From a4aa94390b2b63a90e2e785b869778e89c40c97b Mon Sep 17 00:00:00 2001
From: shennetsind <ind@henn.et>
Date: Mon, 11 Mar 2013 22:47:14 -0300
Subject: Hercules Renewal: skill.c complete

Added the last missing functions into the interface, all functions in skill.c are now wired to the interface.
http://hercules.ws/board/topic/237-hercules-renewal/

Signed-off-by: shennetsind <ind@henn.et>
---
 src/map/skill.c | 13305 +++++++++++++++++++++++++++---------------------------
 src/map/skill.h |    70 +-
 2 files changed, 6659 insertions(+), 6716 deletions(-)

(limited to 'src/map')

diff --git a/src/map/skill.c b/src/map/skill.c
index fdfdbcee7..033b91a0b 100644
--- a/src/map/skill.c
+++ b/src/map/skill.c
@@ -118,14 +118,8 @@ struct s_skill_unit_layout skill_unit_layout[MAX_SKILL_UNIT_LAYOUT];
 int firewall_unit_pos;
 int icewall_unit_pos;
 int earthstrain_unit_pos;
-//early declaration
-int skill_block_check(struct block_list *bl, enum sc_type type, uint16 skill_id);
-static int skill_check_unit_range (struct block_list *bl, int x, int y, uint16 skill_id, uint16 skill_lv);
-static int skill_check_unit_range2 (struct block_list *bl, int x, int y, uint16 skill_id, uint16 skill_lv);
-static int skill_destroy_trap( struct block_list *bl, va_list ap );
 //Since only mob-casted splash skills can hit ice-walls
-static inline int splash_target(struct block_list* bl)
-{
+static inline int splash_target(struct block_list* bl) {
 #ifndef RENEWAL
 	return ( bl->type == BL_MOB ) ? BL_SKILL|BL_CHAR : BL_CHAR;
 #else // Some skills can now hit ground skills(traps, ice wall & etc.)
@@ -134,8 +128,7 @@ static inline int splash_target(struct block_list* bl)
 }
 
 /// Returns the id of the skill, or 0 if not found.
-int skill_name2id(const char* name)
-{
+int skill_name2id(const char* name) {
 	if( name == NULL )
 		return 0;
 
@@ -178,12 +171,12 @@ const char* skill_get_desc( uint16 skill_id ) {
 }
 
 // out of bounds error checking [celest]
-static void skill_chk(int16* skill_id, uint16 skill_lv) {
+void skill_chk(int16* skill_id, uint16 skill_lv) {
 	*skill_id = skill->get_index(*skill_id); // checks/adjusts id
 	if( skill_lv > MAX_SKILL_LEVEL ) *skill_id = 0;
 }
 
-#define skill_get(var,id,lv) { skill_chk(&id,lv); if(!id) return 0; return var; }
+#define skill_get(var,id,lv) { skill->chk(&id,lv); if(!id) return 0; return var; }
 
 // Skill DB
 int	skill_get_hit( uint16 skill_id )               { skill_get (skill_db[skill_id].hit, skill_id, 1); }
@@ -223,7 +216,7 @@ int	skill_get_nocast ( uint16 skill_id )           { skill_get (skill_db[skill_i
 int	skill_get_type( uint16 skill_id )              { skill_get (skill_db[skill_id].skill_type, skill_id, 1); }
 int	skill_get_unit_id ( uint16 skill_id, int flag ){ skill_get (skill_db[skill_id].unit_id[flag], skill_id, 1); }
 int	skill_get_unit_interval( uint16 skill_id )     { skill_get (skill_db[skill_id].unit_interval, skill_id, 1); }
-int	skill_get_unit_range( uint16 skill_id, uint16 skill_lv ){ skill_get (skill_db[skill_id].unit_range[skill_lv-1], skill_id, skill_lv); }
+int	skill_get_unit_range( uint16 skill_id, uint16 skill_lv ) { skill_get (skill_db[skill_id].unit_range[skill_lv-1], skill_id, skill_lv); }
 int	skill_get_unit_target( uint16 skill_id )       { skill_get (skill_db[skill_id].unit_target&BCT_ALL, skill_id, 1); }
 int	skill_get_unit_bl_target( uint16 skill_id )    { skill_get (skill_db[skill_id].unit_target&BL_ALL, skill_id, 1); }
 int	skill_get_unit_flag( uint16 skill_id )         { skill_get (skill_db[skill_id].unit_flag, skill_id, 1); }
@@ -244,19 +237,6 @@ int skill_tree_get_max(uint16 skill_id, int b_class)
 		return skill->get_max(skill_id);
 }
 
-int skill_frostjoke_scream(struct block_list *bl,va_list ap);
-int skill_attack_area(struct block_list *bl,va_list ap);
-struct skill_unit_group *skill_locate_element_field(struct block_list *bl); // [Skotlex]
-int skill_graffitiremover(struct block_list *bl, va_list ap); // [Valaris]
-int skill_greed(struct block_list *bl, va_list ap);
-static void skill_toggle_magicpower(struct block_list *bl, uint16 skill_id);
-static int skill_cell_overlap(struct block_list *bl, va_list ap);
-static int skill_trap_splash(struct block_list *bl, va_list ap);
-struct skill_unit_group_tickset *skill_unitgrouptickset_search(struct block_list *bl,struct skill_unit_group *sg,int tick);
-static int skill_unit_onplace(struct skill_unit *src,struct block_list *bl,unsigned int tick);
-static int skill_unit_onleft(uint16 skill_id, struct block_list *bl,unsigned int tick);
-static int skill_unit_effect(struct block_list *bl,va_list ap);
-
 int enchant_eff[5] = { 10, 14, 17, 19, 20 };
 int deluge_eff[5] = { 5, 9, 12, 14, 15 };
 
@@ -682,9 +662,8 @@ int skillnotok_mercenary(uint16 skill_id, struct mercenary_data *md)
 	return skill->not_ok(skill_id, md->master);
 }
 
-struct s_skill_unit_layout* skill_get_unit_layout (uint16 skill_id, uint16 skill_lv, struct block_list* src, int x, int y)
-{
-	int pos = skill_get_unit_layout_type(skill_id,skill_lv);
+struct s_skill_unit_layout* skill_get_unit_layout (uint16 skill_id, uint16 skill_lv, struct block_list* src, int x, int y) {
+	int pos = skill->get_unit_layout_type(skill_id,skill_lv);
 	uint8 dir;
 
 	if (pos < -1 || pos >= MAX_SKILL_UNIT_LAYOUT) {
@@ -743,21 +722,19 @@ int skill_additional_effect (struct block_list* src, struct block_list *bl, uint
 		//So if the target can't be inflicted with statuses, this is pointless.
 		return 0;
 
-	if( sd )
-	{ // These statuses would be applied anyway even if the damage was blocked by some skills. [Inkfish]
-		if( skill_id != WS_CARTTERMINATION && skill_id != AM_DEMONSTRATION && skill_id != CR_REFLECTSHIELD && skill_id != MS_REFLECTSHIELD && skill_id != ASC_BREAKER )
-		{ // Trigger status effects
+	if( sd ) { // These statuses would be applied anyway even if the damage was blocked by some skills. [Inkfish]
+		if( skill_id != WS_CARTTERMINATION && skill_id != AM_DEMONSTRATION && skill_id != CR_REFLECTSHIELD && skill_id != MS_REFLECTSHIELD && skill_id != ASC_BREAKER ) {
+			// Trigger status effects
 			enum sc_type type;
 			int i;
-			for( i = 0; i < ARRAYLENGTH(sd->addeff) && sd->addeff[i].flag; i++ )
-			{
+			for( i = 0; i < ARRAYLENGTH(sd->addeff) && sd->addeff[i].flag; i++ ) {
 				rate = sd->addeff[i].rate;
 				if( attack_type&BF_LONG ) // Any ranged physical attack takes status arrows into account (Grimtooth...) [DracoRPG]
 					rate += sd->addeff[i].arrow_rate;
 				if( !rate ) continue;
 
-				if( (sd->addeff[i].flag&(ATF_WEAPON|ATF_MAGIC|ATF_MISC)) != (ATF_WEAPON|ATF_MAGIC|ATF_MISC) )
-				{ // Trigger has attack type consideration.
+				if( (sd->addeff[i].flag&(ATF_WEAPON|ATF_MAGIC|ATF_MISC)) != (ATF_WEAPON|ATF_MAGIC|ATF_MISC) ) {
+					// Trigger has attack type consideration.
 					if( (sd->addeff[i].flag&ATF_WEAPON && attack_type&BF_WEAPON) ||
 						(sd->addeff[i].flag&ATF_MAGIC && attack_type&BF_MAGIC) ||
 						(sd->addeff[i].flag&ATF_MISC && attack_type&BF_MISC) ) ;
@@ -765,8 +742,8 @@ int skill_additional_effect (struct block_list* src, struct block_list *bl, uint
 						continue;
 				}
 
