect_homunculus(sd, 20*skilllv, x, y))
			{
				clif_skill_fail(sd,skillid,0,0);
				break;
			}
		}
		break;

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

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

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

/*==========================================
 * 
 *------------------------------------------
 */
int skill_castend_map (struct map_session_data *sd, int skill_num, const char *map)
{
	int x=0,y=0;

	nullpo_retr(0, sd);

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

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

	if(sd->sc.opt1 || sd->sc.option&OPTION_HIDE ) {
		skill_failed(sd);
		return 0;
	}
	if(sd->sc.count && (
		sd->sc.data[SC_SILENCE].timer!=-1 ||
		sd->sc.data[SC_ROKISWEIL].timer!=-1 ||
		sd->sc.data[SC_AUTOCOUNTER].timer != -1 ||
		sd->sc.data[SC_STEELBODY].timer != -1 ||
		sd->sc.data[SC_DANCING].timer!=-1 ||
		sd->sc.data[SC_BERSERK].timer != -1 ||
		sd->sc.data[SC_MARIONETTE].timer != -1
	 ))
		return 0;

	if( skill_num != sd->menuskill_id) 
		return 0;

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

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

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

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

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

			if((maxcount = skill_get_maxcount(skill_num)) > 0) {
				for(i=0;i<MAX_SKILLUNITGROUP && sd->ud.skillunit[i] && maxcount;i++) {
					if(sd->ud.skillunit[i]->skill_id == skill_num)
						maxcount--;
				}
				if(!maxcount) {
					clif_skill_fail(sd,skill_num,0,0);
					skill_failed(sd);
					return 0;
				}
			}
		
			//When it's an item-used warp-portal, the skill-lv used is lost.. assume max level.
			lv = sd->skillitem==skill_num?skill_get_max(skill_num):pc_checkskill(sd,skill_num);
			wx = sd->menuskill_lv>>16;
			wy = sd->menuskill_lv&0xffff;
			
			if(lv <= 0) return 0;
			for(i=0;i<lv;i++){
				if(mapindex == p[i]->map){
					x=p[i]->x;
					y=p[i]->y;
					break;
				}
			}
			if(x==0 || y==0) {
				skill_failed(sd);
				return 0;
			}

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

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

static int skill_dance_overlap_sub(struct block_list *bl, va_list ap)
{
	struct skill_unit *target = (struct skill_unit*)bl,
		*src = va_arg(ap, struct skill_unit*);
	int flag = va_arg(ap, int);
	if (src == target)
		return 0;
	if (!target->group || !(target->group->state.song_dance&0x1))
		return 0;
	if (!(target->val2 & src->val2 & ~UF_ENSEMBLE)) //They don't match (song + dance) is valid.
		return 0;
	if (flag) //Set dissonance
		target->val2 |= UF_ENSEMBLE; //Add ensemble to signal this unit is overlapping.
	else //Remove dissonance
		target->val2 &= ~UF_ENSEMBLE;
	clif_skill_setunit(target); //Update look of affected cell.
	return 1;
}

//Does the song/dance overlapping -> dissonance check. [Skotlex]
//When flag is 0, this unit is about to be removed, cancel the dissonance effect
//When 1, this unit has been positioned, so start the cancel effect.
int skill_dance_overlap(struct skill_unit *unit, int flag)
{
	if (!unit || !unit->group || !(unit->group->state.song_dance&0x1))
		return 0;
	if (!flag && !(unit->val2&UF_ENSEMBLE))
		return 0; //Nothing to remove, this unit is not overlapped.
	if (unit->val1 != unit->group->skill_id) 
	{	//Reset state
		unit->val1 = unit->group->skill_id;
		unit->val2 &= ~UF_ENSEMBLE;
	}
	return map_foreachincell(skill_dance_overlap_sub,
		unit->bl.m,unit->bl.x,unit->bl.y,BL_SKILL,unit,flag);
}

/*==========================================
 * Converts this group information so that it is handled
 * as a Dissonance or Ugly Dance cell.
 * Flag: 0 - Convert, 1 - Revert, 2 - Initialize.
 *------------------------------------------
 */
#define skill_dance_switch(unit, group, flag) ((group->state.song_dance&0x1 && unit->val2&UF_ENSEMBLE)?skill_dance_switch_sub(unit, group, flag):0)
static int skill_dance_switch_sub(struct skill_unit *unit, struct skill_unit_group *group, int flag)
{
	static struct skill_unit_group original, dissonance, uglydance, *group2;

	if (flag&2) { //initialize
		memset(&dissonance, 0, sizeof(dissonance));
		memset(&uglydance, 0, sizeof(uglydance));
		group2 = &dissonance;
		group2->skill_id = BA_DISSONANCE;
		group2->unit_id = skill_get_unit_id(group2->skill_id,0);
		group2->target_flag = skill_get_unit_target(group2->skill_id);
		group2->bl_flag= skill_get_unit_bl_target(group2->skill_id);
		group2->interval = skill_get_unit_interval(group2->skill_id);

		group2 = &uglydance;
		group2->skill_id = DC_UGLYDANCE;
		group2->unit_id = skill_get_unit_id(group2->skill_id,0);
		group2->target_flag = skill_get_unit_target(group2->skill_id);
		group2->bl_flag= skill_get_unit_bl_target(group2->skill_id);
		group2->interval = skill_get_unit_interval(group2->skill_id);
		return 0;
	}

	if (!flag)
	{	//Transform
		memcpy(&original, group, sizeof(struct skill_unit_group)); //Backup
		group2 = unit->val2&UF_SONG?&dissonance:&uglydance;
		group->skill_id = group2->skill_id;
		group->unit_id = group2->unit_id;
		group->target_flag = group2->target_flag;
		group->bl_flag= group2->bl_flag;
		group->interval = group2->interval;
	} else { //Restore only relevant values (should the backup be 5 ints rather than the whole structure?)
		group->skill_id = original.skill_id;
		group->unit_id = original.unit_id;
		group->target_flag = original.target_flag;
		group->bl_flag = original.bl_flag;
		group->interval = original.interval;
	}
	return 1;
}

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

	nullpo_retr(0, src);

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

	if (skillid == AL_WARP && flag && src->type == BL_SKILL)
	{	//Warp Portal morphing to active mode, extract relevant data from src. [Skotlex]
		group= ((TBL_SKILL*)src)->group;
		src = map_id2bl(group->src_id);
		if (!src) return NULL;
		val2=group->val2; //Copy the (x,y) position you warp to
		val3=group->val3; //as well as the mapindex to warp to.
	}
	
	BL_CAST(BL_PC, src, sd);
	status = status_get_status_data(src);
	sc= status_get_sc(src);	// for traps, firewall and fogwall - celest
	if (sc && !sc->count)
		sc = NULL;

	switch(skillid){

	case MG_SAFETYWALL:
		val2=skilllv+1;
		break;
	case MG_FIREWALL:
		if(sc && sc->data[SC_VIOLENTGALE].timer!=-1)
			limit = limit*3/2;
		val2=4+skilllv;
		break;

	case AL_WARP:
		val1=skilllv+6;
		if(!(flag&1))
			limit=2000;
		break;

	case PR_SANCTUARY:
		val1=(skilllv+3)*2;
		val2=(skilllv>6)?777:skilllv*100;
		break;

	case WZ_FIREPILLAR:
		if((flag&1)!=0)
			limit=1000;
		val1=skilllv+2;
		break;
	case WZ_QUAGMIRE:	//The target changes to "all" if used in a gvg map. [Skotlex]
	case AM_DEMONSTRATION:
		if (map_flag_vs(src->m) && battle_config.vs_traps_bctall
			&& (src->type&battle_config.vs_traps_bctall))
			target = BCT_ALL;
		break;
	case NJ_SUITON:
		skill_clear_group(src,1);
		break;
	case HT_SHOCKWAVE:
		val1=skilllv*15+10;
	case HT_SANDMAN:
	case HT_CLAYMORETRAP:
	case HT_SKIDTRAP:
	case HT_LANDMINE:
	case HT_ANKLESNARE:
	case HT_FLASHER:
	case HT_FREEZINGTRAP:
	case HT_BLASTMINE:
		if (map_flag_gvg(src->m))
			limit *= 4; // longer trap times in WOE [celest]
		if (battle_config.vs_traps_bctall && map_flag_vs(src->m)
			&& (src->type&battle_config.vs_traps_bctall))
			target = BCT_ALL;
		break;

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

	case BA_DISSONANCE:
	case DC_UGLYDANCE:
		val1 = 10;	//FIXME: This value is not used anywhere, what is it for? [Skotlex]
		break;
	case BA_WHISTLE:
		val1 = skilllv +status->agi/10; // Flee increase
		val2 = ((skilllv+1)/2)+status->luk/10; // Perfect dodge increase
		if(sd){
			val1 += pc_checkskill(sd,BA_MUSICALLESSON);
			val2 += pc_checkskill(sd,BA_MUSICALLESSON);
		}
		break;
	case DC_HUMMING:
        val1 = 2*skilllv+status->dex/10; // Hit increase
		if(sd)
			val1 += 2*pc_checkskill(sd,DC_DANCINGLESSON);
		break;
	case BA_POEMBRAGI:
		val1 = 3*skilllv+status->dex/10; // Casting time reduction
		//For some reason at level 10 the base delay reduction is 50%.
		val2 = (skilllv<10?3*skilllv:50)+status->int_/10; // After-cast delay reduction
		if(sd){
			val1 += pc_checkskill(sd,BA_MUSICALLESSON);
			val2 += pc_checkskill(sd,BA_MUSICALLESSON);
		}
		break;
	case DC_DONTFORGETME:
		val1 = 30*skilllv+status->dex; // ASPD decrease
		val2 = 100 -2*skilllv -status->agi/10; // Movement speed adjustment.
		if(sd){
			val1 += pc_checkskill(sd,DC_DANCINGLESSON);
			val2 -= pc_checkskill(sd,DC_DANCINGLESSON);
		}
		if (val2 < 1) val2 = 1;
		break;
	case BA_APPLEIDUN:
		val1 = 5+2*skilllv+status->vit/10; // MaxHP percent increase
		val2 = 30+5*skilllv+5*(status->vit/10); // HP recovery
		if(sd){
			val1 += pc_checkskill(sd,BA_MUSICALLESSON);
			val2 += 5*pc_checkskill(sd,BA_MUSICALLESSON);
		}
		break;
	case DC_SERVICEFORYOU:
		val1 = 10+skilllv+(status->int_/10); // MaxSP percent increase
		val2 = 10+3*skilllv+(status->int_/10); // SP cost reduction
		if(sd){
			val1 += pc_checkskill(sd,DC_DANCINGLESSON);
			val2 += pc_checkskill(sd,DC_DANCINGLESSON);
		}
		break;
	case BA_ASSASSINCROSS:
		val1 = 100+10*skilllv+status->agi; // ASPD increase
		if(sd)
			val1 += pc_checkskill(sd,BA_MUSICALLESSON);
		break;
	case DC_FORTUNEKISS:
		val1 = 10+skilllv+(status->luk/10); // Critical increase
		if(sd)
			val1 += pc_checkskill(sd,DC_DANCINGLESSON);
		val1*=10; //Because every 10 crit is an actual cri point.
		break;
	case BD_DRUMBATTLEFIELD:
		val1 = (skilllv+1)*25;	//Watk increase
		val2 = (skilllv+1)*2;	//Def increase
		break;
	case BD_RINGNIBELUNGEN:
		val1 = (skilllv+2)*25;	//Watk increase
		break;
	case BD_RICHMANKIM:
		val1 = 25 + 11*skilllv; //Exp increase bonus.
		break;
	case BD_SIEGFRIED:
		val1 = 55 + skilllv*5;	//Elemental Resistance
		val2 = skilllv*10;	//Status ailment resistance
		break;
	case PF_FOGWALL:
		if(sc && (
			sc->data[SC_DELUGE].timer!=-1 || sc->data[SC_SUITON].timer != -1
		)) limit *= 2;
		break;
	case RG_GRAFFITI:			/* Graffiti */
		count=1;	// Leave this at 1 [Valaris]
		break;
	case WE_CALLPARTNER:
		if (sd) val1 = sd->status.partner_id;
		break;
	case WE_CALLPARENT:
		if (sd) {
			val1 = sd->status.father;
		 	val2 = sd->status.mother;
		}
		break;
	case WE_CALLBABY:
		if (sd) val1 = sd->status.child;
		break;
	case NJ_KAENSIN:
		skill_clear_group(src, 1); //Delete previous Kaensins/Suitons
		val2 = (skilllv+1)/2 + 4;
		break;

	case GS_GROUNDDRIFT:
		{
		int element[5]={ELE_WIND,ELE_DARK,ELE_POISON,ELE_WATER,ELE_FIRE};

		if (src->type == BL_PC)
			val1=sd->arrow_ele;
		else val1=element[rand()%5];

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

		break;
		}
	}

	nullpo_retr(NULL, group=skill_initunitgroup(src,(count > 0 ? count : layout->count),
		skillid,skilllv,skill_get_unit_id(skillid,flag&1)+subunt, limit, interval));
	group->val1=val1;
	group->val2=val2;
	group->val3=val3;
	group->target_flag=target;
	group->bl_flag= skill_get_unit_bl_target(skillid);
	group->state.into_abyss = (sc && sc->data[SC_INTOABYSS].timer != -1); //Store into abyss state, to know it shouldn't give traps back. [Skotlex]
	group->state.magic_power = (flag&2 || (sc && sc->data[SC_MAGICPOWER].timer != -1)); //Store the magic power flag. [Skotlex]
	group->state.ammo_consume = (sd && sd->state.arrow_atk); //Store if this skill needs to consume ammo.
	group->state.song_dance = (unit_flag&(UF_DANCE|UF_SONG)?1:0)|(unit_flag&UF_ENSEMBLE?2:0); //Signals if this is a song/dance/duet

  	//if tick is greater than current, do not invoke onplace function just yet. [Skotlex]
	if (DIFF_TICK(group->tick, gettick()) > 100)
		active_flag = 0;

	if(skillid==HT_TALKIEBOX ||
	   skillid==RG_GRAFFITI){
		group->valstr=(char *) aMallocA(MESSAGE_SIZE*sizeof(char));
		if(group->valstr==NULL){
			ShowFatalError("skill_castend_map: out of memory !\n");
			exit(1);
		}
		memcpy(group->valstr,talkie_mes,MESSAGE_SIZE-1);
		group->valstr[MESSAGE_SIZE-1] = '\0';
	}

	//Why redefine local variables when the ones of the function can be reused? [Skotlex]
	val1=skilllv;
	val2=0;
	limit=group->limit;
	count=group->unit_count;
	for(i=0;i<count;i++){
		struct skill_unit *unit;
		int ux,uy,alive=1;
		ux = x + layout->dx[i];
		uy = y + layout->dy[i];
		switch (skillid) {
		case MG_FIREWALL:
		case NJ_KAENSIN:
			val2=group->val2;
			break;
		case WZ_ICEWALL:
			if(skilllv <= 1)
				val1 = 500;
			else
				val1 = 200 + 200*skilllv;
			break;
		case RG_GRAFFITI:	/* Graffiti [Valaris] */
			ux+=(i%5-2);
			uy+=(i/5-2);
			break;
		default:
			if (group->state.song_dance&0x1)
				val2 = unit_flag&(UF_DANCE|UF_SONG); //Store whether this is a song/dance
			break;
		}
		if(range<=0)
			map_foreachincell(skill_landprotector,src->m,ux,uy,BL_SKILL,skillid,&alive, src);
		
		if(alive && map_getcell(src->m,ux,uy,CELL_CHKWALL))
			alive = 0;
		
		if (alive && battle_config.skill_wall_check) {
			//Check if there's a path between cell and center of casting.
			if (!path_search_long(NULL,src->m,ux,uy,x,y))
				alive = 0;
		}
					
		if(alive && skillid == WZ_ICEWALL) {
			if(src->x == x && src->y==y) // Ice Wall not allowed on self [DracoRPG]
				alive=0;
			else {
				val2=map_getcell(src->m,ux,uy,CELL_GETTYPE);
				if(val2==5 || val2==1)
					alive=0;
				else
					clif_changemapcell(src->m,ux,uy,5,0);
			}
		}

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

	if (!group->alive_count)
	{	//No cells? Something that was blocked completely by Land Protector?
		skill_delunitgroup(src, group, 0);
		return NULL;
	}
	if (skillid == NJ_TATAMIGAESHI) //Store number of tiles.
		group->val1 = group->alive_count;

	return group;
}

/*==========================================
 * 
 *------------------------------------------
 */
int skill_unit_onplace (struct skill_unit *src, struct block_list *bl, unsigned int tick)
{
	struct skill_unit_group *sg;
	struct block_list *ss;
	struct status_change *sc;
	int type,skillid;

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

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

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

	case UNT_WARP_WAITING:
		if(bl->type==BL_PC){
			struct map_session_data *sd = (struct map_session_data *)bl;
			if((!sd->chatID || battle_config.chat_warpportal)
				&& sd->ud.to_x == src->bl.x && sd->ud.to_y == src->bl.y) {
				if (pc_setpos(sd,sg->val3,sg->val2>>16,sg->val2&0xffff,3) == 0) {
					if (--sg->val1<=0)
						skill_delunitgroup(NULL, sg, 0);
				}
			}
		} else
		if(bl->type == BL_MOB && battle_config.mob_warp&2)
		{
			int m = map_mapindex2mapid(sg->val3);
			if (m < 0) break; //Map not available on this map-server.
			unit_warp(bl,m,sg->val2>>16,sg->val2&0xffff,3);
		}
		break;

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

	case UNT_VOLCANO:
	case UNT_DELUGE:
	case UNT_VIOLENTGALE:
		if(sc && sc->data[type].timer==-1)
			sc_start(bl,type,100,sg->skill_lv,sg->limit);
		break;

	case UNT_SUITON:
		if(sc && sc->data[type].timer==-1)
			sc_start4(bl,type,100,sg->skill_lv,
			battle_check_target(&src->bl,bl,BCT_ENEMY)>0?1:0, //Send val3 =1 to reduce agi.
			0,0,sg->limit);
		break;

	case UNT_RICHMANKIM:
	case UNT_ETERNALCHAOS:
	case UNT_DRUMBATTLEFIELD:
	case UNT_RINGNIBELUNGEN:
	case UNT_ROKISWEIL:
	case UNT_INTOABYSS:
	case UNT_SIEGFRIED:
	case UNT_HERMODE:
		 //Needed to check when a dancer/bard leaves their ensemble area.
		if (sg->src_id==bl->id &&
			!(sc && sc->data[SC_SPIRIT].timer != -1 && sc->data[SC_SPIRIT].val2 == SL_BARDDANCER))
			return skillid;
		if (sc && sc->data[type].timer==-1)
			sc_start4(bl,type,100,sg->skill_lv,sg->val1,sg->val2,0,sg->limit);
		break;
	case UNT_WHISTLE:
	case UNT_ASSASSINCROSS:
	case UNT_POEMBRAGI:
	case UNT_APPLEIDUN:
	case UNT_HUMMING:
	case UNT_DONTFORGETME:
	case UNT_FORTUNEKISS:
	case UNT_SERVICEFORYOU:
		if (sg->src_id==bl->id && (!sc || sc->data[SC_SPIRIT].timer == -1 || sc->data[SC_SPIRIT].val2 != SL_BARDDANCER))
			return 0;
		if (!sc) return 0;
		if (sc->data[type].timer==-1)
			sc_start4(bl,type,100,sg->skill_lv,sg->val1,sg->val2,0,sg->limit);
		else if (sc->data[type].val4 == 1) {
			//Readjust timers since the effect will not last long.
			sc->data[type].val4 = 0;
			delete_timer(sc->data[type].timer, status_change_timer);
			sc->data[type].timer = add_timer(tick+sg->limit, status_change_timer, bl->id, type);
		}
		break;
	case UNT_FOGWALL:
		if (sc && sc->data[type].timer==-1)
		{
			sc_start4(bl, type, 100, sg->skill_lv, sg->val1, sg->val2, sg->group_id, sg->limit);
			if (battle_check_target(&src->bl,bl,BCT_ENEMY)>0)
				skill_additional_effect (ss, bl, sg->skill_id, sg->skill_lv, BF_MISC, tick);
		}
		break;

	case UNT_GRAVITATION:
		if (sc && sc->data[type].timer==-1)
			sc_start4(bl,type,100,sg->skill_lv,0,BCT_ENEMY,sg->group_id,sg->limit);
		break;
	
	case UNT_ICEWALL: //Destroy the cell. [Skotlex]
		src->val1 = 0;
		if(src->limit + sg->tick > tick + 700)
			src->limit = DIFF_TICK(tick+700,sg->tick);
		break;
	case UNT_MOONLIT:
	//Knockback out of area if affected char isn't in Moonlit effect
		if (!sc || sc->data[SC_DANCING].timer==-1 || (sc->data[SC_DANCING].val1&0xFFFF) != CG_MOONLIT)
			skill_blown(ss, bl, skill_get_blewcount(sg->skill_id,sg->skill_lv));
		break;
	}
	return skillid;
}

/*==========================================
 * 
 *------------------------------------------
 */
int skill_unit_onplace_timer (struct skill_unit *src, struct block_list *bl, unsigned int tick)
{
	struct skill_unit_group *sg;
	struct block_list *ss;
	struct map_session_data *sd;
	struct status_data *tstatus, *sstatus;
	struct status_change *tsc, *sc;
	struct skill_unit_group_tickset *ts;
	int matk_min = 0, matk_max = 0; //For Magic power...
	int type, skillid;
	int diff=0;

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

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

	nullpo_retr(0, sg=src->group);
	nullpo_retr(0, ss=map_id2bl(sg->src_id));
	BL_CAST(BL_PC, ss, sd);
	tsc = status_get_sc(bl);
	tstatus = status_get_status_data(bl);
	if (sg->state.magic_power)  //For magic power. 
	{
		sc = status_get_sc(ss);
		sstatus = status_get_status_data(ss);
	} else {
		sc = NULL;
		sstatus = NULL;
	}
	type = SkillStatusChangeTable(sg->skill_id);
	skillid = sg->skill_id;

	if (sg->interval == -1) {
		switch (sg->unit_id) {
			case UNT_ANKLESNARE: //These happen when a trap is splash-triggered by multiple targets on the same cell.
			case UNT_SPIDERWEB:
			case UNT_FIREPILLAR_ACTIVE:
				return 0;
			default:
				if (battle_config.error_log)
					ShowError("skill_unit_onplace_timer: interval error (unit id %x)\n", sg->unit_id);
				return 0;
		}
	}

	if ((ts = skill_unitgrouptickset_search(bl,sg,tick)))
	{	//Not all have it, eg: Traps don't have it even though they can be hit by Heaven's Drive [Skotlex]
		diff = DIFF_TICK(tick,ts->tick);
		if (diff < 0)
			return 0;
		ts->tick = tick+sg->interval;
		
		if ((skillid==CR_GRANDCROSS || skillid==NPC_GRANDDARKNESS) && !battle_config.gx_allhit)
			ts->tick += sg->interval*(map_count_oncell(bl->m,bl->x,bl->y,BL_CHAR)-1);
	}
	//Temporarily set magic power to have it take effect. [Skotlex]
	if (sg->state.magic_power && sc && sc->data[SC_MAGICPOWER].timer == -1)
	{	//Store previous values.
		matk_min = sstatus->matk_min;
		matk_max = sstatus->matk_max;
		//Note to NOT return from the function until this is unset!
		sstatus->matk_min = sc->data[SC_MAGICPOWER].val3;
		sstatus->matk_max = sc->data[SC_MAGICPOWER].val4;
	}

	switch (sg->unit_id)
	{
		case UNT_FIREWALL:
			{
				int count=0;
				if (tstatus->def_ele == ELE_FIRE || battle_check_undead(tstatus->race, tstatus->def_ele)) {
					//This is the best Aegis approximation we can do without 
					//changing the minimum skill unit interval. [Skotlex]
					while (count++ < battle_config.firewall_hits_on_undead && src->val2-- && !status_isdead(bl))
						skill_attack(BF_MAGIC,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick+count*10,1);
				} else {
					skill_attack(BF_MAGIC,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
					src->val2--;
				}
				if (src->val2<=0)
					skill_delunit(src, 0);
			break;
			}

		case UNT_SANCTUARY:
			if (battle_check_undead(tstatus->race, tstatus->def_ele) || tstatus->race==RC_DEMON)
			{	//Only damage enemies with offensive Sanctuary. [Skotlex]
				if(battle_check_target(&src->bl,bl,BCT_ENEMY)>0 &&
					skill_attack(BF_MAGIC, ss, &src->bl, bl, sg->skill_id, sg->skill_lv, tick, 0))
					// reduce healing count if this was meant for damaging [hekate]
					sg->val1 -= 2;
			} else {
				int heal = sg->val2;
				if (tstatus->hp >= tstatus->max_hp)
					break;
				if (status_isimmune(bl))
					heal = 0;	/* 黄金蟲カード(ヒール量0) */
				clif_skill_nodamage(&src->bl, bl, AL_HEAL, heal, 1);
				status_heal(bl, heal, 0, 0);
				if (diff >= 500)
					sg->val1--;
			}
			if (sg->val1 <= 0)
				skill_delunitgroup(NULL,sg, 0);
			break;

		case UNT_MAGNUS:
			if (!battle_check_undead(tstatus->race,tstatus->def_ele) && tstatus->race!=RC_DEMON)
				break;
			skill_attack(BF_MAGIC,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
			break;

		case UNT_ATTACK_SKILLS:
			switch (sg->skill_id) 
			{
				case SG_SUN_WARM: //SG skills [Komurka]
				case SG_MOON_WARM:
				case SG_STAR_WARM:
					if(bl->type==BL_PC)
						//Only damage SP [Skotlex]
						status_zap(bl, 0, 60);
					else if(status_charge(ss, 0, 2))
						//Otherwise, Knockback attack.
						skill_attack(BF_WEAPON,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
				break;

				default:
					skill_attack(skill_get_type(sg->skill_id),ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0);			
			}
			break;

		case UNT_FIREPILLAR_WAITING:
			skill_unitsetting(ss,sg->skill_id,sg->skill_lv,src->bl.x,src->bl.y,1);
			skill_delunit(src, 0);
			break;

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

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

		case UNT_SPIDERWEB:
		case UNT_ANKLESNARE:
			if(sg->val2==0 && tsc && tsc->data[type].timer==-1){
				int sec = skill_get_time2(sg->skill_id,sg->skill_lv);
				if (sc_start(bl,type,100,sg->skill_lv,sec))
				{
					struct TimerData* td = get_timer(tsc->data[type].timer); 
					if (td) sec = DIFF_TICK(td->tick, tick);
					map_moveblock(bl, src->bl.x, src->bl.y, tick);
					clif_fixpos(bl);
					sg->val2=bl->id;
				} else
					sec = 3000; //Couldn't trap it?
				//clif_01ac(&src->bl); //Removed? Check the openkore description of this packet: [Skotlex]
				// 01AC: long ID
				// Indicates that an object is trapped, but ID is not a
				// valid monster or player ID.
				sg->limit = DIFF_TICK(tick,sg->tick)+sec;
				sg->interval = -1;
				src->range = 0;
				sg->state.into_abyss = 1; //Prevent Remove Trap from giving you the trap back. [Skotlex]
			}
			break;

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

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

		case UNT_CLAYMORETRAP:
		case UNT_BLASTMINE:
			//Hold number of targets (required for damage calculation)
			type = map_foreachinrange(skill_count_target,&src->bl,
				skill_get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag, &src->bl);
		case UNT_SHOCKWAVE:
		case UNT_SANDMAN:
		case UNT_FLASHER:
		case UNT_FREEZINGTRAP:
			map_foreachinrange(skill_trap_splash,&src->bl,
				skill_get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag,
				&src->bl,tick,type);
			sg->unit_id = UNT_USED_TRAPS;
			clif_changetraplook(&src->bl, UNT_USED_TRAPS);
			sg->limit=DIFF_TICK(tick,sg->tick)+1500;
			sg->state.into_abyss = 1; //Prevent Remove Trap from giving you the trap back. [Skotlex]
			break;

		case UNT_TALKIEBOX:
			if (sg->src_id == bl->id)
				break;
			if (sg->val2 == 0){
				clif_talkiebox(&src->bl, sg->valstr);
				sg->unit_id = UNT_USED_TRAPS;
				clif_changetraplook(&src->bl, UNT_USED_TRAPS);
				sg->limit = DIFF_TICK(tick, sg->tick) + 5000;
				sg->val2 = -1;
				sg->state.into_abyss = 1; //Prevent Remove Trap from giving you the trap back. [Skotlex]
			}
			break;