-				if( (sd->addeff[i].flag&(ATF_LONG|ATF_SHORT)) != (ATF_LONG|ATF_SHORT) )
-				{ // Trigger has range consideration.
+				if( (sd->addeff[i].flag&(ATF_LONG|ATF_SHORT)) != (ATF_LONG|ATF_SHORT) ) {
+					// Trigger has range consideration.
 					if((sd->addeff[i].flag&ATF_LONG && !(attack_type&BF_LONG)) ||
 						(sd->addeff[i].flag&ATF_SHORT && !(attack_type&BF_SHORT)))
 						continue; //Range Failed.
@@ -783,12 +760,11 @@ int skill_additional_effect (struct block_list* src, struct block_list *bl, uint
 			}
 		}
 
-		if( skill_id )
-		{ // Trigger status effects on skills
+		if( skill_id ) {
+			// Trigger status effects on skills
 			enum sc_type type;
 			int i;
-			for( i = 0; i < ARRAYLENGTH(sd->addeff3) && sd->addeff3[i].skill; i++ )
-			{
+			for( i = 0; i < ARRAYLENGTH(sd->addeff3) && sd->addeff3[i].skill; i++ ) {
 				if( skill_id != sd->addeff3[i].skill || !sd->addeff3[i].rate )
 					continue;
 				type = sd->addeff3[i].id;
@@ -805,624 +781,622 @@ int skill_additional_effect (struct block_list* src, struct block_list *bl, uint
 	if( dmg_lv < ATK_DEF ) // no damage, return;
 		return 0;
 
-	switch(skill_id)
-	{
-	case 0: // Normal attacks (no skill used)
-	{
-		if( attack_type&BF_SKILL )
-			break; // If a normal attack is a skill, it's splash damage. [Inkfish]
-		if(sd) {
-			// Automatic trigger of Blitz Beat
-			if (pc_isfalcon(sd) && sd->status.weapon == W_BOW && (temp=pc_checkskill(sd,HT_BLITZBEAT))>0 &&
-				rnd()%1000 <= sstatus->luk*10/3+1 ) {
-				rate=(sd->status.job_level+9)/10;
-				skill->castend_damage_id(src,bl,HT_BLITZBEAT,(temp<rate)?temp:rate,tick,SD_LEVEL);
-			}
-			// Automatic trigger of Warg Strike [Jobbie]
-			if( pc_iswug(sd) && (sd->status.weapon == W_BOW || sd->status.weapon == W_FIST) && (temp=pc_checkskill(sd,RA_WUGSTRIKE)) > 0 && rnd()%1000 <= sstatus->luk*10/3+1 )
-				skill->castend_damage_id(src,bl,RA_WUGSTRIKE,temp,tick,0);
-			// Gank
-			if(dstmd && sd->status.weapon != W_BOW &&
-				(temp=pc_checkskill(sd,RG_SNATCHER)) > 0 &&
-				(temp*15 + 55) + pc_checkskill(sd,TF_STEAL)*10 > rnd()%1000) {
-				if(pc_steal_item(sd,bl,pc_checkskill(sd,TF_STEAL)))
-					clif_skill_nodamage(src,bl,TF_STEAL,temp,1);
-				else
-					clif_skill_fail(sd,RG_SNATCHER,USESKILL_FAIL_LEVEL,0);
-			}
-			// Chance to trigger Taekwon kicks [Dralnu]
-			if(sc && !sc->data[SC_COMBO]) {
-				if(sc->data[SC_READYSTORM] &&
-					sc_start(src,SC_COMBO, 15, TK_STORMKICK,
-						(2000 - 4*sstatus->agi - 2*sstatus->dex)))
-					; //Stance triggered
-				else if(sc->data[SC_READYDOWN] &&
-					sc_start(src,SC_COMBO, 15, TK_DOWNKICK,
-						(2000 - 4*sstatus->agi - 2*sstatus->dex)))
-					; //Stance triggered
-				else if(sc->data[SC_READYTURN] &&
-					sc_start(src,SC_COMBO, 15, TK_TURNKICK,
-						(2000 - 4*sstatus->agi - 2*sstatus->dex)))
-					; //Stance triggered
-                    else if (sc->data[SC_READYCOUNTER]) { //additional chance from SG_FRIEND [Komurka]
-					rate = 20;
-					if (sc->data[SC_SKILLRATE_UP] && sc->data[SC_SKILLRATE_UP]->val1 == TK_COUNTER) {
-						rate += rate*sc->data[SC_SKILLRATE_UP]->val2/100;
-						status_change_end(src, SC_SKILLRATE_UP, INVALID_TIMER);
+	switch(skill_id) {
+		case 0: { // Normal attacks (no skill used)
+			if( attack_type&BF_SKILL )
+				break; // If a normal attack is a skill, it's splash damage. [Inkfish]
+			if(sd) {
+				// Automatic trigger of Blitz Beat
+				if (pc_isfalcon(sd) && sd->status.weapon == W_BOW && (temp=pc_checkskill(sd,HT_BLITZBEAT))>0 &&
+					rnd()%1000 <= sstatus->luk*10/3+1 ) {
+					rate=(sd->status.job_level+9)/10;
+					skill->castend_damage_id(src,bl,HT_BLITZBEAT,(temp<rate)?temp:rate,tick,SD_LEVEL);
+				}
+				// Automatic trigger of Warg Strike [Jobbie]
+				if( pc_iswug(sd) && (sd->status.weapon == W_BOW || sd->status.weapon == W_FIST) && (temp=pc_checkskill(sd,RA_WUGSTRIKE)) > 0 && rnd()%1000 <= sstatus->luk*10/3+1 )
+					skill->castend_damage_id(src,bl,RA_WUGSTRIKE,temp,tick,0);
+				// Gank
+				if(dstmd && sd->status.weapon != W_BOW &&
+					(temp=pc_checkskill(sd,RG_SNATCHER)) > 0 &&
+					(temp*15 + 55) + pc_checkskill(sd,TF_STEAL)*10 > rnd()%1000) {
+					if(pc_steal_item(sd,bl,pc_checkskill(sd,TF_STEAL)))
+						clif_skill_nodamage(src,bl,TF_STEAL,temp,1);
+					else
+						clif_skill_fail(sd,RG_SNATCHER,USESKILL_FAIL_LEVEL,0);
+				}
+				// Chance to trigger Taekwon kicks [Dralnu]
+				if(sc && !sc->data[SC_COMBO]) {
+					if(sc->data[SC_READYSTORM] &&
+						sc_start(src,SC_COMBO, 15, TK_STORMKICK,
+							(2000 - 4*sstatus->agi - 2*sstatus->dex)))
+						; //Stance triggered
+					else if(sc->data[SC_READYDOWN] &&
+						sc_start(src,SC_COMBO, 15, TK_DOWNKICK,
+							(2000 - 4*sstatus->agi - 2*sstatus->dex)))
+						; //Stance triggered
+					else if(sc->data[SC_READYTURN] &&
+						sc_start(src,SC_COMBO, 15, TK_TURNKICK,
+							(2000 - 4*sstatus->agi - 2*sstatus->dex)))
+						; //Stance triggered
+						else if (sc->data[SC_READYCOUNTER]) { //additional chance from SG_FRIEND [Komurka]
+						rate = 20;
+						if (sc->data[SC_SKILLRATE_UP] && sc->data[SC_SKILLRATE_UP]->val1 == TK_COUNTER) {
+							rate += rate*sc->data[SC_SKILLRATE_UP]->val2/100;
+							status_change_end(src, SC_SKILLRATE_UP, INVALID_TIMER);
+						}
+						sc_start2(src, SC_COMBO, rate, TK_COUNTER, bl->id,
+							(2000 - 4*sstatus->agi - 2*sstatus->dex));
 					}
-					sc_start2(src, SC_COMBO, rate, TK_COUNTER, bl->id,
-						(2000 - 4*sstatus->agi - 2*sstatus->dex));
 				}
+				if(sc && sc->data[SC_PYROCLASTIC] && (rnd() % 1000 <= sstatus->luk * 10 / 3 + 1) )
+					skill->castend_pos2(src, bl->x, bl->y, BS_HAMMERFALL,sc->data[SC_PYROCLASTIC]->val1, tick, 0);
 			}
-			if(sc && sc->data[SC_PYROCLASTIC] && (rnd() % 1000 <= sstatus->luk * 10 / 3 + 1) )
-				skill->castend_pos2(src, bl->x, bl->y, BS_HAMMERFALL,sc->data[SC_PYROCLASTIC]->val1, tick, 0);
-		}
-
-		if (sc) {
-			struct status_change_entry *sce;
-			// Enchant Poison gives a chance to poison attacked enemies
-			if((sce=sc->data[SC_ENCPOISON])) //Don't use sc_start since chance comes in 1/10000 rate.
-				status_change_start(bl,SC_POISON,sce->val2, sce->val1,src->id,0,0,
-					skill->get_time2(AS_ENCHANTPOISON,sce->val1),0);
-			// Enchant Deadly Poison gives a chance to deadly poison attacked enemies
-			if((sce=sc->data[SC_EDP]))
-				sc_start4(bl,SC_DPOISON,sce->val2, sce->val1,src->id,0,0,
-					skill->get_time2(ASC_EDP,sce->val1));
-		}
-	}
-	break;
 