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

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

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

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

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

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

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

		case UNT_DESPERADO:
			if (!(rand()%5)) //Has a low chance of connecting. [Skotlex]
				skill_attack(BF_WEAPON,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
			break;

		case UNT_GROUNDDRIFT_WIND:
		case UNT_GROUNDDRIFT_DARK:
		case UNT_GROUNDDRIFT_POISON:
		case UNT_GROUNDDRIFT_WATER:
		case UNT_GROUNDDRIFT_FIRE:
			skill_attack(BF_WEAPON,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,sg->val1);

			switch (sg->val1)
			{
				case ELE_WIND:
					sc_start(bl,SC_STUN,5,sg->skill_lv,skill_get_time2(sg->skill_id, sg->skill_lv));
					break;
				case ELE_WATER:
					sc_start(bl,SC_FREEZE,5,sg->skill_lv,skill_get_time2(sg->skill_id, sg->skill_lv));
					break;
				case ELE_POISON:
					sc_start(bl,SC_POISON,5,sg->skill_lv,skill_get_time2(sg->skill_id, sg->skill_lv));
					break;
				case ELE_DARK:
					sc_start(bl,SC_BLIND,5,sg->skill_lv,skill_get_time2(sg->skill_id, sg->skill_lv));
					break;
				case ELE_FIRE:
					skill_blown(&src->bl,bl,skill_get_blewcount(sg->skill_id,sg->skill_lv));
					break;
			}

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

		case UNT_KAENSIN:
			skill_attack(BF_MAGIC,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
			if (--src->val2 <= 0)
				skill_delunit(src, 0);
			break;
	}

	if (sg->state.magic_power && sc && sc->data[SC_MAGICPOWER].timer == -1)
	{	//Unset magic power.
		sstatus->matk_min = matk_min;
		sstatus->matk_max = matk_max;
	}

	if (bl->type == BL_MOB && ss != bl)
		mobskill_event((TBL_MOB*)bl, ss, tick, MSC_SKILLUSED|(skillid<<16));

	return skillid;
}
/*==========================================
 *
 *------------------------------------------
 */
int skill_unit_onout (struct skill_unit *src, struct block_list *bl, unsigned int tick)
{
	struct skill_unit_group *sg;
	struct status_change *sc;
	int type;

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

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

	switch(sg->unit_id){
	case UNT_SAFETYWALL:
		if (sc && sc->data[type].timer!=-1)
			status_change_end(bl,type,-1);
		break;
	case UNT_HERMODE:	//Clear Hermode if the owner moved.
		if (sc && sc->data[type].timer!=-1 && sc->data[type].val3 == BCT_SELF && sc->data[type].val4 == sg->group_id)
			status_change_end(bl,type,-1);
		break;
		
	case UNT_SPIDERWEB:
		{
			struct block_list *target = map_id2bl(sg->val2);
			if (target && target==bl)
			{
				status_change_end(bl,SC_SPIDERWEB,-1);
				sg->limit = DIFF_TICK(tick,sg->tick)+1000;
			}
			break;
		}
	}
	return sg->skill_id;
}

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

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

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

		case BD_LULLABY:
		case BD_RICHMANKIM:
		case BD_ETERNALCHAOS:
		case BD_DRUMBATTLEFIELD:
		case BD_RINGNIBELUNGEN:	
		case BD_ROKISWEIL:
		case BD_INTOABYSS:
		case BD_SIEGFRIED:
			if(sc && sc->data[SC_DANCING].timer != -1 &&
				(sc->data[SC_DANCING].val1&0xFFFF) == skill_id)
			{	//Check if you just stepped out of your ensemble skill to cancel dancing. [Skotlex]
				//We don't check for SC_LONGING because someone could always have knocked you back and out of the song/dance.
				//FIXME: This code is not perfect, it doesn't checks for the real ensemble's owner,
				//it only checks if you are doing the same ensemble. So if there's two chars doing an ensemble
				//which overlaps, by stepping outside of the other parther's ensemble will cause you to cancel 
				//your own. Let's pray that scenario is pretty unlikely and noone will complain too much about it.
				skill_stop_dancing(bl);
			}
		case MG_SAFETYWALL:
		case AL_PNEUMA:
		case SA_VOLCANO:
		case SA_DELUGE:
		case SA_VIOLENTGALE:
		case CG_HERMODE:
		case HW_GRAVITATION:
		case NJ_SUITON:
			if (sc && sc->data[type].timer != -1)
				status_change_end(bl, type, -1);
			break;
			
		case BA_POEMBRAGI:
		case BA_WHISTLE:
		case BA_ASSASSINCROSS:
		case BA_APPLEIDUN:
		case DC_HUMMING:
		case DC_DONTFORGETME:
		case DC_FORTUNEKISS:	
		case DC_SERVICEFORYOU:
			if (sc && sc->data[type].timer != -1)
			{
				delete_timer(sc->data[type].timer, status_change_timer);
				//NOTE: It'd be nice if we could get the skill_lv for a more accurate extra time, but alas...
				//not possible on our current implementation.
				sc->data[type].val4 = 1; //Store the fact that this is a "reduced" duration effect.
				sc->data[type].timer = add_timer(tick+skill_get_time2(skill_id,1), status_change_timer, bl->id, type);
			}
			break;
		case PF_FOGWALL:
			if (sc && sc->data[type].timer != -1)
			{
				status_change_end(bl,type,-1);
				if (sc->data[SC_BLIND].timer!=-1)
				{
					if (bl->type == BL_PC) //Players get blind ended inmediately, others have it still for 30 secs. [Skotlex]
						status_change_end(bl, SC_BLIND, -1);
					else {
						delete_timer(sc->data[SC_BLIND].timer, status_change_timer);
						sc->data[SC_BLIND].timer = add_timer(30000+tick, status_change_timer, bl->id, SC_BLIND);
					}
				}
			}
			break;
	case UNT_GOSPEL:
		if (sc && sc->data[type].timer != -1 && sc->data[type].val4 == BCT_ALL) //End item-no-use Gospel Effect. [Skotlex]
			status_change_end(bl, type, -1);
		break;

	}
	return skill_id;
}

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

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

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

	nullpo_retr(0, group=unit->group);
  	
	if (skill_dance_switch(unit, group, 0))
		flag|=64; //Converted cell, remember to restore it.

	//Necessary in case the group is deleted after calling on_place/on_out [Skotlex]
	skill_id = group->skill_id;

	//Target-type check.
	if(!(group->bl_flag&bl->type && battle_check_target(&unit->bl,bl,group->target_flag)>0))
	{
		if (flag&4 && group->src_id == bl->id && group->state.song_dance&0x2)
			skill_unit_onleft(skill_id, bl, tick);//Ensemble check to terminate it.
		if (flag&64)
			skill_dance_switch(unit, group, 1);
		return 0;
	}

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

	if (flag&4)
	  	skill_unit_onleft(skill_id, bl, tick);

	if (flag&64)
		skill_dance_switch(unit, group, 1);
	return 0;
}

/*==========================================
 * If flag, this is a forced delete, otherwise, it's natural expiration.
 *------------------------------------------
 */
int skill_unit_onlimit (struct skill_unit *src, unsigned int tick, int flag)
{
	struct skill_unit_group *sg;
	nullpo_retr(0, src);
	nullpo_retr(0, sg=src->group);

	switch(sg->unit_id){
	case UNT_WARP_ACTIVE:
		if (!flag)
			skill_unitsetting(&src->bl,sg->skill_id,sg->skill_lv,src->bl.x,src->bl.y,1);
		break;

	case UNT_ICEWALL:
		clif_changemapcell(src->bl.m,src->bl.x,src->bl.y,src->val2,1);
		break;
	case UNT_CALLFAMILY:
		if (!flag)
		{
			struct map_session_data *sd = NULL;
			if(sg->val1) {
			  	sd = map_charid2sd(sg->val1);
				sg->val1 = 0;
				if (sd && !map[sd->bl.m].flag.nowarp)
					pc_setpos(sd,map[src->bl.m].index,src->bl.x,src->bl.y,3);
			}
			if(sg->val2) {
				sd = map_charid2sd(sg->val2);
				sg->val2 = 0;
				if (sd && !map[sd->bl.m].flag.nowarp)
					pc_setpos(sd,map[src->bl.m].index,src->bl.x,src->bl.y,3);
			}
		}
		break;
	case UNT_ANKLESNARE:
		{
			struct block_list *target = map_id2bl(sg->val2);
			if(target)
				status_change_end(target,SC_ANKLE,-1);
		}
		break;
	}

	return 0;
}
/*==========================================
 *
 *------------------------------------------
 */
int skill_unit_ondamaged (struct skill_unit *src, struct block_list *bl, int damage, unsigned int tick)
{
	struct skill_unit_group *sg;

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

	if (skill_get_inf2(sg->skill_id)&INF2_TRAP && damage > 0)
		skill_delunitgroup(NULL,sg, 1);
	else 
	switch(sg->unit_id){
	case UNT_ICEWALL:
		src->val1-=damage;
		break;
	default:
		damage = 0;
		break;
	}
	return damage;
}

/*==========================================
 *
 *------------------------------------------
 */

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

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

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

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

	if(pc_isdead(tsd))
		return 0;

	if (tsd->sc.count && (tsd->sc.data[SC_SILENCE].timer != -1 || tsd->sc.opt1))
		return 0;
	
	switch(skillid)
	{
		case PR_BENEDICTIO:
		{
			int dir = map_calc_dir(&sd->bl,tsd->bl.x,tsd->bl.y);
			dir = (unit_getdir(&sd->bl) + dir)%8; //This adjusts dir to account for the direction the sd is facing.
			if ((tsd->class_&MAPID_BASEMASK) == MAPID_ACOLYTE && (dir == 2 || dir == 6) //Must be standing to the left/right of Priest.
				&& sd->status.sp >= 10)
				p_sd[(*c)++]=tsd->bl.id;
			return 1;
		}
		default: //Warning: Assuming Ensemble Dance/Songs for code speed. [Skotlex]
			{
				int skilllv;
				if(pc_issit(tsd) || !unit_can_move(&tsd->bl))
					return 0;
				if (sd->status.sex != tsd->status.sex &&
						(tsd->class_&MAPID_UPPERMASK) == MAPID_BARDDANCER &&
						(skilllv = pc_checkskill(tsd, skillid)) > 0 &&
						(tsd->weapontype1==W_MUSICAL || tsd->weapontype1==W_WHIP) &&
						sd->status.party_id && tsd->status.party_id &&
						sd->status.party_id == tsd->status.party_id &&
						tsd->sc.data[SC_DANCING].timer == -1)
				{
					p_sd[(*c)++]=tsd->bl.id;
					return skilllv;
				} else {
					return 0;
				}
			}
			break;
	}
	return 0;
}

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

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

/*==========================================
 * 
 *------------------------------------------
 */

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

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

	if(md->master_id != src_id ||
		md->special_state.ai != (skill == AM_SPHEREMINE?2:3))
		return 0; //Non alchemist summoned mobs have nothing to do here.

	if(md->class_==mob_class)
		(*c)++;

	return 1;
}

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

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

/*==========================================
 * Determines if a given skill should be made to consume ammo 
 * when used by the player. [Skotlex]
 *------------------------------------------
 */
int skill_isammotype (TBL_PC *sd, int skill)
{
	return (
		(sd->status.weapon == W_BOW || (sd->status.weapon >= W_REVOLVER && sd->status.weapon <= W_GRENADE)) &&
		skill != HT_PHANTASMIC &&
		skill_get_type(skill) == BF_WEAPON &&
	  	!(skill_get_nk(skill)&NK_NO_DAMAGE) &&
		!skill_get_spiritball(skill,1) //Assume spirit spheres are used as ammo instead.
	);
}

/*==========================================
 * Checks that you have the requirements for casting a skill.
 * Flag:
 * &1: finished casting the skill (invoke hp/sp/item consumption)
 * &2: picked menu entry (Warp Portal, Teleport and other menu based skills)
 *------------------------------------------
 */
int skill_check_condition (struct map_session_data *sd, int skill, int lv, int type)
{
	struct status_data *status;
	struct status_change *sc;
	int i,j,hp,sp,hp_rate,sp_rate,zeny,weapon,ammo,ammo_qty,state,spiritball,mhp;
	int index[10],itemid[10],amount[10];
	int delitem_flag = 1, checkitem_flag = 1;

	nullpo_retr(0, sd);

	if (lv <= 0) return 0;

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

	status = &sd->battle_status;
	sc = &sd->sc;
	if (!sc->count)
		sc = NULL;
	
	if(pc_is90overweight(sd)) {
		clif_skill_fail(sd,skill,9,0);
		sd->skillitem = sd->skillitemlv = -1;
		return 0;
	}

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

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

	if(sd->skillitem == skill) {
		if(!type) //When a target was selected
		{	//Consume items that were skipped in pc_use_item [Skotlex]
			 if((i = sd->itemindex) == -1 ||
				sd->status.inventory[i].nameid != sd->itemid ||
				sd->inventory_data[i] == NULL ||
				!sd->inventory_data[i]->flag.delay_consume ||
				sd->status.inventory[i].amount < 1
				)
			{	//Something went wrong, item exploit?
				sd->itemid = sd->itemindex = -1;
				return 0;
			}
			//Consume
			sd->itemid = sd->itemindex = -1;
			if(skill == WZ_EARTHSPIKE && sc &&
				sc->data[SC_TKREST].timer != -1 && rand()%100 > sc->data[SC_TKREST].val2) // [marquis007]
				; //Do not consume item.
			else
				pc_delitem(sd,i,1,0);
		}
		if (type&1) //Casting finished
			sd->skillitem = sd->skillitemlv = -1;
		return 1;
	}
	// for the guild skills [celest]
	if (skill >= GD_SKILLBASE)
		j = GD_SKILLRANGEMIN + skill - GD_SKILLBASE;
	else if (skill >= HM_SKILLBASE)	//[orn]
		j = HM_SKILLRANGEMIN + skill - HM_SKILLBASE;
	else
		j = skill;
	if (j < 0 || j >= MAX_SKILL_DB)
  		return 0;
	//Code speedup, rather than using skill_get_* over and over again.
	if (lv < 1 || lv > MAX_SKILL_LEVEL)
		return 0;
	hp = skill_db[j].hp[lv-1];
	sp = skill_db[j].sp[lv-1];
	if((sd->skillid_old == BD_ENCORE) && skill == sd->skillid_dance)
		sp=sp/2;
	hp_rate = skill_db[j].hp_rate[lv-1];
	sp_rate = skill_db[j].sp_rate[lv-1];
	zeny = skill_db[j].zeny[lv-1];
	weapon = skill_db[j].weapon;
	ammo = skill_db[j].ammo;
	ammo_qty = skill_db[j].ammo_qty[lv-1];
	state = skill_db[j].state;
	spiritball = skill_db[j].spiritball[lv-1];
	mhp = skill_db[j].mhp[lv-1];
	for(i = 0; i < 10; i++) {
		itemid[i] = skill_db[j].itemid[i];
		amount[i] = skill_db[j].amount[i];
	}
	if(mhp > 0 && 100 * status->hp / status->max_hp > (unsigned int) mhp) {
		//mhp is the max-hp-requirement, that is,
		//you must have this % or less of HP to cast it.
		clif_skill_fail(sd,skill,2,0);
		return 0;
	}
	if(hp_rate > 0)
		hp += (status->hp * hp_rate)/100;
	else
		hp += (status->max_hp * (-hp_rate))/100;
	if(sp_rate > 0)
		sp += (status->sp * sp_rate)/100;
	else
		sp += (status->max_sp * (-sp_rate))/100;

	if (!ammo && skill && skill_isammotype(sd, skill))
	{	//Assume this skill is using the weapon, therefore it requires arrows.
		ammo = 0xFFFFFFFF; //Enable use on all ammo types.
		ammo_qty = skill_get_num(skill, lv);
		if (ammo_qty < 0) ammo_qty *= -1;
	}