-	case SM_BASH:
-		if( sd && skill_lv > 5 && pc_checkskill(sd,SM_FATALBLOW)>0 ){
-			//TODO: How much % per base level it actually is?
-			sc_start(bl,SC_STUN,(5*(skill_lv-5)+(int)sd->status.base_level/10),
-				skill_lv,skill->get_time2(SM_FATALBLOW,skill_lv));
+			if (sc) {
+				struct status_change_entry *sce;
+				// Enchant Poison gives a chance to poison attacked enemies
+				if((sce=sc->data[SC_ENCPOISON])) //Don't use sc_start since chance comes in 1/10000 rate.
+					status_change_start(bl,SC_POISON,sce->val2, sce->val1,src->id,0,0,
+						skill->get_time2(AS_ENCHANTPOISON,sce->val1),0);
+				// Enchant Deadly Poison gives a chance to deadly poison attacked enemies
+				if((sce=sc->data[SC_EDP]))
+					sc_start4(bl,SC_DPOISON,sce->val2, sce->val1,src->id,0,0,
+						skill->get_time2(ASC_EDP,sce->val1));
+			}
 		}
 		break;
 
-	case MER_CRASH:
-		sc_start(bl,SC_STUN,(6*skill_lv),skill_lv,skill->get_time2(skill_id,skill_lv));
-		break;
+		case SM_BASH:
+			if( sd && skill_lv > 5 && pc_checkskill(sd,SM_FATALBLOW)>0 ){
+				//TODO: How much % per base level it actually is?
+				sc_start(bl,SC_STUN,(5*(skill_lv-5)+(int)sd->status.base_level/10),
+					skill_lv,skill->get_time2(SM_FATALBLOW,skill_lv));
+			}
+			break;
 
-	case AS_VENOMKNIFE:
-		if (sd) //Poison chance must be that of Envenom. [Skotlex]
-			skill_lv = pc_checkskill(sd, TF_POISON);
-	case TF_POISON:
-	case AS_SPLASHER:
-		if(!sc_start2(bl,SC_POISON,(4*skill_lv+10),skill_lv,src->id,skill->get_time2(skill_id,skill_lv))
-			&&	sd && skill_id==TF_POISON
-		)
-			clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
-		break;
+		case MER_CRASH:
+			sc_start(bl,SC_STUN,(6*skill_lv),skill_lv,skill->get_time2(skill_id,skill_lv));
+			break;
 
-	case AS_SONICBLOW:
-		sc_start(bl,SC_STUN,(2*skill_lv+10),skill_lv,skill->get_time2(skill_id,skill_lv));
-		break;
+		case AS_VENOMKNIFE:
+			if (sd) //Poison chance must be that of Envenom. [Skotlex]
+				skill_lv = pc_checkskill(sd, TF_POISON);
+		case TF_POISON:
+		case AS_SPLASHER:
+			if(!sc_start2(bl,SC_POISON,(4*skill_lv+10),skill_lv,src->id,skill->get_time2(skill_id,skill_lv))
+				&&	sd && skill_id==TF_POISON
+			)
+				clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
+			break;
 
-	case WZ_FIREPILLAR:
-		unit_set_walkdelay(bl, tick, skill->get_time2(skill_id, skill_lv), 1);
-		break;
+		case AS_SONICBLOW:
+			sc_start(bl,SC_STUN,(2*skill_lv+10),skill_lv,skill->get_time2(skill_id,skill_lv));
+			break;
 
-	case MG_FROSTDIVER:
-#ifndef RENEWAL
-	case WZ_FROSTNOVA:
-#endif
-		sc_start(bl,SC_FREEZE,skill_lv*3+35,skill_lv,skill->get_time2(skill_id,skill_lv));
-		break;
+		case WZ_FIREPILLAR:
+			unit_set_walkdelay(bl, tick, skill->get_time2(skill_id, skill_lv), 1);
+			break;
 
-#ifdef RENEWAL
-	case WZ_FROSTNOVA:
-		sc_start(bl,SC_FREEZE,skill_lv*5+33,skill_lv,skill->get_time2(skill_id,skill_lv));
-		break;
-#endif
+		case MG_FROSTDIVER:
+	#ifndef RENEWAL
+		case WZ_FROSTNOVA:
+	#endif
+			sc_start(bl,SC_FREEZE,skill_lv*3+35,skill_lv,skill->get_time2(skill_id,skill_lv));
+			break;
 
-	case WZ_STORMGUST:
-	/**
-	 * Storm Gust counter was dropped in renewal
-	 **/
 	#ifdef RENEWAL
-		sc_start(bl,SC_FREEZE,65-(5*skill_lv),skill_lv,skill->get_time2(skill_id,skill_lv));
-	#else
-		 //Tharis pointed out that this is normal freeze chance with a base of 300%
-		if(tsc->sg_counter >= 3 &&
-			sc_start(bl,SC_FREEZE,300,skill_lv,skill->get_time2(skill_id,skill_lv)))
-			tsc->sg_counter = 0;
-		/**
-		 * being it only resets on success it'd keep stacking and eventually overflowing on mvps, so we reset at a high value
-		 **/
-		else if( tsc->sg_counter > 250 )
-			tsc->sg_counter = 0;
+		case WZ_FROSTNOVA:
+			sc_start(bl,SC_FREEZE,skill_lv*5+33,skill_lv,skill->get_time2(skill_id,skill_lv));
+			break;
 	#endif
-		break;
-
-	case WZ_METEOR:
-		sc_start(bl,SC_STUN,3*skill_lv,skill_lv,skill->get_time2(skill_id,skill_lv));
-		break;
-
-	case WZ_VERMILION:
-		sc_start(bl,SC_BLIND,4*skill_lv,skill_lv,skill->get_time2(skill_id,skill_lv));
-		break;
-
-	case HT_FREEZINGTRAP:
-	case MA_FREEZINGTRAP:
-		sc_start(bl,SC_FREEZE,(3*skill_lv+35),skill_lv,skill->get_time2(skill_id,skill_lv));
-		break;
-
-	case HT_FLASHER:
-		sc_start(bl,SC_BLIND,(10*skill_lv+30),skill_lv,skill->get_time2(skill_id,skill_lv));
-		break;
 
-	case HT_LANDMINE:
-	case MA_LANDMINE:
-		sc_start(bl,SC_STUN,(5*skill_lv+30),skill_lv,skill->get_time2(skill_id,skill_lv));
-		break;
-
-	case HT_SHOCKWAVE:
-		status_percent_damage(src, bl, 0, 15*skill_lv+5, false);
-		break;
+		case WZ_STORMGUST:
+		/**
+		 * Storm Gust counter was dropped in renewal
+		 **/
+		#ifdef RENEWAL
+			sc_start(bl,SC_FREEZE,65-(5*skill_lv),skill_lv,skill->get_time2(skill_id,skill_lv));
+		#else
+			 //Tharis pointed out that this is normal freeze chance with a base of 300%
+			if(tsc->sg_counter >= 3 &&
+				sc_start(bl,SC_FREEZE,300,skill_lv,skill->get_time2(skill_id,skill_lv)))
+				tsc->sg_counter = 0;
+			/**
+			 * being it only resets on success it'd keep stacking and eventually overflowing on mvps, so we reset at a high value
+			 **/
+			else if( tsc->sg_counter > 250 )
+				tsc->sg_counter = 0;
+		#endif
+			break;
 
-	case HT_SANDMAN:
-	case MA_SANDMAN:
-		sc_start(bl,SC_SLEEP,(10*skill_lv+40),skill_lv,skill->get_time2(skill_id,skill_lv));
-		break;
+		case WZ_METEOR:
+			sc_start(bl,SC_STUN,3*skill_lv,skill_lv,skill->get_time2(skill_id,skill_lv));
+			break;
 
-	case TF_SPRINKLESAND:
-		sc_start(bl,SC_BLIND,20,skill_lv,skill->get_time2(skill_id,skill_lv));
-		break;
+		case WZ_VERMILION:
+			sc_start(bl,SC_BLIND,4*skill_lv,skill_lv,skill->get_time2(skill_id,skill_lv));
+			break;
 
-	case TF_THROWSTONE:
-		sc_start(bl,SC_STUN,3,skill_lv,skill->get_time(skill_id,skill_lv));
-		sc_start(bl,SC_BLIND,3,skill_lv,skill->get_time2(skill_id,skill_lv));
-		break;
+		case HT_FREEZINGTRAP:
+		case MA_FREEZINGTRAP:
+			sc_start(bl,SC_FREEZE,(3*skill_lv+35),skill_lv,skill->get_time2(skill_id,skill_lv));
+			break;
 
-	case NPC_DARKCROSS:
-	case CR_HOLYCROSS:
-		sc_start(bl,SC_BLIND,3*skill_lv,skill_lv,skill->get_time2(skill_id,skill_lv));
-		break;
+		case HT_FLASHER:
+			sc_start(bl,SC_BLIND,(10*skill_lv+30),skill_lv,skill->get_time2(skill_id,skill_lv));
+			break;
 
-	case CR_GRANDCROSS:
-	case NPC_GRANDDARKNESS:
-		//Chance to cause blind status vs demon and undead element, but not against players
-		if(!dstsd && (battle->check_undead(tstatus->race,tstatus->def_ele) || tstatus->race == RC_DEMON))
-			sc_start(bl,SC_BLIND,100,skill_lv,skill->get_time2(skill_id,skill_lv));
-		attack_type |= BF_WEAPON;
-		break;
+		case HT_LANDMINE:
+		case MA_LANDMINE:
+			sc_start(bl,SC_STUN,(5*skill_lv+30),skill_lv,skill->get_time2(skill_id,skill_lv));
+			break;
 
-	case AM_ACIDTERROR:
-		sc_start2(bl,SC_BLEEDING,(skill_lv*3),skill_lv,src->id,skill->get_time2(skill_id,skill_lv));
-		if (skill->break_equip(bl, EQP_ARMOR, 100*skill->get_time(skill_id,skill_lv), BCT_ENEMY))
-			clif_emotion(bl,E_OMG);
-		break;
+		case HT_SHOCKWAVE:
+			status_percent_damage(src, bl, 0, 15*skill_lv+5, false);
+			break;
 
-	case AM_DEMONSTRATION:
-		skill->break_equip(bl, EQP_WEAPON, 100*skill_lv, BCT_ENEMY);
-		break;
+		case HT_SANDMAN:
+		case MA_SANDMAN:
+			sc_start(bl,SC_SLEEP,(10*skill_lv+40),skill_lv,skill->get_time2(skill_id,skill_lv));
+			break;
 
-	case CR_SHIELDCHARGE:
-		sc_start(bl,SC_STUN,(15+skill_lv*5),skill_lv,skill->get_time2(skill_id,skill_lv));
-		break;
+		case TF_SPRINKLESAND:
+			sc_start(bl,SC_BLIND,20,skill_lv,skill->get_time2(skill_id,skill_lv));
+			break;
 
-	case PA_PRESSURE:
-		status_percent_damage(src, bl, 0, 15+5*skill_lv, false);
-		break;
+		case TF_THROWSTONE:
+			sc_start(bl,SC_STUN,3,skill_lv,skill->get_time(skill_id,skill_lv));
+			sc_start(bl,SC_BLIND,3,skill_lv,skill->get_time2(skill_id,skill_lv));
+			break;
 
-	case RG_RAID:
-		sc_start(bl,SC_STUN,(10+3*skill_lv),skill_lv,skill->get_time(skill_id,skill_lv));
-		sc_start(bl,SC_BLIND,(10+3*skill_lv),skill_lv,skill->get_time2(skill_id,skill_lv));
+		case NPC_DARKCROSS:
+		case CR_HOLYCROSS:
+			sc_start(bl,SC_BLIND,3*skill_lv,skill_lv,skill->get_time2(skill_id,skill_lv));
+			break;
 
-#ifdef RENEWAL
-		sc_start(bl,SC_RAID,100,7,5000);
-		break;
+		case CR_GRANDCROSS:
+		case NPC_GRANDDARKNESS:
+			//Chance to cause blind status vs demon and undead element, but not against players
+			if(!dstsd && (battle->check_undead(tstatus->race,tstatus->def_ele) || tstatus->race == RC_DEMON))
+				sc_start(bl,SC_BLIND,100,skill_lv,skill->get_time2(skill_id,skill_lv));
+			attack_type |= BF_WEAPON;
+			break;
 
-	case RG_BACKSTAP:
-		sc_start(bl,SC_STUN,(5+2*skill_lv),skill_lv,skill->get_time(skill_id,skill_lv));
-#endif
-		break;
+		case AM_ACIDTERROR:
+			sc_start2(bl,SC_BLEEDING,(skill_lv*3),skill_lv,src->id,skill->get_time2(skill_id,skill_lv));
+			if (skill->break_equip(bl, EQP_ARMOR, 100*skill->get_time(skill_id,skill_lv), BCT_ENEMY))
+				clif_emotion(bl,E_OMG);
+			break;
 
-	case BA_FROSTJOKER:
-		sc_start(bl,SC_FREEZE,(15+5*skill_lv),skill_lv,skill->get_time2(skill_id,skill_lv));
-		break;
+		case AM_DEMONSTRATION:
+			skill->break_equip(bl, EQP_WEAPON, 100*skill_lv, BCT_ENEMY);
+			break;
 
-	case DC_SCREAM:
-		sc_start(bl,SC_STUN,(25+5*skill_lv),skill_lv,skill->get_time2(skill_id,skill_lv));
-		break;
+		case CR_SHIELDCHARGE:
+			sc_start(bl,SC_STUN,(15+skill_lv*5),skill_lv,skill->get_time2(skill_id,skill_lv));
+			break;
 
-	case BD_LULLABY:
-		sc_start(bl,SC_SLEEP,15,skill_lv,skill->get_time2(skill_id,skill_lv));
-		break;
+		case PA_PRESSURE:
+			status_percent_damage(src, bl, 0, 15+5*skill_lv, false);
+			break;
 
-	case DC_UGLYDANCE:
-		rate = 5+5*skill_lv;
-		if(sd && (temp=pc_checkskill(sd,DC_DANCINGLESSON)))
-		    rate += 5+temp;
-		status_zap(bl, 0, rate);
-  		break;
-	case SL_STUN:
-		if (tstatus->size==SZ_MEDIUM) //Only stuns mid-sized mobs.
-			sc_start(bl,SC_STUN,(30+10*skill_lv),skill_lv,skill->get_time(skill_id,skill_lv));
-		break;
+		case RG_RAID:
+			sc_start(bl,SC_STUN,(10+3*skill_lv),skill_lv,skill->get_time(skill_id,skill_lv));
+			sc_start(bl,SC_BLIND,(10+3*skill_lv),skill_lv,skill->get_time2(skill_id,skill_lv));
 
-	case NPC_PETRIFYATTACK:
-		sc_start4(bl,status_skill2sc(skill_id),50+10*skill_lv,
-			skill_lv,0,0,skill->get_time(skill_id,skill_lv),
-			skill->get_time2(skill_id,skill_lv));
-		break;
-	case NPC_CURSEATTACK:
-	case NPC_SLEEPATTACK:
-	case NPC_BLINDATTACK:
-	case NPC_POISON:
-	case NPC_SILENCEATTACK:
-	case NPC_STUNATTACK:
-	case NPC_HELLPOWER:
-		sc_start(bl,status_skill2sc(skill_id),50+10*skill_lv,skill_lv,skill->get_time2(skill_id,skill_lv));
-		break;
-	case NPC_ACIDBREATH:
-	case NPC_ICEBREATH:
-		sc_start(bl,status_skill2sc(skill_id),70,skill_lv,skill->get_time2(skill_id,skill_lv));
-		break;
-	case NPC_BLEEDING:
-		sc_start2(bl,SC_BLEEDING,(20*skill_lv),skill_lv,src->id,skill->get_time2(skill_id,skill_lv));
-		break;
-	case NPC_MENTALBREAKER:
-	{	//Based on observations by Tharis, Mental Breaker should do SP damage
-	  	//equal to Matk*skLevel.
-		rate = sstatus->matk_min;
-		if (rate < sstatus->matk_max)
-			rate += rnd()%(sstatus->matk_max - sstatus->matk_min);
-		rate*=skill_lv;
-		status_zap(bl, 0, rate);
-		break;
-	}
-	// Equipment breaking monster skills [Celest]
-	case NPC_WEAPONBRAKER:
-		skill->break_equip(bl, EQP_WEAPON, 150*skill_lv, BCT_ENEMY);
-		break;
-	case NPC_ARMORBRAKE:
-		skill->break_equip(bl, EQP_ARMOR, 150*skill_lv, BCT_ENEMY);
-		break;
-	case NPC_HELMBRAKE:
-		skill->break_equip(bl, EQP_HELM, 150*skill_lv, BCT_ENEMY);
-		break;
-	case NPC_SHIELDBRAKE:
-		skill->break_equip(bl, EQP_SHIELD, 150*skill_lv, BCT_ENEMY);
-		break;
+	#ifdef RENEWAL
+			sc_start(bl,SC_RAID,100,7,5000);
+			break;
 