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

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

	if(sd->dsprate!=100)
		sp=sp*sd->dsprate/100;

	switch(skill) {
	case SA_CASTCANCEL:
		if(sd->ud.skilltimer == -1) {
			clif_skill_fail(sd,skill,0,0);
			return 0;
		}
		break;
	case BS_MAXIMIZE:
	case NV_TRICKDEAD:
	case TF_HIDING:
	case AS_CLOAKING:
	case CR_AUTOGUARD:
	case CR_DEFENDER:
	case ST_CHASEWALK:
	case PA_GOSPEL:
	case CR_SHRINK:
	case TK_RUN:
		if(sc && sc->data[SkillStatusChangeTable(skill)].timer!=-1)
			return 1; //Allow turning off.
		break;

	case AL_WARP:
		if(!(type&2)) //Delete the item when the portal has been selected (type&2). [Skotlex]
			delitem_flag = 0;
		if(!battle_config.duel_allow_teleport && sd->duel_group) { // duel restriction [LuzZza]
			clif_displaymessage(sd->fd, "Duel: Can't use warp in duel.");
			return 0;
		}				
		break;
	case MO_CALLSPIRITS:
		if(sd->spiritball >= lv) {
			clif_skill_fail(sd,skill,0,0);
			return 0;
		}
		break;
	case CH_SOULCOLLECT:
		if(sd->spiritball >= 5) {
			clif_skill_fail(sd,skill,0,0);
			return 0;
		}
		break;
	case MO_FINGEROFFENSIVE:				//指弾
	case GS_FLING:
		if (sd->spiritball > 0 && sd->spiritball < spiritball) {
			spiritball = sd->spiritball;
			sd->spiritball_old = sd->spiritball;
		}
		else sd->spiritball_old = spiritball;
		break;
	case MO_BODYRELOCATION:
		if (sc && sc->data[SC_EXPLOSIONSPIRITS].timer!=-1)
			spiritball = 0;
		break;
	case MO_CHAINCOMBO:
		if(!sc)
			return 0;
		if(sc->data[SC_BLADESTOP].timer!=-1)
			break;
		if(sc->data[SC_COMBO].timer != -1 && sc->data[SC_COMBO].val1 == MO_TRIPLEATTACK)
			break;
		return 0;
	case MO_COMBOFINISH:					//猛龍拳
		if(!sc || sc->data[SC_COMBO].timer == -1 || sc->data[SC_COMBO].val1 != MO_CHAINCOMBO)
			return 0;
		break;
	case CH_TIGERFIST:						//伏虎拳
		if(!sc || sc->data[SC_COMBO].timer == -1 || sc->data[SC_COMBO].val1 != MO_COMBOFINISH)
			return 0;
		break;
	case CH_CHAINCRUSH:						//連柱崩撃
		if(!sc || sc->data[SC_COMBO].timer == -1)
			return 0;
		if(sc->data[SC_COMBO].val1 != MO_COMBOFINISH && sc->data[SC_COMBO].val1 != CH_TIGERFIST)
			return 0;
		break;
	case MO_EXTREMITYFIST:
//		if(sc && sc->data[SC_EXTREMITYFIST].timer != -1) //To disable Asura during the 5 min skill block uncomment this...
//			return 0;
		if(sc && sc->data[SC_BLADESTOP].timer!=-1)
			spiritball--;
		else if (sc && sc->data[SC_COMBO].timer != -1) {
			switch(sc->data[SC_COMBO].val1) {
				case MO_COMBOFINISH:
					spiritball = 4;
					break;
				case CH_TIGERFIST:
					spiritball = 3;
					break;
				case CH_CHAINCRUSH:	//It should consume whatever is left as long as it's at least 1.
					spiritball = sd->spiritball?sd->spiritball:1;
					break;
				default:
					return 0;
			}
		} else if(!type && !unit_can_move(&sd->bl)) //Check only on begin casting.
	  	{	//Placed here as ST_MOVE_ENABLE should not apply if rooted or on a combo. [Skotlex]
			clif_skill_fail(sd,skill,0,0);
			return 0;
		}
		break;

	case TK_MISSION: //Does not works on Non-Taekwon
		if ((sd->class_&MAPID_UPPERMASK) != MAPID_TAEKWON) {
			clif_skill_fail(sd,skill,0,0);
			return 0;
		}
		break;
		
	case TK_READYCOUNTER:
	case TK_READYDOWN:
	case TK_READYSTORM:
	case TK_READYTURN:
		if(sc && sc->data[SkillStatusChangeTable(skill)].timer!=-1)
			return 1; //Enable disabling them regardless of who you are.
	case TK_JUMPKICK:
		if ((sd->class_&MAPID_UPPERMASK) == MAPID_SOUL_LINKER) {
			//They do not work on Soul Linkers.
			clif_skill_fail(sd,skill,0,0);
			return 0;
		}
		break;

	case TK_TURNKICK:
	case TK_STORMKICK:
	case TK_DOWNKICK:
	case TK_COUNTER:
		if ((sd->class_&MAPID_UPPERMASK) == MAPID_SOUL_LINKER)
			return 0; //Anti-Soul Linker check in case you job-changed with Stances active.
		if(!sc || sc->data[SC_COMBO].timer == -1)
			return 0; //Combo needs to be ready
		if (pc_famerank(sd->char_id,MAPID_TAEKWON))
		{	//Unlimited Combo
			if (skill == sd->skillid_old) {
				status_change_end(&sd->bl, SC_COMBO, -1);
				sd->skillid_old = sd->skilllv_old = 0;
				return 0; //Can't repeat previous combo skill.				
			}
			break;
		} else 
		if(sc->data[SC_COMBO].val1 == skill)
			break; //Combo ready.
		//Cancel combo wait.
		unit_cancel_combo(&sd->bl);
		return 0;
	case BD_ADAPTATION:				/* アドリブ */
		{
			int time;
			if(!sc || sc->data[SC_DANCING].timer==-1)
			{
				clif_skill_fail(sd,skill,0,0);
				return 0;
			}
			time = 1000*(sc->data[SC_DANCING].val3>>16);
			if (skill_get_time(
				(sc->data[SC_DANCING].val1&0xFFFF), //Dance Skill ID
				(sc->data[SC_DANCING].val1>>16)) //Dance Skill LV
				- time <= skill_get_time2(skill,lv))
			{
				clif_skill_fail(sd,skill,0,0);
				return 0;
			}
		}
		break;
	case PR_BENEDICTIO:
		{
			if (!battle_config.player_skill_partner_check ||
				(battle_config.gm_skilluncond && pc_isGM(sd) >= battle_config.gm_skilluncond)
			)
				break; //No need to do any partner checking [Skotlex]
			if (!(type&1))
			{	//Started casting.
				if (skill_check_pc_partner(sd, skill, &lv, 1, 0) < 2)
				{
					clif_skill_fail(sd,skill,0,0);
					return 0;
				}
			}
			else
			{	//Done casting
				//Should I repeat the check? If so, it would be best to only do this on cast-ending. [Skotlex]
				skill_check_pc_partner(sd, skill, &lv, 1, 1);
			}
		}
		break;
	case AM_CANNIBALIZE:
	case AM_SPHEREMINE:
		if(type&1){
			int c=0;
			int summons[5] = { 1020, 1068, 1118, 1500, 1368 };
			int maxcount = (skill==AM_CANNIBALIZE)? 6-lv : skill_get_maxcount(skill);
			int mob_class = (skill==AM_CANNIBALIZE)? summons[lv-1] :1142;
			if(battle_config.land_skill_limit && maxcount>0 && (battle_config.land_skill_limit&BL_PC)) {
				i = map_foreachinmap(skill_check_condition_mob_master_sub ,sd->bl.m, BL_MOB, sd->bl.id, mob_class, skill, &c);
				if(c >= maxcount ||
					(skill==AM_CANNIBALIZE && c != i && battle_config.summon_flora&2))
				{	//Fails when: exceed max limit. There are other plant types already out.
					clif_skill_fail(sd,skill,0,0);
					return 0;
				}
			}
		}
		break;
	case WZ_FIREPILLAR: // celest
		if (lv <= 5)	// no gems required at level 1-5
			itemid[0] = 0;
		break;
	case SL_SMA:
		if(type) break; //Only do the combo check when the target is selected (type == 0)
		if(!sc || sc->data[SC_SMA].timer == -1)
			return 0;
		break;	

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

	case GS_GLITTERING:
		if(sd->spiritball >= 10) {
			clif_skill_fail(sd,skill,0,0);
			return 0;
		}
		break;
	
	case NJ_ISSEN:
		if (status->hp < 2) {
			clif_skill_fail(sd,skill,0,0);
			return 0;
		}
	case NJ_BUNSINJYUTSU:
		if (!sc || sc->data[SC_NEN].timer==-1) {
			clif_skill_fail(sd,skill,0,0);
			return 0;
	  	}
		break;
	
	case NJ_ZENYNAGE:
		if(sd->status.zeny < zeny) {
			clif_skill_fail(sd,skill,5,0);
			return 0;
		}
		zeny = 0; //Zeny is reduced on skill_attack.
		break;
	case AM_CALLHOMUN: //Can't summon if a hom is already out
		if (sd->status.hom_id && sd->hd && !sd->hd->homunculus.vaporize) {
			clif_skill_fail(sd,skill,0,0);
			return 0;
		}
		if (sd->status.hom_id) //Don't delete items when hom is already out.
			checkitem_flag = delitem_flag = 0;
		break;
	case AM_REST: //Can't vapo homun if you don't have an active homunc or it's hp is < 80%
		if (!merc_is_hom_active(sd->hd) || sd->hd->battle_status.hp < (sd->hd->battle_status.max_hp*80/100))
		{
			clif_skill_fail(sd,skill,0,0);
			return 0;
		}
		break;
	case AM_RESURRECTHOMUN: // Can't resurrect homun if you don't have a dead homun
		if (!sd->status.hom_id || !sd->hd || sd->hd->homunculus.hp)
		{
			clif_skill_fail(sd,skill,0,0);
			return 0;
		}
		break;
	}

	if(!(type&2)){
		if( hp>0 && status->hp <= (unsigned int)hp) {				/* HPチェック */
			clif_skill_fail(sd,skill,2,0);		/* HP不足:失敗通知 */
			return 0;
		}
		if( sp>0 && status->sp < (unsigned int)sp) {				/* SPチェック */
			clif_skill_fail(sd,skill,1,0);		/* SP不足:失敗通知 */
			return 0;
		}
		if( zeny>0 && sd->status.zeny < zeny) {
			clif_skill_fail(sd,skill,5,0);
			return 0;
		}
	
		if(!pc_check_weapontype(sd,weapon)) {
			clif_skill_fail(sd,skill,6,0);
			return 0;
		}
		if(ammo) { //Skill requires stuff equipped in the arrow slot.
			if((i=sd->equip_index[EQI_AMMO]) < 0 ||
				!sd->inventory_data[i] ||
				sd->status.inventory[i].amount < ammo_qty
			) {
				clif_arrow_fail(sd,0);
				return 0;
			}
			if (!(ammo&1<<sd->inventory_data[i]->look))
			{	//Ammo type check. Send the "wrong weapon type" message
				//which is the closest we have to wrong ammo type. [Skotlex]
				clif_arrow_fail(sd,0); //Haplo suggested we just send the equip-arrows message instead. [Skotlex]
				//clif_skill_fail(sd,skill,6,0);
				return 0;
			}
		}
		if( spiritball > 0 && sd->spiritball < spiritball) {
			clif_skill_fail(sd,skill,0,0);
			return 0;
		}
	}

	if(!type)//States are only checked on begin-casting. [Skotlex]
	switch(state) {
	case ST_HIDING:
		if(!(sc && sc->option&OPTION_HIDE)) {
			clif_skill_fail(sd,skill,0,0);
			return 0;
		}
		break;
	case ST_CLOAKING:
		if(!pc_iscloaking(sd)) {
			clif_skill_fail(sd,skill,0,0);
			return 0;
		}
		break;
	case ST_HIDDEN:
		if(!pc_ishiding(sd)) {
			clif_skill_fail(sd,skill,0,0);
			return 0;
		}
		break;
	case ST_RIDING:
		if(!pc_isriding(sd)) {
			clif_skill_fail(sd,skill,0,0);
			return 0;
		}
		break;
	case ST_FALCON:
		if(!pc_isfalcon(sd)) {
			clif_skill_fail(sd,skill,0,0);
			return 0;
		}
		break;
	case ST_CART:
		if(!pc_iscarton(sd)) {
			clif_skill_fail(sd,skill,0,0);
			return 0;
		}
		break;
	case ST_SHIELD:
		if(sd->status.shield <= 0) {
			clif_skill_fail(sd,skill,0,0);
			return 0;
		}
		break;
	case ST_SIGHT:
		if(!sc || sc->data[SC_SIGHT].timer == -1) {
			clif_skill_fail(sd,skill,0,0);
			return 0;
		}
		break;
	case ST_EXPLOSIONSPIRITS:
		if(!sc || sc->data[SC_EXPLOSIONSPIRITS].timer == -1) {
			clif_skill_fail(sd,skill,0,0);
			return 0;
		}
		break;
	case ST_CARTBOOST:
		if(!pc_iscarton(sd) || !sc || sc->data[SC_CARTBOOST].timer == -1) {
			clif_skill_fail(sd,skill,0,0);
			return 0;
		}
		break;
	case ST_RECOV_WEIGHT_RATE:
		if(battle_config.natural_heal_weight_rate <= 100 && sd->weight*100/sd->max_weight >= battle_config.natural_heal_weight_rate) {
			clif_skill_fail(sd,skill,0,0);
			return 0;
		}
		break;
	case ST_MOVE_ENABLE:
		if (sc && sc->data[SC_COMBO].timer != -1 && sc->data[SC_COMBO].val1 == skill)
			sd->ud.canmove_tick = gettick(); //When using a combo, cancel the can't move delay to enable the skill. [Skotlex]
			
		if (!unit_can_move(&sd->bl)) {
			clif_skill_fail(sd,skill,0,0);
			return 0;
		}
		break;
	case ST_WATER:
		if (sc && (sc->data[SC_DELUGE].timer != -1 || sc->data[SC_SUITON].timer != -1))
			break;
		if (map_getcell(sd->bl.m,sd->bl.x,sd->bl.y,CELL_CHKWATER))
			break;
		clif_skill_fail(sd,skill,0,0);
		return 0;
	}

	if (checkitem_flag) {
		for(i=0;i<10;i++) {
			int x = lv%11 - 1;
			index[i] = -1;
			if(itemid[i] <= 0)
				continue;
			if(itemid[i] >= 715 && itemid[i] <= 717 && skill != HW_GANBANTEIN)
			{
				if (sd->special_state.no_gemstone)
				{	//Make it substract 1 gem rather than skipping the cost.
					if (--amount[i] < 1)
						continue;
				}
				if(sc && sc->data[SC_INTOABYSS].timer != -1)
					continue;
			} else
			if(itemid[i] == 1065 && sc && sc->data[SC_INTOABYSS].timer != -1)
				continue;

			if((skill == AM_POTIONPITCHER ||
				skill == CR_SLIMPITCHER ||
				skill == CR_CULTIVATION) && i != x)
				continue;