-	case CH_TIGERFIST:
-		sc_start(bl,SC_STOP,(10+skill_lv*10),0,skill->get_time2(skill_id,skill_lv));
-		break;
+		case RG_BACKSTAP:
+			sc_start(bl,SC_STUN,(5+2*skill_lv),skill_lv,skill->get_time(skill_id,skill_lv));
+	#endif
+			break;
 
-	case LK_SPIRALPIERCE:
-	case ML_SPIRALPIERCE:
-		sc_start(bl,SC_STOP,(15+skill_lv*5),0,skill->get_time2(skill_id,skill_lv));
-		break;
+		case BA_FROSTJOKER:
+			sc_start(bl,SC_FREEZE,(15+5*skill_lv),skill_lv,skill->get_time2(skill_id,skill_lv));
+			break;
 
-	case ST_REJECTSWORD:
-		sc_start(bl,SC_AUTOCOUNTER,(skill_lv*15),skill_lv,skill->get_time(skill_id,skill_lv));
-		break;
+		case DC_SCREAM:
+			sc_start(bl,SC_STUN,(25+5*skill_lv),skill_lv,skill->get_time2(skill_id,skill_lv));
+			break;
 
-	case PF_FOGWALL:
-		if (src != bl && !tsc->data[SC_DELUGE])
-			sc_start(bl,SC_BLIND,100,skill_lv,skill->get_time2(skill_id,skill_lv));
-		break;
+		case BD_LULLABY:
+			sc_start(bl,SC_SLEEP,15,skill_lv,skill->get_time2(skill_id,skill_lv));
+			break;
 
-	case LK_HEADCRUSH: //Headcrush has chance of causing Bleeding status, except on demon and undead element
-		if (!(battle->check_undead(tstatus->race, tstatus->def_ele) || tstatus->race == RC_DEMON))
-			sc_start2(bl, SC_BLEEDING,50, skill_lv, src->id, skill->get_time2(skill_id,skill_lv));
-		break;
+		case DC_UGLYDANCE:
+			rate = 5+5*skill_lv;
+			if(sd && (temp=pc_checkskill(sd,DC_DANCINGLESSON)))
+				rate += 5+temp;
+			status_zap(bl, 0, rate);
+			break;
+		case SL_STUN:
+			if (tstatus->size==SZ_MEDIUM) //Only stuns mid-sized mobs.
+				sc_start(bl,SC_STUN,(30+10*skill_lv),skill_lv,skill->get_time(skill_id,skill_lv));
+			break;
 
-	case LK_JOINTBEAT:
-		status = status_skill2sc(skill_id);
-		if (tsc->jb_flag) {
-			sc_start4(bl,status,(5*skill_lv+5),skill_lv,tsc->jb_flag&BREAK_FLAGS,src->id,0,skill->get_time2(skill_id,skill_lv));
-			tsc->jb_flag = 0;
+		case NPC_PETRIFYATTACK:
+			sc_start4(bl,status_skill2sc(skill_id),50+10*skill_lv,
+				skill_lv,0,0,skill->get_time(skill_id,skill_lv),
+				skill->get_time2(skill_id,skill_lv));
+			break;
+		case NPC_CURSEATTACK:
+		case NPC_SLEEPATTACK:
+		case NPC_BLINDATTACK:
+		case NPC_POISON:
+		case NPC_SILENCEATTACK:
+		case NPC_STUNATTACK:
+		case NPC_HELLPOWER:
+			sc_start(bl,status_skill2sc(skill_id),50+10*skill_lv,skill_lv,skill->get_time2(skill_id,skill_lv));
+			break;
+		case NPC_ACIDBREATH:
+		case NPC_ICEBREATH:
+			sc_start(bl,status_skill2sc(skill_id),70,skill_lv,skill->get_time2(skill_id,skill_lv));
+			break;
+		case NPC_BLEEDING:
+			sc_start2(bl,SC_BLEEDING,(20*skill_lv),skill_lv,src->id,skill->get_time2(skill_id,skill_lv));
+			break;
+		case NPC_MENTALBREAKER:
+		{	//Based on observations by Tharis, Mental Breaker should do SP damage
+			//equal to Matk*skLevel.
+			rate = sstatus->matk_min;
+			if (rate < sstatus->matk_max)
+				rate += rnd()%(sstatus->matk_max - sstatus->matk_min);
+			rate*=skill_lv;
+			status_zap(bl, 0, rate);
+			break;
 		}
-		break;
-	case ASC_METEORASSAULT:
-		//Any enemies hit by this skill will receive Stun, Darkness, or external bleeding status ailment with a 5%+5*skill_lv% chance.
-		switch(rnd()%3) {
-			case 0:
-				sc_start(bl,SC_BLIND,(5+skill_lv*5),skill_lv,skill->get_time2(skill_id,1));
-				break;
-			case 1:
-				sc_start(bl,SC_STUN,(5+skill_lv*5),skill_lv,skill->get_time2(skill_id,2));
-				break;
-			default:
-				sc_start2(bl,SC_BLEEDING,(5+skill_lv*5),skill_lv,src->id,skill->get_time2(skill_id,3));
-  		}
-		break;
+		// Equipment breaking monster skills [Celest]
+		case NPC_WEAPONBRAKER:
+			skill->break_equip(bl, EQP_WEAPON, 150*skill_lv, BCT_ENEMY);
+			break;
+		case NPC_ARMORBRAKE:
+			skill->break_equip(bl, EQP_ARMOR, 150*skill_lv, BCT_ENEMY);
+			break;
+		case NPC_HELMBRAKE:
+			skill->break_equip(bl, EQP_HELM, 150*skill_lv, BCT_ENEMY);
+			break;
+		case NPC_SHIELDBRAKE:
+			skill->break_equip(bl, EQP_SHIELD, 150*skill_lv, BCT_ENEMY);
+			break;
 
-	case HW_NAPALMVULCAN:
-		sc_start(bl,SC_CURSE,5*skill_lv,skill_lv,skill->get_time2(skill_id,skill_lv));
-		break;
+		case CH_TIGERFIST:
+			sc_start(bl,SC_STOP,(10+skill_lv*10),0,skill->get_time2(skill_id,skill_lv));
+			break;
 
-	case WS_CARTTERMINATION:	// Cart termination
-		sc_start(bl,SC_STUN,5*skill_lv,skill_lv,skill->get_time2(skill_id,skill_lv));
-		break;
+		case LK_SPIRALPIERCE:
+		case ML_SPIRALPIERCE:
+			sc_start(bl,SC_STOP,(15+skill_lv*5),0,skill->get_time2(skill_id,skill_lv));
+			break;
 
-	case CR_ACIDDEMONSTRATION:
-		skill->break_equip(bl, EQP_WEAPON|EQP_ARMOR, 100*skill_lv, BCT_ENEMY);
-		break;
+		case ST_REJECTSWORD:
+			sc_start(bl,SC_AUTOCOUNTER,(skill_lv*15),skill_lv,skill->get_time(skill_id,skill_lv));
+			break;
 
-	case TK_DOWNKICK:
-		sc_start(bl,SC_STUN,100,skill_lv,skill->get_time2(skill_id,skill_lv));
-		break;
+		case PF_FOGWALL:
+			if (src != bl && !tsc->data[SC_DELUGE])
+				sc_start(bl,SC_BLIND,100,skill_lv,skill->get_time2(skill_id,skill_lv));
+			break;
 
-	case TK_JUMPKICK:
-		if( dstsd && dstsd->class_ != MAPID_SOUL_LINKER && !tsc->data[SC_PRESERVE] )
-		{// debuff the following statuses
-			status_change_end(bl, SC_SPIRIT, INVALID_TIMER);
-			status_change_end(bl, SC_ADRENALINE2, INVALID_TIMER);
-			status_change_end(bl, SC_KAITE, INVALID_TIMER);
-			status_change_end(bl, SC_KAAHI, INVALID_TIMER);
-			status_change_end(bl, SC_ONEHAND, INVALID_TIMER);
-			status_change_end(bl, SC_ASPDPOTION2, INVALID_TIMER);
-		}
-		break;
-	case TK_TURNKICK:
-	case MO_BALKYOUNG: //Note: attack_type is passed as BF_WEAPON for the actual target, BF_MISC for the splash-affected mobs.
-		if(attack_type&BF_MISC) //70% base stun chance...
-			sc_start(bl,SC_STUN,70,skill_lv,skill->get_time2(skill_id,skill_lv));
-		break;
-	case GS_BULLSEYE: //0.1% coma rate.
-		if(tstatus->race == RC_BRUTE || tstatus->race == RC_DEMIHUMAN)
-			status_change_start(bl,SC_COMA,10,skill_lv,0,src->id,0,0,0);
-		break;
-	case GS_PIERCINGSHOT:
-		sc_start2(bl,SC_BLEEDING,(skill_lv*3),skill_lv,src->id,skill->get_time2(skill_id,skill_lv));
-		break;
-	case NJ_HYOUSYOURAKU:
-		sc_start(bl,SC_FREEZE,(10+10*skill_lv),skill_lv,skill->get_time2(skill_id,skill_lv));
-		break;
-	case GS_FLING:
-		sc_start(bl,SC_FLING,100, sd?sd->spiritball_old:5,skill->get_time(skill_id,skill_lv));
-		break;
-	case GS_DISARM:
-		rate = 3*skill_lv;
-		if (sstatus->dex > tstatus->dex)
-			rate += (sstatus->dex - tstatus->dex)/5; //TODO: Made up formula
-		skill->strip_equip(bl, EQP_WEAPON, rate, skill_lv, skill->get_time(skill_id,skill_lv));
-		clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
-		break;
-	case NPC_EVILLAND:
-		sc_start(bl,SC_BLIND,5*skill_lv,skill_lv,skill->get_time2(skill_id,skill_lv));
-		break;
-	case NPC_HELLJUDGEMENT:
-		sc_start(bl,SC_CURSE,100,skill_lv,skill->get_time2(skill_id,skill_lv));
-		break;
-	case NPC_CRITICALWOUND:
-		sc_start(bl,SC_CRITICALWOUND,100,skill_lv,skill->get_time2(skill_id,skill_lv));
-		break;
-	case RK_HUNDREDSPEAR:
-		if( !sd || pc_checkskill(sd,KN_SPEARBOOMERANG) == 0 )
-			break; // Spear Boomerang auto cast chance only works if you have mastered Spear Boomerang.
-		rate = 10 + 3 * skill_lv;
-		if( rnd()%100 < rate )
-			skill->castend_damage_id(src,bl,KN_SPEARBOOMERANG,1,tick,0);
-		break;
-	case RK_WINDCUTTER:
-		sc_start(bl,SC_FEAR,3+2*skill_lv,skill_lv,skill->get_time(skill_id,skill_lv));
-		break;
-	case RK_DRAGONBREATH:
-		sc_start4(bl,SC_BURNING,5+5*skill_lv,skill_lv,1000,src->id,0,skill->get_time(skill_id,skill_lv));
-		break;
-	case AB_ADORAMUS:
-		if( tsc && !tsc->data[SC_DECREASEAGI] ) //Prevent duplicate agi-down effect.
-			sc_start(bl, SC_ADORAMUS, 100, skill_lv, skill->get_time(skill_id, skill_lv));
-		break;
-	case WL_CRIMSONROCK:
-		sc_start(bl, SC_STUN, 40, skill_lv, skill->get_time(skill_id, skill_lv));
-		break;
-	case WL_COMET:
-		sc_start4(bl,SC_BURNING,100,skill_lv,1000,src->id,0,skill->get_time(skill_id,skill_lv));
-		break;
-	case WL_EARTHSTRAIN:
-		{
-			int rate = 0, i;
-			const int pos[5] = { EQP_WEAPON, EQP_HELM, EQP_SHIELD, EQP_ARMOR, EQP_ACC };
-			rate = 6 * skill_lv + sstatus->dex / 10 + (sd? sd->status.job_level / 4 : 0) - tstatus->dex /5;// The tstatus->dex / 5 part is unofficial, but players gotta have some kind of way to have resistance. [Rytech]
-			//rate -= rate * tstatus->dex / 200; // Disabled until official resistance is found.
+		case LK_HEADCRUSH: //Headcrush has chance of causing Bleeding status, except on demon and undead element
+			if (!(battle->check_undead(tstatus->race, tstatus->def_ele) || tstatus->race == RC_DEMON))
+				sc_start2(bl, SC_BLEEDING,50, skill_lv, src->id, skill->get_time2(skill_id,skill_lv));
+			break;
 