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

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

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

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

	if(type&2)
		return 1;

	if(sp || hp)
		status_zap(&sd->bl, hp, sp);
	if(zeny > 0)					// Zeny消費
		pc_payzeny(sd,zeny);
	if(spiritball > 0)
		pc_delspiritball(sd,spiritball,0);

	return 1;
}

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

	nullpo_retr(0, bl);
	BL_CAST(BL_PC, bl, sd);
	
	// calculate base cast time (reduced by dex)
	if (!(castnodex&1)) {			// castnodex&~1? wtf. [blackhole89]
		int scale = battle_config.castrate_dex_scale - status_get_dex(bl);
		if (scale > 0)	// not instant cast
			time = time * scale / battle_config.castrate_dex_scale;
		else return 0;	// instant cast
	}

	// calculate cast time reduced by card bonuses
	if (sd && sd->castrate != 100)
		time = time * sd->castrate / 100;

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

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

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

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

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

/*==========================================
 *
 *------------------------------------------
 */
int skill_delayfix (struct block_list *bl, int skill_id, int skill_lv)
{
	int delaynochange = skill_get_delaynodex(skill_id, skill_lv);
	int time = skill_get_delay(skill_id, skill_lv);
	
	nullpo_retr(0, bl);

	if (bl->type&battle_config.no_skill_delay)
		return battle_config.min_skill_delay_limit; 

	// instant cast attack skills depend on aspd as delay [celest]
	if (time == 0) {
		if (skill_get_type(skill_id)&(BF_WEAPON|BF_MISC) && !(skill_get_nk(skill_id)&NK_NO_DAMAGE))
			time = status_get_adelay(bl); //Use attack delay as default delay.
		else
			time = battle_config.default_skill_delay;
	} else if (time < 0)
		time = -time + status_get_amotion(bl);	// if set to <0, the attack motion is added.
	else //Agi reduction should apply only to non-zero delay skills.
	switch (skill_id)
  	{	//Monk combo skills have their delay reduced by agi/dex.
	case MO_TRIPLEATTACK:
	case MO_CHAINCOMBO:
	case MO_COMBOFINISH:
	case CH_TIGERFIST:
	case CH_CHAINCRUSH:
		time -= 4*status_get_agi(bl) - 2*status_get_dex(bl);
		break;
	default:
		if (battle_config.delay_dependon_agi && !(delaynochange&1))
		{	// if skill casttime is allowed to be reduced by agi 
			int scale = battle_config.castrate_dex_scale - status_get_agi(bl);
			if (scale > 0)
				time = time * scale / battle_config.castrate_dex_scale;
			else //To be capped later to minimum.
				time = 0;
		}
	}

	if (bl->type == BL_PC && ((TBL_PC*)bl)->delayrate != 100)
		time = time * ((TBL_PC*)bl)->delayrate / 100;

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

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

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

/*=========================================
 * 
 *----------------------------------------
 */
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;
	}

}

/*=========================================
 *
 *-----------------------------------------
 */
void skill_brandishspear_dir (struct square *tc, int dir, int are)
{
	int c;

	nullpo_retv(tc);

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

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

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

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

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

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

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

	nullpo_retv(sd);

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

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

	nullpo_retv(sd);

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

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

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

			pc_delitem(sd, i, 1, 0);
			if (per > rand() % 100) {
				item->refine++;
				if(item->equip) {
					ep = item->equip;
					pc_unequipitem(sd,idx,3);
				}
				clif_refine(sd->fd,sd,0,idx,item->refine);
				clif_delitem(sd,idx,1);
				clif_additem(sd,idx,1,0);
				if (ep)
					pc_equipitem(sd,idx,ep);
				clif_misceffect(&sd->bl,3);
				if(item->refine == MAX_REFINE &&
					item->card[0] == CARD0_FORGE &&
					MakeDWord(item->card[2],item->card[3]) == sd->char_id)
				{ // Fame point system [DracoRPG]
					switch(ditem->wlv){
						case 1:
							pc_addfame(sd,1); // Success to refine to +10 a lv1 weapon you forged = +1 fame point
							break;
						case 2:
							pc_addfame(sd,25); // Success to refine to +10 a lv2 weapon you forged = +25 fame point
							break;
						case 3:
							pc_addfame(sd,1000); // Success to refine to +10 a lv3 weapon you forged = +1000 fame point
							break;
					}
				}
			} else {
				item->refine = 0;
				if(item->equip)
					pc_unequipitem(sd,idx,3);
				clif_refine(sd->fd,sd,1,idx,item->refine);
				pc_delitem(sd,idx,1,0);
				clif_misceffect(&sd->bl,2);
				clif_emotion(&sd->bl, 23);
			}
		}
	}
}

/*==========================================
 *
 *------------------------------------------
 */
int skill_autospell (struct map_session_data *sd, int skillid)
{
	int skilllv;
	int maxlv=1,lv;

	nullpo_retr(0, sd);

	skilllv = sd->menuskill_lv;
	lv=pc_checkskill(sd,skillid);

	if(skilllv <= 0 || !lv) return 0; // Player must learn the skill before doing auto-spell [Lance]

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

	if(maxlv > lv)
		maxlv = lv;

	sc_start4(&sd->bl,SC_AUTOSPELL,100,skilllv,skillid,maxlv,0,
		skill_get_time(SA_AUTOSPELL,skilllv));
	return 0;
}

/*==========================================
 * Sitting skills functions.
 *------------------------------------------
 */
static int skill_sit_count (struct block_list *bl, va_list ap)
{
	struct map_session_data *sd;
	int type =va_arg(ap,int);
	sd=(struct map_session_data*)bl;

	if(!pc_issit(sd))
		return 0;

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

	if(type&2 && (pc_checkskill(sd,TK_HPTIME) > 0 || pc_checkskill(sd,TK_SPTIME) > 0))
		return 1;

	return 0;
}

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

	sd=(struct map_session_data*)bl;

	if(!pc_issit(sd))
		return 0;

	if(type&1 && pc_checkskill(sd,RG_GANGSTER) > 0)
		sd->state.gangsterparadise=1;

	if(type&2 && (pc_checkskill(sd,TK_HPTIME) > 0 || pc_checkskill(sd,TK_SPTIME) > 0 ))
	{
		sd->state.rest=1;
		status_calc_regen(bl, &sd->battle_status, &sd->regen);
		status_calc_regen_rate(bl, &sd->regen, &sd->sc);
	}

	return 0;
}

static int skill_sit_out (struct block_list *bl, va_list ap)
{
	struct map_session_data *sd;
	int type =va_arg(ap,int);
	sd=(struct map_session_data*)bl;
	if(sd->state.gangsterparadise && type&1)
		sd->state.gangsterparadise=0;
	if(sd->state.rest && type&2) {
		sd->state.rest=0;
		status_calc_regen(bl, &sd->battle_status, &sd->regen);
		status_calc_regen_rate(bl, &sd->regen, &sd->sc);
	}
	return 0;
}

int skill_sit (struct map_session_data *sd, int type)
{
	int flag = 0;
	int range = 0, lv;
	nullpo_retr(0, sd);


	if((lv = pc_checkskill(sd,RG_GANGSTER)) > 0) {
		flag|=1;
		range = skill_get_splash(RG_GANGSTER, lv);
	}
	if((lv = pc_checkskill(sd,TK_HPTIME)) > 0) {
		flag|=2;
		range = skill_get_splash(TK_HPTIME, lv);
	}
	else if ((lv = pc_checkskill(sd,TK_SPTIME)) > 0) {
		flag|=2;
		range = skill_get_splash(TK_SPTIME, lv);
	}

	if (!flag) return 0;

	if(type) {
		if (map_foreachinrange(skill_sit_count,&sd->bl, range, BL_PC, flag) > 1)
			map_foreachinrange(skill_sit_in,&sd->bl, range, BL_PC, flag);
		return 0;
	} else {
		if (map_foreachinrange(skill_sit_count,&sd->bl, range, BL_PC, flag) < 2)
			map_foreachinrange(skill_sit_out,&sd->bl, range, BL_PC, flag);
		return 0;
	}
	return 0;
}

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

	return 0;
}

/*==========================================
 *
 *------------------------------------------
 */
void skill_unitsetmapcell (struct skill_unit *src, int skill_num, int skill_lv, int flag)
{
	int i,x,y,range = skill_get_unit_range(skill_num,skill_lv);
	int size = range*2+1;

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

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

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

	if(status_isdead(bl))
		return 0;

	atk_type = va_arg(ap,int);
	src=va_arg(ap,struct block_list*);
	dsrc=va_arg(ap,struct block_list*);
	skillid=va_arg(ap,int);
	skilllv=va_arg(ap,int);
	tick=va_arg(ap,unsigned int);
	flag=va_arg(ap,int);
	type=va_arg(ap,int);


	if (skill_area_temp[1] == bl->id) //This is the target of the skill, do a full attack and skip target checks.
		return skill_attack(atk_type,src,dsrc,bl,skillid,skilllv,tick,flag);

	if(battle_check_target(dsrc,bl,type) <= 0 ||
		!status_check_skilluse(NULL, bl, skillid, 2))
		return 0;
	
	if (skillid == WZ_FROSTNOVA) //Only skill that doesn't requires the animation to be removed :X
		return skill_attack(atk_type,src,dsrc,bl,skillid,skilllv,tick,flag);

	//Area-splash, disable skill animation.
	return skill_attack(atk_type,src,dsrc,bl,skillid,skilllv,tick,flag|SD_ANIMATION);
}
/*==========================================
 *
 *------------------------------------------
 */
int skill_clear_group (struct block_list *bl, int flag)
{
	struct unit_data *ud = unit_bl2ud(bl);
	struct skill_unit_group *group[MAX_SKILLUNITGROUP];
	int i, count=0;

	nullpo_retr(0, bl);
	if (!ud) return 0;

	//All groups to be deleted are first stored on an array since the array elements shift around when you delete them. [Skotlex]
	for (i=0;i<MAX_SKILLUNITGROUP && ud->skillunit[i];i++)
	{
		switch (ud->skillunit[i]->skill_id) {
			case SA_DELUGE:
			case SA_VOLCANO:
			case SA_VIOLENTGALE:
			case SA_LANDPROTECTOR:
			case NJ_SUITON:
			case NJ_KAENSIN:
				if (flag&1)
					group[count++]= ud->skillunit[i];
				break;
			default:
				if (flag&2 && skill_get_inf2(ud->skillunit[i]->skill_id)&INF2_TRAP)
					group[count++]= ud->skillunit[i];
				break;
		}

	}
	for (i=0;i<count;i++)
		skill_delunitgroup(bl, group[i], 1);
	return count;
}
	
/*==========================================
 * Returns the first element field found [Skotlex]
 *------------------------------------------
 */
struct skill_unit_group *skill_locate_element_field(struct block_list *bl)
{
	struct unit_data *ud = unit_bl2ud(bl);
	int i;
	nullpo_retr(0, bl);
	if (!ud) return NULL;

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

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

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

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

	if((unit->group) && (unit->group->unit_id == UNT_GRAFFITI))
		skill_delunit(unit, 1);

	return 0;
}

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

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

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

	return 0;
}

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

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

	switch (skillid)
	{
		case SA_LANDPROTECTOR:
			if (unit->group->skill_id == SA_LANDPROTECTOR &&
				battle_check_target(bl, src, BCT_ENEMY) > 0)
			{	//Check for offensive Land Protector to delete both. [Skotlex]
				(*alive) = 0;
				skill_delunit(unit, 1);
				return 1;
			}
			//Delete the rest of types.
		case HW_GANBANTEIN:
			if(!unit->group->state.song_dance)
			{	//It deletes everything except songs/dances/encores.
				skill_delunit(unit, 1);
				return 1;
			}
			break;
		case SA_VOLCANO:
		case SA_DELUGE:
		case SA_VIOLENTGALE:
// Suiton/Kaensin CAN super-impose on each another.
//		case NJ_SUITON:
//		case NJ_KAENSIN:
			switch (unit->group->skill_id)
			{	//These cannot override each other.
				case SA_VOLCANO:
				case SA_DELUGE:
				case SA_VIOLENTGALE:
//				case NJ_SUITON:
//				case NJ_KAENSIN:
					(*alive) = 0;
					return 1;
			}
			break;
		case HP_BASILICA:
			if (unit->group->skill_id == HP_BASILICA)
			{	//Basilica can't be placed on top of itself to avoid map-cell stacking problems. [Skotlex]
				(*alive) = 0;
				return 1;
			}
			break;
	}
	if (unit->group->skill_id == SA_LANDPROTECTOR &&
		!(skill_get_inf2(skillid)&(UF_DANCE|UF_SONG|UF_ENSEMBLE)))
	{	//It deletes everything except songs/dances/encores.
		(*alive) = 0;
		return 1;
	}

	return 0;
}

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

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

// Apparently, it REMOVES traps.
//	if (skill_get_inf2(unit->group->skill_id)&INF2_TRAP)
//		return 0; //Do not remove traps.
	
	if (unit->group->skill_id == SA_LANDPROTECTOR)
		skill_delunit(unit, 1);
	else skill_delunitgroup(NULL, unit->group, 1);

	return 1;
}

/*==========================================
 * 
 *------------------------------------------
 */
int skill_chastle_mob_changetarget(struct block_list *bl,va_list ap)
{
	struct mob_data* md;
	struct unit_data*ud = unit_bl2ud(bl);
	struct block_list *from_bl;
	struct block_list *to_bl;
	md = (struct mob_data*)bl;
	from_bl = va_arg(ap,struct block_list *);
	to_bl = va_arg(ap,struct block_list *);

	if(ud && ud->target == from_bl->id)
		ud->target = to_bl->id;

	if(md->bl.type == BL_MOB && md->target_id == from_bl->id)
		md->target_id = to_bl->id;
	return 0;
}

/*==========================================
 * 指定範囲内でsrcに対して有効なターゲットのblの数を数える(foreachinarea)
 *------------------------------------------
 */
int skill_count_target (struct block_list *bl, va_list ap)
{
	struct block_list *src = va_arg(ap,struct block_list *);
	if (battle_check_target(src,bl,BCT_ENEMY) > 0)
		return 1;
	return 0;
}
/*==========================================
 *
 *------------------------------------------
 */
int skill_trap_splash (struct block_list *bl, va_list ap)
{
	struct block_list *src;
	int tick;
	struct skill_unit *unit;
	struct skill_unit_group *sg;
	struct block_list *ss;
	int i,count;
	src = va_arg(ap,struct block_list *);
	unit = (struct skill_unit *)src;
	tick = va_arg(ap,int);
	count = va_arg(ap,int);
	
	nullpo_retr(0, sg = unit->group);
	nullpo_retr(0, ss = map_id2bl(sg->src_id));

	if(battle_check_target(src,bl,BCT_ENEMY) > 0){
		switch(sg->unit_id){
			case UNT_SHOCKWAVE:
			case UNT_SANDMAN:
			case UNT_FLASHER:        
				skill_additional_effect(ss,bl,sg->skill_id,sg->skill_lv,BF_MISC,tick);
				break;
			case UNT_BLASTMINE:
			case UNT_CLAYMORETRAP:
				//Special property: Each target is hit N times (N = number of targets on splash area)
				if (!count) count = 1;
				for(i=0;i<count;i++)
					skill_attack(BF_MISC,ss,src,bl,sg->skill_id,sg->skill_lv,tick,0);
				break;
			case UNT_FREEZINGTRAP:
				skill_attack(BF_WEAPON,ss,src,bl,sg->skill_id,sg->skill_lv,tick,0);
				break;
		}
	}

	return 0;
}

/*==========================================
 *
 *------------------------------------------
 */
int skill_enchant_elemental_end (struct block_list *bl, int type)
{
	struct status_change *sc;

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

	if (!sc->count) return 0;
	
	if (type != SC_ENCPOISON && sc->data[SC_ENCPOISON].timer != -1)
		status_change_end(bl, SC_ENCPOISON, -1);
	if (type != SC_ASPERSIO && sc->data[SC_ASPERSIO].timer != -1)
		status_change_end(bl, SC_ASPERSIO, -1);
	if (type != SC_FIREWEAPON && sc->data[SC_FIREWEAPON].timer != -1)
		status_change_end(bl, SC_FIREWEAPON, -1);
	if (type != SC_WATERWEAPON && sc->data[SC_WATERWEAPON].timer != -1)
		status_change_end(bl, SC_WATERWEAPON, -1);
	if (type != SC_WINDWEAPON && sc->data[SC_WINDWEAPON].timer != -1)
		status_change_end(bl, SC_WINDWEAPON, -1);
	if (type != SC_EARTHWEAPON && sc->data[SC_EARTHWEAPON].timer != -1)
		status_change_end(bl, SC_EARTHWEAPON, -1);
	if (type != SC_SHADOWWEAPON && sc->data[SC_SHADOWWEAPON].timer != -1)
		status_change_end(bl, SC_SHADOWWEAPON, -1);
	if (type != SC_GHOSTWEAPON && sc->data[SC_GHOSTWEAPON].timer != -1)
		status_change_end(bl, SC_GHOSTWEAPON, -1);
	return 0;
}

int skill_check_cloaking(struct block_list *bl, struct status_change *sc)
{
	static int dx[] = { 0, 1, 0, -1, -1,  1, 1, -1}; //optimized by Lupus
	static int dy[] = {-1, 0, 1,  0, -1, -1, 1,  1};
	int end = 1,i;

	if ((bl->type == BL_PC && battle_config.pc_cloak_check_type&1) ||
		(bl->type != BL_PC && battle_config.monster_cloak_check_type&1))
		{	//Check for walls.
			for (i = 0; i < 8; i++)
			if (map_getcell(bl->m, bl->x+dx[i], bl->y+dy[i], CELL_CHKNOPASS))
			{
				end = 0;
				break;
			}
		} else
			end = 0; //No wall check.
			
	if(end){
		if (sc->data[SC_CLOAKING].timer != -1) {
			if (sc->data[SC_CLOAKING].val1 < 3) //End cloaking.
				status_change_end(bl, SC_CLOAKING, -1);
			else if(sc->data[SC_CLOAKING].val4&1)
			{	//Remove wall bonus
				sc->data[SC_CLOAKING].val4&=~1;
				status_calc_bl(bl,SCB_SPEED);
			}
		} 
	}
	else if(sc->data[SC_CLOAKING].timer != -1 && !(sc->data[SC_CLOAKING].val4&1))
	{	//Add wall speed bonus
		sc->data[SC_CLOAKING].val4|=1;
		status_calc_bl(bl,SCB_SPEED);
	}

	return end;
}

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

/*==========================================
 *
 *
 *------------------------------------------
 */
void skill_stop_dancing (struct block_list *src)
{
	struct status_change* sc;
	struct skill_unit_group* group;
	struct map_session_data* dsd = NULL;

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

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

	status_change_end(src, SC_DANCING, -1);

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

	if (group)
		skill_delunitgroup(NULL, group, 0);
}

/*==========================================
 *
 *------------------------------------------
 */
struct skill_unit *skill_initunit (struct skill_unit_group *group, int idx, int x, int y, int val1, int val2)
{
	struct skill_unit *unit;

	nullpo_retr(NULL, group);
	nullpo_retr(NULL, 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->alive=1;
	unit->val1=val1;
	unit->val2=val2;

	map_addblock(&unit->bl);

	switch (group->skill_id) {
	case AL_PNEUMA:
		skill_unitsetmapcell(unit,AL_PNEUMA,group->skill_lv,CELL_SETPNEUMA);
		break;
	case MG_SAFETYWALL:
		skill_unitsetmapcell(unit,MG_SAFETYWALL,group->skill_lv,CELL_SETSAFETYWALL);
		break;
	case SA_LANDPROTECTOR:
		skill_unitsetmapcell(unit,SA_LANDPROTECTOR,group->skill_lv,CELL_SETLANDPROTECTOR);
		break;
	case HP_BASILICA:
		skill_unitsetmapcell(unit,HP_BASILICA,group->skill_lv,CELL_SETBASILICA);
		break;
	case WZ_ICEWALL:
		skill_unitsetmapcell(unit,WZ_ICEWALL,group->skill_lv,CELL_SETICEWALL);
		break;
	default:
		if (group->state.song_dance&0x1) //Check for dissonance.
			skill_dance_overlap(unit, 1);
		break;
	}
	clif_skill_setunit(unit);
	return unit;
}

/*==========================================
 * if flag =1 -> forced removal, 0 is for natural expiration.
 *------------------------------------------
 */
int skill_delunit (struct skill_unit *unit, int flag)
{
	struct skill_unit_group *group;

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

	skill_unit_onlimit( unit,gettick(), flag);

	if (group->state.song_dance&0x1) //Restore dissonance effect.
		skill_dance_overlap(unit, 0);

	if (!unit->range) {
		map_foreachincell(skill_unit_effect,unit->bl.m,
			unit->bl.x,unit->bl.y,group->bl_flag,&unit->bl,gettick(),4);
	}

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

	clif_skill_delunit(unit);

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

	return 0;
}
/*==========================================
 *
 *------------------------------------------
 */
static int skill_unit_group_newid = MAX_SKILL_DB;
struct skill_unit_group *skill_initunitgroup (struct block_list *src, int count, int skillid, int skilllv, int unit_id, int limit, int interval)
{
	struct unit_data *ud = unit_bl2ud(src);
	struct skill_unit_group *group=NULL;
	int i;

	if(skilllv <= 0) return 0;

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

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

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

/*==========================================
 * If flag, this is a forced deletion, otherwise it's natural expiration.
 *------------------------------------------
 */
int skill_delunitgroup (struct block_list *src, struct skill_unit_group *group, int flag)
{
	struct unit_data *ud;
	int i,j;

	nullpo_retr(0, group);

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

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

	if (src->type==BL_PC && group->state.ammo_consume)
		battle_consume_ammo((TBL_PC*)src, group->skill_id, group->skill_lv);

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

	map_freeblock(&group->unit->bl);
	group->unit=NULL;
	group->group_id=0;
	group->unit_count=0;

	//Locate and clear this unit from the array.
	for (i=0; i<MAX_SKILLUNITGROUP && ud->skillunit[i]!=group; i++);
	for (j=i; j<MAX_SKILLUNITGROUP && ud->skillunit[j]; j++);
	j--;
	if (i<MAX_SKILLUNITGROUP) {
		ud->skillunit[i] = ud->skillunit[j];
		ud->skillunit[j] = NULL;
		ers_free(skill_unit_ers, group);
	} else
		ShowError("skill_delunitgroup: Group not found! (src_id: %d skill_id: %d)\n", group->src_id, group->skill_id);
	return 1;
}

/*==========================================
 *
 *------------------------------------------
 */
int skill_clear_unitgroup (struct block_list *src)
{
	struct unit_data *ud = unit_bl2ud(src);

	nullpo_retr(0, ud);

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

/*==========================================
 *
 *------------------------------------------
 */
struct skill_unit_group_tickset *skill_unitgrouptickset_search (struct block_list *bl, struct skill_unit_group *group, int tick)
{
	int i,j=-1,k,s,id;
	struct unit_data *ud;
	struct skill_unit_group_tickset *set;

	nullpo_retr(0, bl);
	if (group->interval==-1)
		return NULL;
	
	ud = unit_bl2ud(bl);
	if (!ud) return NULL;

	set = ud->skillunittick;

	if (skill_get_unit_flag(group->skill_id)&UF_NOOVERLAP)
		id = s = group->skill_id;
	else
		id = s = group->group_id;

	for (i=0; i<MAX_SKILLUNITGROUPTICKSET; i++) {
		k = (i+s) % MAX_SKILLUNITGROUPTICKSET;
		if (set[k].id == id)
			return &set[k];
		else if (j==-1 && (DIFF_TICK(tick,set[k].tick)>0 || set[k].id==0))
			j=k;
	}

	if (j == -1) {
		if(battle_config.error_log) {
			ShowWarning ("skill_unitgrouptickset_search: tickset is full\n");
		}
		j = id % MAX_SKILLUNITGROUPTICKSET;
	}

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

/*==========================================
 *
 *------------------------------------------
 */
int skill_unit_timer_sub_onplace (struct block_list *bl, va_list ap)
{
	struct skill_unit *unit;
	struct skill_unit_group *group;
	unsigned int tick;

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

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

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

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

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

	skill_unit_onplace_timer(unit,bl,tick);
	return 1;
}

/*==========================================
 *
 *------------------------------------------
 */
int skill_unit_timer_sub (struct block_list *bl, va_list ap)
{
	struct skill_unit *unit;
	struct skill_unit_group *group;
	unsigned int tick;
  	int flag;

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

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

	nullpo_retr(0, group);

	flag = skill_dance_switch(unit, group, 0);
	if (unit->range>=0 && group->interval!=-1) {
		if (battle_config.skill_wall_check)
			map_foreachinshootrange(skill_unit_timer_sub_onplace, bl, unit->range,
				group->bl_flag,bl,tick);
		else
			map_foreachinrange(skill_unit_timer_sub_onplace, bl, unit->range,
				group->bl_flag,bl,tick);
		if (!unit->alive)
		{
			if (flag)
				skill_dance_switch(unit, group, 1);
			return 0;
		}
	}
  	if (flag)
		skill_dance_switch(unit, group, 1);

	if((DIFF_TICK(tick,group->tick)>=group->limit || DIFF_TICK(tick,group->tick)>=unit->limit)){
		switch(group->unit_id){
			case UNT_BLASTMINE:
				group->unit_id = UNT_USED_TRAPS;
				clif_changetraplook(bl, UNT_USED_TRAPS);
				group->limit=DIFF_TICK(tick+1500,group->tick);
				unit->limit=DIFF_TICK(tick+1500,group->tick);
				break;
			case UNT_SKIDTRAP:
			case UNT_ANKLESNARE:
			case UNT_LANDMINE:
			case UNT_SHOCKWAVE:
			case UNT_SANDMAN:
			case UNT_FLASHER:
			case UNT_FREEZINGTRAP:
			case UNT_CLAYMORETRAP:
			case UNT_TALKIEBOX:
				{
					struct block_list *src=map_id2bl(group->src_id);
					if(src && src->type==BL_PC && !group->state.into_abyss)
					{	//Avoid generating trap items when it did not cost to create them. [Skotlex]
						struct item item_tmp;
						malloc_set(&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);
					}
					skill_delunit(unit, 0);
				}
				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, 0);
		}
	}

	if(group->unit_id == UNT_ICEWALL) {
		unit->val1 -= 5;
		if(unit->val1 <= 0 && unit->limit + group->tick > tick + 700)
			unit->limit = DIFF_TICK(tick+700,group->tick);
	} else
	if (group->unit_id == UNT_TATAMIGAESHI && unit->range>=0)
	{	//Disable processed cell.
		unit->range = -1;
		if (--group->val1 <= 0)
	  	{	//All tiles were processed, disable skill.
			group->target_flag=BCT_NOONE;
			group->bl_flag= BL_NUL;
		}
	}

	return 0;
}
/*==========================================
 *
 *------------------------------------------
 */
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;
}

/*==========================================
 *
 *------------------------------------------
 */
int skill_unit_move_sub (struct block_list *bl, va_list ap)
{
	struct skill_unit *unit = (struct skill_unit *)bl;
	struct skill_unit_group *group;
	struct block_list *target;
	unsigned int tick,flag,result;
	int skill_id;

	target=va_arg(ap,struct block_list*);
	tick = va_arg(ap,unsigned int);
	flag = va_arg(ap,int);
	
	nullpo_retr(0, group=unit->group);
	
	if (!unit->alive || target->prev==NULL)
		return 0;

	
	if (skill_dance_switch(unit, group, 0))
		flag|=64; //Signal to remember to restore it.