-			for( i = 0; i < skill_lv; i++ )
-				skill->strip_equip(bl,pos[i],rate,skill_lv,skill->get_time2(skill_id,skill_lv));
-		}
-		break;
-	case WL_JACKFROST:
-		sc_start(bl,SC_FREEZE,100,skill_lv,skill->get_time(skill_id,skill_lv));
-		break;
-	case RA_WUGBITE:
-		sc_start(bl, SC_BITE,  (sd ? pc_checkskill(sd,RA_TOOTHOFWUG)*2 : 0), skill_lv, (skill->get_time(skill_id,skill_lv) + (sd ? pc_checkskill(sd,RA_TOOTHOFWUG)*500 : 0)) );
-		break;
-	case RA_SENSITIVEKEEN:
-		if( rnd()%100 < 8 * skill_lv )
-			skill->castend_damage_id(src, bl, RA_WUGBITE, sd ? pc_checkskill(sd, RA_WUGBITE):skill_lv, tick, SD_ANIMATION);
-		break;
-	case RA_FIRINGTRAP:
-	case RA_ICEBOUNDTRAP:
-		sc_start(bl, (skill_id == RA_FIRINGTRAP) ? SC_BURNING:SC_FREEZING, 40 + 10 * skill_lv, skill_lv, skill->get_time2(skill_id, skill_lv));
-		break;
-	case NC_PILEBUNKER:
-		if( rnd()%100 < 5 + 15*skill_lv )
-		{ //Deactivatable Statuses: Kyrie Eleison, Auto Guard, Steel Body, Assumptio, and Millennium Shield
-			status_change_end(bl, SC_KYRIE, INVALID_TIMER);
-			status_change_end(bl, SC_AUTOGUARD, INVALID_TIMER);
-			status_change_end(bl, SC_STEELBODY, INVALID_TIMER);
-			status_change_end(bl, SC_ASSUMPTIO, INVALID_TIMER);
-			status_change_end(bl, SC_MILLENNIUMSHIELD, INVALID_TIMER);
-		}
-		break;
-	case NC_FLAMELAUNCHER:
-		sc_start4(bl, SC_BURNING, 50 + 10 * skill_lv, skill_lv, 1000, src->id, 0, skill->get_time2(skill_id, skill_lv));
-		break;
-	case NC_COLDSLOWER:
-		sc_start(bl, SC_FREEZE, 10 * skill_lv, skill_lv, skill->get_time(skill_id, skill_lv));
-		sc_start(bl, SC_FREEZING, 20 + 10 * skill_lv, skill_lv, skill->get_time(skill_id, skill_lv));
-		break;
-	case NC_POWERSWING:
-		sc_start(bl, SC_STUN, 5*skill_lv, skill_lv, skill->get_time(skill_id, skill_lv));
-		if( rnd()%100 < 5*skill_lv )
-			skill->castend_damage_id(src, bl, NC_AXEBOOMERANG, pc_checkskill(sd, NC_AXEBOOMERANG), tick, 1);
-		break;
-	case GC_WEAPONCRUSH:
-		skill->castend_nodamage_id(src,bl,skill_id,skill_lv,tick,BCT_ENEMY);
-		break;
-	case LG_SHIELDPRESS:
-		sc_start(bl, SC_STUN, 30 + 8 * skill_lv, skill_lv, skill->get_time(skill_id,skill_lv));
-		break;
-	case LG_PINPOINTATTACK:
-		rate = 30 + (((5 * (sd?pc_checkskill(sd,LG_PINPOINTATTACK):skill_lv)) + (sstatus->agi + status_get_lv(src))) / 10);
-		switch( skill_lv ) {
-			case 1:
-				sc_start2(bl,SC_BLEEDING,rate,skill_lv,src->id,skill->get_time(skill_id,skill_lv));
-				break;
-			case 2:
-				if( dstsd && dstsd->spiritball && rnd()%100 < rate )
-					pc_delspiritball(dstsd, dstsd->spiritball, 0);
-				break;
-			default:
-				skill->break_equip(bl,(skill_lv == 3) ? EQP_SHIELD : (skill_lv == 4) ? EQP_ARMOR : EQP_WEAPON,rate * 100,BCT_ENEMY);
-				break;
-		}
-		break;
-	case LG_MOONSLASHER:
-		rate = 32 + 8 * skill_lv;
-		if( rnd()%100 < rate && dstsd ) // Uses skill->addtimerskill to avoid damage and setsit packet overlaping. Officially clif_setsit is received about 500 ms after damage packet.
-			skill->addtimerskill(src,tick+500,bl->id,0,0,skill_id,skill_lv,BF_WEAPON,0);
-		else if( dstmd && !is_boss(bl) )
-			sc_start(bl,SC_STOP,100,skill_lv,skill->get_time(skill_id,skill_lv));
-		break;
-	case LG_RAYOFGENESIS:	// 50% chance to cause Blind on Undead and Demon monsters.
-		if ( battle->check_undead(tstatus->race, tstatus->def_ele) || tstatus->race == RC_DEMON )
-			sc_start(bl, SC_BLIND,50, skill_lv, skill->get_time(skill_id,skill_lv));
-		break;
-	case LG_EARTHDRIVE:
-		skill->break_equip(src, EQP_SHIELD, 500, BCT_SELF);
-		sc_start(bl, SC_EARTHDRIVE, 100, skill_lv, skill->get_time(skill_id, skill_lv));
-		break;
-	case SR_DRAGONCOMBO:
-		sc_start(bl, SC_STUN, 1 + skill_lv, skill_lv, skill->get_time(skill_id, skill_lv));
-		break;
-	case SR_FALLENEMPIRE:
-		sc_start(bl, SC_STOP, 100, skill_lv, skill->get_time(skill_id, skill_lv));
-		break;
-	case SR_WINDMILL:
-		if( dstsd )
-			skill->addtimerskill(src,tick+status_get_amotion(src),bl->id,0,0,skill_id,skill_lv,BF_WEAPON,0);
-		else if( dstmd && !is_boss(bl) )
-			sc_start(bl, SC_STUN, 100, skill_lv, 1000 + 1000 * (rnd() %3));
-		break;
-	case SR_GENTLETOUCH_QUIET:  //  [(Skill Level x 5) + (Caster?s DEX + Caster?s Base Level) / 10]
-		sc_start(bl, SC_SILENCE, 5 * skill_lv + (sstatus->dex + status_get_lv(src)) / 10, skill_lv, skill->get_time(skill_id, skill_lv));
-		break;
-	case SR_EARTHSHAKER:
-		sc_start(bl,SC_STUN, 25 + 5 * skill_lv,skill_lv,skill->get_time(skill_id,skill_lv));
-		break;
-	case SR_HOWLINGOFLION:
-		sc_start(bl, SC_FEAR, 5 + 5 * skill_lv, skill_lv, skill->get_time(skill_id, skill_lv));
-		break;
-	case WM_SOUND_OF_DESTRUCTION:
-		if( rnd()%100 < 5 + 5 * skill_lv ) { // Temporarly Check Until We Get the Official Formula
-			status_change_end(bl, SC_DANCING, INVALID_TIMER);
-			status_change_end(bl, SC_RICHMANKIM, INVALID_TIMER);
-			status_change_end(bl, SC_ETERNALCHAOS, INVALID_TIMER);
-			status_change_end(bl, SC_DRUMBATTLE, INVALID_TIMER);
-			status_change_end(bl, SC_NIBELUNGEN, INVALID_TIMER);
-			status_change_end(bl, SC_INTOABYSS, INVALID_TIMER);
-			status_change_end(bl, SC_SIEGFRIED, INVALID_TIMER);
-			status_change_end(bl, SC_WHISTLE, INVALID_TIMER);
-			status_change_end(bl, SC_ASSNCROS, INVALID_TIMER);
-			status_change_end(bl, SC_POEMBRAGI, INVALID_TIMER);
-			status_change_end(bl, SC_APPLEIDUN, INVALID_TIMER);
-			status_change_end(bl, SC_HUMMING, INVALID_TIMER);
-			status_change_end(bl, SC_FORTUNE, INVALID_TIMER);
-			status_change_end(bl, SC_SERVICE4U, INVALID_TIMER);
-			status_change_end(bl, SC_LONGING, INVALID_TIMER);
-			status_change_end(bl, SC_SWINGDANCE, INVALID_TIMER);
-			status_change_end(bl, SC_SYMPHONYOFLOVER, INVALID_TIMER);
-			status_change_end(bl, SC_MOONLITSERENADE, INVALID_TIMER);
-			status_change_end(bl, SC_RUSHWINDMILL, INVALID_TIMER);
-			status_change_end(bl, SC_ECHOSONG, INVALID_TIMER);
-			status_change_end(bl, SC_HARMONIZE, INVALID_TIMER);
-			status_change_end(bl, SC_WINKCHARM, INVALID_TIMER);
-			status_change_end(bl, SC_SONGOFMANA, INVALID_TIMER);
-			status_change_end(bl, SC_DANCEWITHWUG, INVALID_TIMER);
-			status_change_end(bl, SC_LERADSDEW, INVALID_TIMER);
-			status_change_end(bl, SC_MELODYOFSINK, INVALID_TIMER);
-			status_change_end(bl, SC_BEYONDOFWARCRY, INVALID_TIMER);
-			status_change_end(bl, SC_UNLIMITEDHUMMINGVOICE, INVALID_TIMER);
-		}
-		break;
-	case SO_EARTHGRAVE:
-		sc_start2(bl, SC_BLEEDING, 5 * skill_lv, skill_lv, src->id, skill->get_time2(skill_id, skill_lv));	// Need official rate. [LimitLine]
-		break;
-	case SO_DIAMONDDUST:
-		rate = 5 + 5 * skill_lv;
-		if( sc && sc->data[SC_COOLER_OPTION] )
-			rate += rate * sc->data[SC_COOLER_OPTION]->val2 / 100;
-		sc_start(bl, SC_CRYSTALIZE, rate, skill_lv, skill->get_time2(skill_id, skill_lv));
-		break;
-	case SO_VARETYR_SPEAR:
-		sc_start(bl, SC_STUN, 5 + 5 * skill_lv, skill_lv, skill->get_time2(skill_id, skill_lv));
-		break;
-	case GN_SLINGITEM_RANGEMELEEATK:
-		if( sd ) {
-			switch( sd->itemid ) {	// Starting SCs here instead of do it in skill->additional_effect to simplify the code.
-				case 13261:
-					sc_start(bl, SC_STUN, 100, skill_lv, skill->get_time2(GN_SLINGITEM, skill_lv));
-					sc_start2(bl, SC_BLEEDING, 100, skill_lv, src->id, skill->get_time2(GN_SLINGITEM, skill_lv));
-					break;
-				case 13262:
-					sc_start(bl, SC_MELON_BOMB, 100, skill_lv, skill->get_time(GN_SLINGITEM, skill_lv));	// Reduces ASPD and moviment speed
+		case LK_JOINTBEAT:
+			status = status_skill2sc(skill_id);
+			if (tsc->jb_flag) {
+				sc_start4(bl,status,(5*skill_lv+5),skill_lv,tsc->jb_flag&BREAK_FLAGS,src->id,0,skill->get_time2(skill_id,skill_lv));
+				tsc->jb_flag = 0;
+			}
+			break;
+		case ASC_METEORASSAULT:
+			//Any enemies hit by this skill will receive Stun, Darkness, or external bleeding status ailment with a 5%+5*skill_lv% chance.
+			switch(rnd()%3) {
+				case 0:
+					sc_start(bl,SC_BLIND,(5+skill_lv*5),skill_lv,skill->get_time2(skill_id,1));
 					break;
-				case 13264:
-					sc_start(bl, SC_BANANA_BOMB, 100, skill_lv, skill->get_time(GN_SLINGITEM, skill_lv));	// Reduces LUK ??Needed confirm it, may be it's bugged in kRORE?
-					sc_start(bl, SC_BANANA_BOMB_SITDOWN, 75, skill_lv, skill->get_time(GN_SLINGITEM_RANGEMELEEATK,skill_lv)); // Sitdown for 3 seconds.
+				case 1:
+					sc_start(bl,SC_STUN,(5+skill_lv*5),skill_lv,skill->get_time2(skill_id,2));
 					break;
+				default:
+					sc_start2(bl,SC_BLEEDING,(5+skill_lv*5),skill_lv,src->id,skill->get_time2(skill_id,3));
 			}
-			sd->itemid = -1;
-		}
-		break;
-	case GN_HELLS_PLANT_ATK:
-		sc_start(bl, SC_STUN,  5 + 5 * skill_lv, skill_lv, skill->get_time2(skill_id, skill_lv));
-		sc_start2(bl, SC_BLEEDING, 20 + 10 * skill_lv, skill_lv, src->id,skill->get_time2(skill_id, skill_lv));
-		break;
-	case EL_WIND_SLASH:	// Non confirmed rate.
-		sc_start2(bl, SC_BLEEDING, 25, skill_lv, src->id, skill->get_time(skill_id,skill_lv));
-		break;
-	case EL_STONE_HAMMER:
-		rate = 10 * skill_lv;
-		sc_start(bl, SC_STUN, rate, skill_lv, skill->get_time(skill_id,skill_lv));
-		break;
-	case EL_ROCK_CRUSHER:
-	case EL_ROCK_CRUSHER_ATK:
-		sc_start(bl,status_skill2sc(skill_id),50,skill_lv,skill->get_time(EL_ROCK_CRUSHER,skill_lv));
-		break;
-	case EL_TYPOON_MIS:
-		sc_start(bl,SC_SILENCE,10*skill_lv,skill_lv,skill->get_time(skill_id,skill_lv));
-		break;
-	case KO_JYUMONJIKIRI: // needs more info
-		sc_start(bl,SC_JYUMONJIKIRI,25,skill_lv,skill->get_time(skill_id,skill_lv));
-		break;
-	case KO_MAKIBISHI:
-		sc_start(bl, SC_STUN, 100, skill_lv, skill->get_time2(skill_id,skill_lv));
-		break;
-	case MH_LAVA_SLIDE:
-		if (tsc && !tsc->data[SC_BURNING]) sc_start4(bl, SC_BURNING, 10 * skill_lv, skill_lv, 1000, src->id, 0, skill->get_time(skill_id, skill_lv));
-		break;
-	case MH_STAHL_HORN:
-		sc_start(bl, SC_STUN, (20 + 4 * (skill_lv-1)), skill_lv, skill->get_time(skill_id, skill_lv));
-		break;
-	case MH_NEEDLE_OF_PARALYZE:
-		sc_start(bl, SC_PARALYSIS, 40 + (5*skill_lv), skill_lv, skill->get_time(skill_id, skill_lv));
-		break;
-	}
+			break;
 