	//Necessary in case the group is deleted after calling on_place/on_out [Skotlex]
	skill_id = unit->group->skill_id;

	if (unit->group->interval!=-1 && 
		!(skill_get_unit_flag(skill_id)&UF_DUALMODE))
	{	//Skills in dual mode have to trigger both. [Skotlex]
		if (flag&64)
			skill_dance_switch(unit, group, 1);
		return 0;
	}

	//Target-type check.
	if(!(group->bl_flag&target->type && battle_check_target(&unit->bl,target,group->target_flag)>0))
	{
		if(group->src_id == target->id && group->state.song_dance&0x2)
		{	//Ensemble check to see if they went out/in of the area [Skotlex]
			if (flag&1)
			{
				if (flag&2)
				{	//Clear skill ids we have stored in onout.
					int i;
					for(i=0; i<8 && skill_unit_temp[i]!=skill_id; i++);
					if (i<8)
						skill_unit_temp[i] = 0;
				}
			}
			else
			{
				if (flag&2 && skill_unit_index < 7) //Store this unit id.
					skill_unit_temp[skill_unit_index++] = skill_id;
			}
			if (flag&4)
				skill_unit_onleft(skill_id,target,tick);
		}
		if (flag&64)
			skill_dance_switch(unit, group, 1);
		return 0;
	}
	
	if (flag&1)
	{
		result = skill_unit_onplace(unit,target,tick);
		if (flag&2 && result)
		{	//Clear skill ids we have stored in onout.
			int i;
			for(i=0; i<8 && skill_unit_temp[i]!=result; i++);
			if (i<8)
				skill_unit_temp[i] = 0;
		}
	}
	else
	{
		result = skill_unit_onout(unit,target,tick);
		if (flag&2 && skill_unit_index < 7 && result) //Store this unit id.
			skill_unit_temp[skill_unit_index++] = result;
	}

	//TODO: Normally, this is dangerous since the unit and group could be freed
	//inside the onout/onplace functions. Currently it is safe because we know song/dance
	//cells do not get deleted within them. [Skotlex]
	if (flag&64)
		skill_dance_switch(unit, group, 1);
		
	if (flag&4)
		skill_unit_onleft(skill_id,target,tick);
	return 1;
}

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

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

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

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

	return 0;
}

/*==========================================
 *
 *------------------------------------------
 */
int skill_unit_move_unit_group (struct skill_unit_group *group, int m, int dx, int dy)
{
	int i,j;
	unsigned int tick = gettick();
	int *m_flag;
	struct skill_unit *unit1;
	struct skill_unit *unit2;

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

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

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

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

/*==========================================
 *
 *------------------------------------------
 */
int skill_can_produce_mix (struct map_session_data *sd, int nameid, int trigger, int qty)
{
	int i,j;

	nullpo_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 )
		return 0;

	if(trigger>=0){
		if(trigger>20) { // Non-weapon, non-food item (itemlv must match)
			if(skill_produce_db[i].itemlv!=trigger)
				return 0;
		} else if(trigger>10) { // Food (any item level between 10 and 20 will do)
			if(skill_produce_db[i].itemlv<=10 || skill_produce_db[i].itemlv>20)
				return 0;
		} else { // Weapon (itemlv must be higher or equal)
			if(skill_produce_db[i].itemlv>trigger)
				return 0;
		}
	}
	if((j=skill_produce_db[i].req_skill)>0 &&
		pc_checkskill(sd,j) < skill_produce_db[i].req_skill_lv)
		return 0;

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

/*==========================================
 *
 *------------------------------------------
 */
int skill_produce_mix (struct map_session_data *sd, int skill_id, int nameid, int slot1, int slot2, int slot3, int qty)
{
	int slot[3];
	int i,sc,ele,idx,equip,wlv,make_per,flag;
	struct status_data *status;

	nullpo_retr(0, sd);
	status = status_get_status_data(&sd->bl);

	if( !(idx=skill_can_produce_mix(sd,nameid,-1, qty)) )
		return 0;
	idx--;

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

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

	for(i=0;i<MAX_PRODUCE_RESOURCE;i++){
		int j,id,x;
		if( (id=skill_produce_db[idx].mat_id[i]) <= 0 )
			continue;
		x=qty*skill_produce_db[idx].mat_amount[i];
		do{
			int y=0;
			j = pc_search_inventory(sd,id);

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

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

	if((equip=itemdb_isequip(nameid)))
		wlv = itemdb_wlv(nameid);
	if(!equip) {
		switch(skill_id){
			case BS_IRON:
			case BS_STEEL:
			case BS_ENCHANTEDSTONE:
				// Ores & Metals Refining - skill bonuses are straight from kRO website [DracoRPG]
				i = pc_checkskill(sd,skill_id);
				make_per = sd->status.job_level*20 + status->dex*10 + status->luk*10; //Base chance
				switch(nameid){
					case 998: // Iron
						make_per += 4000+i*500; // Temper Iron bonus: +26/+32/+38/+44/+50
						break;
					case 999: // Steel
						make_per += 3000+i*500; // Temper Steel bonus: +35/+40/+45/+50/+55
						break;
					case 1000: //Star Crumb
						make_per = 100000; // Star Crumbs are 100% success crafting rate? (made 1000% so it succeeds even after penalties) [Skotlex]
						break;
					default: // Enchanted Stones
						make_per += 1000+i*500; // Enchantedstone Craft bonus: +15/+20/+25/+30/+35
					break;
				}
				break;
			case ASC_CDP:
				make_per = (2000 + 40*status->dex + 20*status->luk);
				break;
			case AL_HOLYWATER:
				make_per = 100000; //100% success
				break;
			case AM_PHARMACY: // Potion Preparation - reviewed with the help of various Ragnainfo sources [DracoRPG]
			case AM_TWILIGHT1:
			case AM_TWILIGHT2:
			case AM_TWILIGHT3:
				make_per = pc_checkskill(sd,AM_LEARNINGPOTION)*100
					+ pc_checkskill(sd,AM_PHARMACY)*300 + sd->status.job_level*20
					+ status->int_*5 + status->dex*10+status->luk*10;
				switch(nameid){
					case 501: // Red Potion
					case 503: // Yellow Potion
					case 504: // White Potion
					case 605: // Anodyne
					case 606: // Aloevera
						make_per += 2000;
						break;
					case 505: // Blue Potion
						make_per -= 500;
						break;
					case 545: // Condensed Red Potion
					case 546: // Condensed Yellow Potion
					case 547: // Condensed White Potion
						make_per -= 1000;
					    break;
				 	case 970: // Alcohol
						make_per += 1000;
						break;
					case 7139: // Glistening Coat
						make_per -= 1000;
						break;
					case 7135: // Bottle Grenade
					case 7136: // Acid Bottle
					case 7137: // Plant Bottle
					case 7138: // Marine Sphere Bottle
					default:
						break;
				}
				if(battle_config.pp_rate != 100)
					make_per = make_per * battle_config.pp_rate / 100;
				break;
			case SA_CREATECON: // Elemental Converter Creation - skill bonuses are from kRO [DracoRPG]
				make_per = pc_checkskill(sd, SA_ADVANCEDBOOK)*100 + //TODO: Advanced Book bonus is custom! [Skotlex]
					sd->status.job_level*20 + status->int_*10 + status->dex*10;
				switch(nameid){
					case 12114:
						flag = pc_checkskill(sd,SA_FLAMELAUNCHER);
						if (flag > 0)
							make_per += 1000*flag-500;
						break;
					case 12115:
						flag = pc_checkskill(sd,SA_FROSTWEAPON);
						if (flag > 0)
							make_per += 1000*flag-500;
						break;
					case 12116:
						flag = pc_checkskill(sd,SA_SEISMICWEAPON);
						if (flag > 0)
							make_per += 1000*flag-500;
						break;
					case 12117:
						flag = pc_checkskill(sd,SA_LIGHTNINGLOADER);
						if (flag > 0)
							make_per += 1000*flag-500;
						break;
				}
				break;
			default:
				if (sd->menuskill_id ==	AM_PHARMACY &&
					sd->menuskill_lv > 10 && sd->menuskill_lv <= 20)
				{	//Assume Cooking Dish
					if (sd->menuskill_lv >= 15) //Legendary Cooking Set.
						make_per = 10000; //100% Success
					else
						make_per = 1200*(sd->menuskill_lv-10) //12% chance per set level.
							+ 7000 - 700*(skill_produce_db[idx].itemlv-10); //70% - 7% per dish level
					break;
				}
				make_per = 5000;
				break;
		}
	} else { // Weapon Forging - skill bonuses are straight from kRO website, other things from a jRO calculator [DracoRPG]
		make_per = 5000 + sd->status.job_level*20 + status->dex*10 + status->luk*10; // Base
		make_per += pc_checkskill(sd,skill_id)*500; // Smithing skills bonus: +5/+10/+15
		make_per += pc_checkskill(sd,BS_WEAPONRESEARCH)*100 +((wlv >= 3)? pc_checkskill(sd,BS_ORIDEOCON)*100:0); // Weaponry Research bonus: +1/+2/+3/+4/+5/+6/+7/+8/+9/+10, Oridecon Research bonus (custom): +1/+2/+3/+4/+5
		make_per -= (ele?2000:0) + sc*1500 + (wlv>1?wlv*1000:0); // Element Stone: -20%, Star Crumb: -15% each, Weapon level malus: -0/-20/-30
		if(pc_search_inventory(sd,989) > 0) make_per+= 1000; // Emperium Anvil: +10
		else if(pc_search_inventory(sd,988) > 0) make_per+= 500; // Golden Anvil: +5
		else if(pc_search_inventory(sd,987) > 0) make_per+= 300; // Oridecon Anvil: +3
		else if(pc_search_inventory(sd,986) > 0) make_per+= 0; // Anvil: +0?
		if(battle_config.wp_rate != 100)
			make_per = make_per * battle_config.wp_rate / 100;
	}
// - Baby Class Penalty = 80% (from adult's chance) ----//
	if (sd->class_&JOBL_BABY) //if it's a Baby Class
		make_per = (make_per * 80) / 100; //Lupus

	if(make_per < 1) make_per = 1;

	
	if(rand()%10000 < make_per || qty > 1){ //Success, or crafting multiple items.
		struct item tmp_item;
		malloc_set(&tmp_item,0,sizeof(tmp_item));
		tmp_item.nameid=nameid;
		tmp_item.amount=1;
		tmp_item.identify=1;
		if(equip){
			tmp_item.card[0]=CARD0_FORGE;
			tmp_item.card[1]=((sc*5)<<8)+ele;
			tmp_item.card[2]=GetWord(sd->char_id,0); // CharId
			tmp_item.card[3]=GetWord(sd->char_id,1);
		} else {
			//Flag is only used on the end, so it can be used here. [Skotlex]
			switch (skill_id) {
				case AM_PHARMACY:
				case AM_TWILIGHT1:
				case AM_TWILIGHT2:
				case AM_TWILIGHT3:
					flag = battle_config.produce_potion_name_input;
					break;
				case AL_HOLYWATER:
					flag = battle_config.holywater_name_input;
					break;
				case ASC_CDP:
					flag = battle_config.cdp_name_input;
					break;
				default:
					flag = battle_config.produce_item_name_input;
					break;
			}
			if (flag) {
				tmp_item.card[0]=CARD0_CREATE;
				tmp_item.card[1]=0;
				tmp_item.card[2]=GetWord(sd->char_id,0); // CharId
				tmp_item.card[3]=GetWord(sd->char_id,1);
			}
		}

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

		if(equip){
			clif_produceeffect(sd,0,nameid);
			clif_misceffect(&sd->bl,3);
			if(itemdb_wlv(nameid) >= 3 && ((ele? 1 : 0) + sc) >= 3) // Fame point system [DracoRPG]
				pc_addfame(sd,10); // Success to forge a lv3 weapon with 3 additional ingredients = +10 fame point
		} else {
			int fame = 0;
			tmp_item.amount = 0;
			for (i=0; i< qty; i++)
			{	//Apply quantity modifiers.
				if (rand()%10000 < make_per || qty == 1)
				{ //Success
					tmp_item.amount++;
					if(nameid < 545 || nameid > 547)
						continue;
					if(skill_id != AM_PHARMACY &&
						skill_id != AM_TWILIGHT1 &&
						skill_id != AM_TWILIGHT2 &&
						skill_id != AM_TWILIGHT3)
						continue;						
					//Add fame as needed.
					switch(++sd->potion_success_counter) {
						case 3:
							fame+=1; // Success to prepare 3 Condensed Potions in a row
							break;
						case 5:
							fame+=3; // Success to prepare 5 Condensed Potions in a row
							break;
						case 7:
							fame+=10; // Success to prepare 7 Condensed Potions in a row
							break;
						case 10:
							fame+=50; // Success to prepare 10 Condensed Potions in a row
							sd->potion_success_counter = 0;
							break;
					}
				} else //Failure
					sd->potion_success_counter = 0;
			}
			if (fame)
				pc_addfame(sd,fame);
			//Visual effects and the like.
			switch (skill_id) {
				case AM_PHARMACY:
				case AM_TWILIGHT1:
				case AM_TWILIGHT2:
				case AM_TWILIGHT3:
				case ASC_CDP:
					clif_produceeffect(sd,2,nameid);
					clif_misceffect(&sd->bl,5);
					break;
				case BS_IRON:
				case BS_STEEL:
				case BS_ENCHANTEDSTONE:
					clif_produceeffect(sd,0,nameid);
					clif_misceffect(&sd->bl,3);
					break;
				default: //Those that don't require a skill?
					if (skill_produce_db[idx].itemlv>10 &&
						skill_produce_db[idx].itemlv<= 20) //Cooking items.
						clif_specialeffect(&sd->bl, 608, AREA);
					break;
			}
		}
		if (tmp_item.amount) { //Success
			if((flag = pc_additem(sd,&tmp_item,tmp_item.amount))) {
				clif_additem(sd,0,0,flag);
				map_addflooritem(&tmp_item,tmp_item.amount,sd->bl.m,sd->bl.x,sd->bl.y,NULL,NULL,NULL,0);
			}
			return 1;
		}
	}
	//Failure	
//	if(log_config.produce)
//		log_produce(sd,nameid,slot1,slot2,slot3,0);
//TODO update PICKLOG

	if(equip){
		clif_produceeffect(sd,1,nameid);
		clif_misceffect(&sd->bl,2);
	} else {
		switch (skill_id) {
			case ASC_CDP: //25% Damage yourself, and display same effect as failed potion.
				status_percent_damage(NULL, &sd->bl, -25, 0);
			case AM_PHARMACY:
			case AM_TWILIGHT1:
			case AM_TWILIGHT2:
			case AM_TWILIGHT3:
				clif_produceeffect(sd,3,nameid);
				clif_misceffect(&sd->bl,6);
				sd->potion_success_counter = 0; // Fame point system [DracoRPG]
				break;
			case BS_IRON:
			case BS_STEEL:
			case BS_ENCHANTEDSTONE:
				clif_produceeffect(sd,1,nameid);
				clif_misceffect(&sd->bl,2);
				break;
			default:
				if (skill_produce_db[idx].itemlv>10 &&
					skill_produce_db[idx].itemlv<= 20) //Cooking items.
					clif_specialeffect(&sd->bl, 609, AREA);
		}
	}
	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++) {
		malloc_set(&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]=CARD0_CREATE;
			tmp_item.card[1]=0;
			tmp_item.card[2]=GetWord(sd->char_id,0); // CharId
			tmp_item.card[3]=GetWord(sd->char_id,1);
		}
		if(tmp_item.nameid <= 0 || tmp_item.amount <= 0)
			continue;
		if((flag = pc_additem(sd,&tmp_item,tmp_item.amount))) {
			clif_additem(sd,0,0,flag);
			map_addflooritem(&tmp_item,tmp_item.amount,sd->bl.m,sd->bl.x,sd->bl.y,NULL,NULL,NULL,0);
		}
	}

	return 0;
}

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

int skill_blockpc_start(struct map_session_data *sd, int skillid, int tick)
{
	nullpo_retr (-1, sd);

	if (skillid >= GD_SKILLBASE)
		skillid = GD_SKILLRANGEMIN + skillid - GD_SKILLBASE;
	if (skillid >= HM_SKILLBASE)	//[orn]
		skillid = HM_SKILLRANGEMIN + skillid - HM_SKILLBASE;
	if (skillid < 1 || skillid > MAX_SKILL)
		return -1;

	if (tick < 1) {
		sd->blockskill[skillid] = 0;
		return -1;
	}

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

int skill_blockmerc_end (int tid, unsigned int tick, int id, int data)	//[orn]
{
	struct homun_data *hd = (TBL_HOM*) map_id2bl(id);
	if (data <= 0 || data >= MAX_SKILL)
		return 0;
	if (hd) hd->blockskill[data] = 0;
	
	return 1;
}

int skill_blockmerc_start(struct homun_data *hd, int skillid, int tick)	//[orn]
{
	nullpo_retr (-1, hd);
	
	if (skillid >= GD_SKILLBASE)
		skillid = GD_SKILLRANGEMIN + skillid - GD_SKILLBASE;
	if (skillid >= HM_SKILLBASE)	//[orn]
		skillid = HM_SKILLRANGEMIN + skillid - HM_SKILLBASE;
	if (skillid < 1 || skillid > MAX_SKILL)
		return -1;

	if (tick < 1) {
		hd->blockskill[skillid] = 0;
		return -1;
	}
	hd->blockskill[skillid] = 1;
	return add_timer(gettick()+tick,skill_blockmerc_end,hd->bl.id,skillid);
}


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

/*
 *
 */
int skill_split_str (char *str, char **val, int num)
{
	int i;

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

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

/*
 *
 */
void skill_init_unit_layout (void)
{
	int i,j,size,pos = 0;

	malloc_set(skill_unit_layout,0,sizeof(skill_unit_layout));
	for (i=0; i<=MAX_SQUARE_LAYOUT; i++) {
		size = i*2+1;
		skill_unit_layout[i].count = size*size;
		for (j=0; j<size*size; j++) {
			skill_unit_layout[i].dx[j] = (j%size-i);
			skill_unit_layout[i].dy[j] = (j/size-i);
		}
	}
	pos = i;
	for (i=0;i<MAX_SKILL_DB;i++) {
		if (!skill_db[i].unit_id[0] || skill_db[i].unit_layout_type[0] != -1)
			continue;
		switch (i) {
			case MG_FIREWALL:
			case WZ_ICEWALL:
				break;
			case PR_SANCTUARY:
			{
				static const int dx[] = {
					-1, 0, 1,-2,-1, 0, 1, 2,-2,-1,
					 0, 1, 2,-2,-1, 0, 1, 2,-1, 0, 1};
				static const int dy[]={
					-2,-2,-2,-1,-1,-1,-1,-1, 0, 0,
					 0, 0, 0, 1, 1, 1, 1, 1, 2, 2, 2};
				skill_unit_layout[pos].count = 21;
				memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
				memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
				break;
			}
			case PR_MAGNUS:
			{
				static const int dx[] = {
					-1, 0, 1,-1, 0, 1,-3,-2,-1, 0,
					 1, 2, 3,-3,-2,-1, 0, 1, 2, 3,
					-3,-2,-1, 0, 1, 2, 3,-1, 0, 1,-1, 0, 1};
				static const int dy[] = {
					-3,-3,-3,-2,-2,-2,-1,-1,-1,-1,
					-1,-1,-1, 0, 0, 0, 0, 0, 0, 0,
					 1, 1, 1, 1, 1, 1, 1, 2, 2, 2, 3, 3, 3};
				skill_unit_layout[pos].count = 33;
				memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
				memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
				break;
			}
			case AS_VENOMDUST:
			{
				static const int dx[] = {-1, 0, 0, 0, 1};
				static const int dy[] = { 0,-1, 0, 1, 0};
				skill_unit_layout[pos].count = 5;
				memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
				memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
				break;
			}
			case CR_GRANDCROSS:
			case NPC_GRANDDARKNESS:
			{
				static const int dx[] = {
					 0, 0,-1, 0, 1,-2,-1, 0, 1, 2,
					-4,-3,-2,-1, 0, 1, 2, 3, 4,-2,
					-1, 0, 1, 2,-1, 0, 1, 0, 0};
				static const int dy[] = {
					-4,-3,-2,-2,-2,-1,-1,-1,-1,-1,
					 0, 0, 0, 0, 0, 0, 0, 0, 0, 1,
					 1, 1, 1, 1, 2, 2, 2, 3, 4};
				skill_unit_layout[pos].count = 29;
				memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
				memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
				break;
			}
			case PF_FOGWALL:
			{
				static const int dx[] = {
					-2,-1, 0, 1, 2,-2,-1, 0, 1, 2,-2,-1, 0, 1, 2};
				static const int dy[] = {
					-1,-1,-1,-1,-1, 0, 0, 0, 0, 0, 1, 1, 1, 1, 1};
				skill_unit_layout[pos].count = 15;
				memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
				memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
				break;
			}
			case PA_GOSPEL:
			{
				static const int dx[] = {
					-1, 0, 1,-1, 0, 1,-3,-2,-1, 0,
					 1, 2, 3,-3,-2,-1, 0, 1, 2, 3,
					-3,-2,-1, 0, 1, 2, 3,-1, 0, 1,
					-1, 0, 1};
				static const int dy[] = {
					-3,-3,-3,-2,-2,-2,-1,-1,-1,-1,
					-1,-1,-1, 0, 0, 0, 0, 0, 0, 0,
					 1, 1, 1, 1, 1, 1, 1, 2, 2, 2,
					 3, 3, 3};
				skill_unit_layout[pos].count = 33;
				memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
				memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
				break;
			}
			case NJ_KAENSIN:
			{
				static const int dx[] = {-2,-1, 0, 1, 2,-2,-1, 0, 1, 2,-2,-1, 1, 2,-2,-1, 0, 1, 2,-2,-1, 0, 1, 2};
				static const int dy[] = { 2, 2, 2, 2, 2, 1, 1, 1, 1, 1, 0, 0, 0, 0,-1,-1,-1,-1,-1,-2,-2,-2,-2,-2};
				skill_unit_layout[pos].count = 24;
				memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
				memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
				break;
			}
			case NJ_TATAMIGAESHI:
			{
				//Level 1 (count 4, cross of 3x3)
				static const int dx1[] = {-1, 1, 0, 0};
				static const int dy1[] = { 0, 0,-1, 1};
				//Level 2-3 (count 8, cross of 5x5)
				static const int dx2[] = {-2,-1, 1, 2, 0, 0, 0, 0};
				static const int dy2[] = { 0, 0, 0, 0,-2,-1, 1, 2};
				//Level 4-5 (count 12, cross of 7x7
				static const int dx3[] = {-3,-2,-1, 1, 2, 3, 0, 0, 0, 0, 0, 0};
				static const int dy3[] = { 0, 0, 0, 0, 0, 0,-3,-2,-1, 1, 2, 3};
				//lv1
				j = 0;
				skill_unit_layout[pos].count = 4;
				memcpy(skill_unit_layout[pos].dx,dx1,sizeof(dx1));
				memcpy(skill_unit_layout[pos].dy,dy1,sizeof(dy1));
				skill_db[i].unit_layout_type[j] = pos;
				//lv2/3
				j++;
				pos++;
				skill_unit_layout[pos].count = 8;
				memcpy(skill_unit_layout[pos].dx,dx2,sizeof(dx2));
				memcpy(skill_unit_layout[pos].dy,dy2,sizeof(dy2));
				skill_db[i].unit_layout_type[j] = pos;
				skill_db[i].unit_layout_type[++j] = pos;
				//lv4/5
				j++;
				pos++;
				skill_unit_layout[pos].count = 12;
				memcpy(skill_unit_layout[pos].dx,dx3,sizeof(dx3));
				memcpy(skill_unit_layout[pos].dy,dy3,sizeof(dy3));
				skill_db[i].unit_layout_type[j] = pos;
				skill_db[i].unit_layout_type[++j] = pos;
				//Fill in the rest using lv 5.
				for (;j<MAX_SKILL_LEVEL;j++)
					skill_db[i].unit_layout_type[j] = pos;
				//Skip, this way the check below will fail and continue to the next skill.
				pos++;
				break;
			}
			default:
				ShowError("unknown unit layout at skill %d\n",i);
				break;
		}
		if (!skill_unit_layout[pos].count)
			continue;
		for (j=0;j<MAX_SKILL_LEVEL;j++)
			skill_db[i].unit_layout_type[j] = pos;
		pos++;
	}
	firewall_unit_pos = pos;
	for (i=0;i<8;i++) {
		if (i&1) {
			skill_unit_layout[pos].count = 5;
			if (i&0x2) {
				int dx[] = {-1,-1, 0, 0, 1};
				int dy[] = { 1, 0, 0,-1,-1};
				memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
				memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
			} else {
				int dx[] = { 1, 1 ,0, 0,-1}; 
				int dy[] = { 1, 0, 0,-1,-1}; 
				memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
				memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
			}
		} else {
			skill_unit_layout[pos].count = 3;
			if (i%4==0) {
				int dx[] = {-1, 0, 1};
				int dy[] = { 0, 0, 0};
				memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
				memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
			} else {
				int dx[] = { 0, 0, 0};
				int dy[] = {-1, 0, 1};
				memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
				memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
			}
		}
		pos++;
	}
	icewall_unit_pos = pos;
	for (i=0;i<8;i++) {
		skill_unit_layout[pos].count = 5;
		if (i&1) {
			if (i&0x2) {
				int dx[] = {-2,-1, 0, 1, 2};
				int dy[] = { 2, 1, 0,-1,-2};
				memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
				memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
			} else {
				int dx[] = { 2, 1 ,0,-1,-2}; 
				int dy[] = { 2, 1, 0,-1,-2}; 
				memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
				memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
			}
		} else {
			if (i%4==0) {
				int dx[] = {-2,-1, 0, 1, 2};
				int dy[] = { 0, 0, 0, 0, 0};
				memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
				memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
			} else {
				int dx[] = { 0, 0, 0, 0, 0};
				int dy[] = {-2,-1, 0, 1, 2};
				memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
				memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
			}
		}
		pos++;
	}
}

/*==========================================
 * DB reading.
 * skill_db.txt
 * skill_cast_db.txt
 * produce_db.txt 
 * create_arrow_db.txt
 * abra_db.txt
 *------------------------------------------
 */
int skill_readdb (void)
{
	int i,j,k,l,m;
	FILE *fp;
	char line[1024],path[1024],*p;
	char *filename[]={"produce_db.txt","produce_db2.txt"};

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

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

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

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

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

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

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

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

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

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


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

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

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


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

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

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

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

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

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

	malloc_set(skill_produce_db,0,sizeof(skill_produce_db));
	for(m=0;m<2;m++){
		sprintf(path, "%s/%s", db_path, filename[m]);
		fp=fopen(path,"r");
		if(fp==NULL){
			if(m>0)
				continue;
			ShowError("can't read %s\n",path);
			return 1;
		}
		k=0;
		while(fgets(line,1020,fp)){
			char *split[7 + MAX_PRODUCE_RESOURCE * 2];
			int x,y;
			if(line[0]=='/' && line[1]=='/')
				continue;
			malloc_tsetdword(split,0,sizeof(split));
			j = skill_split_str(line,split,(4 + MAX_PRODUCE_RESOURCE * 2));
			if(split[0]==0) //fixed by Lupus
				continue;
			i=atoi(split[0]);
			if(i<=0) continue;

			skill_produce_db[k].nameid=i;
			skill_produce_db[k].itemlv=atoi(split[1]);
			skill_produce_db[k].req_skill=atoi(split[2]);
			skill_produce_db[k].req_skill_lv=atoi(split[3]);

			for(x=4,y=0; split[x] && split[x+1] && y<MAX_PRODUCE_RESOURCE; x+=2,y++){
				skill_produce_db[k].mat_id[y]=atoi(split[x]);
				skill_produce_db[k].mat_amount[y]=atoi(split[x+1]);
			}
			k++;
			if(k >= MAX_SKILL_PRODUCE_DB)
				break;
		}
		fclose(fp);
		ShowStatus("Done reading '"CL_WHITE"%d"CL_RESET"' entries in '"CL_WHITE"%s"CL_RESET"'.\n",k,path);
	}

	malloc_set(skill_arrow_db,0,sizeof(skill_arrow_db));

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

		skill_arrow_db[k].nameid=i;

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

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

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

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

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

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

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

	return 0;
}

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

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

	if(buf==NULL)
		return -1;

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

		if (sscanf(p,"%[@]",buf2) == 1) {
			level = 1;
			new_flag = 1;
		} else if (new_flag && sscanf(p,"%[^#]#",buf2) == 1) {
			for (idx=0; skill_names[idx].id != 0; idx++) {
				if (strstr(buf2, skill_names[idx].name) != NULL) {
					//Apply Guild/Homunc adjustment.
					sp = skill_names[idx].id;
					if (sp >= GD_SKILLBASE) sp = GD_SKILLRANGEMIN + sp - GD_SKILLBASE;
					if (sp >= HM_SKILLBASE) sp = HM_SKILLRANGEMIN + sp - HM_SKILLBASE;
					if (sp < 1 || sp >= MAX_SKILL_DB)
						continue;
					skill = &skill_db[sp];
					new_flag = 0;
					break;
				}
			}
		} else if (!new_flag && sscanf(p,"%d#",&sp) == 1) {
			skill->sp[level-1]=sp;
			level++;
		}

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

	return 0;
}

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

/*==========================================
 *
 *------------------------------------------
 */
int do_init_skill (void)
{
	skill_readdb();
	skill_dance_switch_sub(NULL, NULL, 2); //Initialize Song/Dance overlap switch code.
	
	skill_unit_ers = ers_new((uint32)sizeof(struct skill_unit_group));
	skill_timer_ers  = ers_new((uint32)sizeof(struct skill_timerskill));
	
	if (battle_config.skill_sp_override_grffile)
		skill_read_skillspamount();

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

	return 0;
}

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