-	if (md && battle_config.summons_trigger_autospells && md->master_id && md->special_state.ai)
-	{	//Pass heritage to Master for status causing effects. [Skotlex]
-		sd = map_id2sd(md->master_id);
-		src = sd?&sd->bl:src;
-	}
+		case HW_NAPALMVULCAN:
+			sc_start(bl,SC_CURSE,5*skill_lv,skill_lv,skill->get_time2(skill_id,skill_lv));
+			break;
 
-	if( attack_type&BF_WEAPON )
+		case WS_CARTTERMINATION:	// Cart termination
+			sc_start(bl,SC_STUN,5*skill_lv,skill_lv,skill->get_time2(skill_id,skill_lv));
+			break;
+
+		case CR_ACIDDEMONSTRATION:
+			skill->break_equip(bl, EQP_WEAPON|EQP_ARMOR, 100*skill_lv, BCT_ENEMY);
+			break;
+
+		case TK_DOWNKICK:
+			sc_start(bl,SC_STUN,100,skill_lv,skill->get_time2(skill_id,skill_lv));
+			break;
+
+		case TK_JUMPKICK:
+			if( dstsd && dstsd->class_ != MAPID_SOUL_LINKER && !tsc->data[SC_PRESERVE] )
+			{// debuff the following statuses
+				status_change_end(bl, SC_SPIRIT, INVALID_TIMER);
+				status_change_end(bl, SC_ADRENALINE2, INVALID_TIMER);
+				status_change_end(bl, SC_KAITE, INVALID_TIMER);
+				status_change_end(bl, SC_KAAHI, INVALID_TIMER);
+				status_change_end(bl, SC_ONEHAND, INVALID_TIMER);
+				status_change_end(bl, SC_ASPDPOTION2, INVALID_TIMER);
+			}
+			break;
+		case TK_TURNKICK:
+		case MO_BALKYOUNG: //Note: attack_type is passed as BF_WEAPON for the actual target, BF_MISC for the splash-affected mobs.
+			if(attack_type&BF_MISC) //70% base stun chance...
+				sc_start(bl,SC_STUN,70,skill_lv,skill->get_time2(skill_id,skill_lv));
+			break;
+		case GS_BULLSEYE: //0.1% coma rate.
+			if(tstatus->race == RC_BRUTE || tstatus->race == RC_DEMIHUMAN)
+				status_change_start(bl,SC_COMA,10,skill_lv,0,src->id,0,0,0);
+			break;
+		case GS_PIERCINGSHOT:
+			sc_start2(bl,SC_BLEEDING,(skill_lv*3),skill_lv,src->id,skill->get_time2(skill_id,skill_lv));
+			break;
+		case NJ_HYOUSYOURAKU:
+			sc_start(bl,SC_FREEZE,(10+10*skill_lv),skill_lv,skill->get_time2(skill_id,skill_lv));
+			break;
+		case GS_FLING:
+			sc_start(bl,SC_FLING,100, sd?sd->spiritball_old:5,skill->get_time(skill_id,skill_lv));
+			break;
+		case GS_DISARM:
+			rate = 3*skill_lv;
+			if (sstatus->dex > tstatus->dex)
+				rate += (sstatus->dex - tstatus->dex)/5; //TODO: Made up formula
+			skill->strip_equip(bl, EQP_WEAPON, rate, skill_lv, skill->get_time(skill_id,skill_lv));
+			clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
+			break;
+		case NPC_EVILLAND:
+			sc_start(bl,SC_BLIND,5*skill_lv,skill_lv,skill->get_time2(skill_id,skill_lv));
+			break;
+		case NPC_HELLJUDGEMENT:
+			sc_start(bl,SC_CURSE,100,skill_lv,skill->get_time2(skill_id,skill_lv));
+			break;
+		case NPC_CRITICALWOUND:
+			sc_start(bl,SC_CRITICALWOUND,100,skill_lv,skill->get_time2(skill_id,skill_lv));
+			break;
+		case RK_HUNDREDSPEAR:
+			if( !sd || pc_checkskill(sd,KN_SPEARBOOMERANG) == 0 )
+				break; // Spear Boomerang auto cast chance only works if you have mastered Spear Boomerang.
+			rate = 10 + 3 * skill_lv;
+			if( rnd()%100 < rate )
+				skill->castend_damage_id(src,bl,KN_SPEARBOOMERANG,1,tick,0);
+			break;
+		case RK_WINDCUTTER:
+			sc_start(bl,SC_FEAR,3+2*skill_lv,skill_lv,skill->get_time(skill_id,skill_lv));
+			break;
+		case RK_DRAGONBREATH:
+			sc_start4(bl,SC_BURNING,5+5*skill_lv,skill_lv,1000,src->id,0,skill->get_time(skill_id,skill_lv));
+			break;
+		case AB_ADORAMUS:
+			if( tsc && !tsc->data[SC_DECREASEAGI] ) //Prevent duplicate agi-down effect.
+				sc_start(bl, SC_ADORAMUS, 100, skill_lv, skill->get_time(skill_id, skill_lv));
+			break;
+		case WL_CRIMSONROCK:
+			sc_start(bl, SC_STUN, 40, skill_lv, skill->get_time(skill_id, skill_lv));
+			break;
+		case WL_COMET:
+			sc_start4(bl,SC_BURNING,100,skill_lv,1000,src->id,0,skill->get_time(skill_id,skill_lv));
+			break;
+		case WL_EARTHSTRAIN:
+			{
+				int rate = 0, i;
+				const int pos[5] = { EQP_WEAPON, EQP_HELM, EQP_SHIELD, EQP_ARMOR, EQP_ACC };
+				rate = 6 * skill_lv + sstatus->dex / 10 + (sd? sd->status.job_level / 4 : 0) - tstatus->dex /5;// The tstatus->dex / 5 part is unofficial, but players gotta have some kind of way to have resistance. [Rytech]
+				//rate -= rate * tstatus->dex / 200; // Disabled until official resistance is found.
+
+				for( i = 0; i < skill_lv; i++ )
+					skill->strip_equip(bl,pos[i],rate,skill_lv,skill->get_time2(skill_id,skill_lv));
+			}
+			break;
+		case WL_JACKFROST:
+			sc_start(bl,SC_FREEZE,100,skill_lv,skill->get_time(skill_id,skill_lv));
+			break;
+		case RA_WUGBITE:
+			sc_start(bl, SC_BITE,  (sd ? pc_checkskill(sd,RA_TOOTHOFWUG)*2 : 0), skill_lv, (skill->get_time(skill_id,skill_lv) + (sd ? pc_checkskill(sd,RA_TOOTHOFWUG)*500 : 0)) );
+			break;
+		case RA_SENSITIVEKEEN:
+			if( rnd()%100 < 8 * skill_lv )
+				skill->castend_damage_id(src, bl, RA_WUGBITE, sd ? pc_checkskill(sd, RA_WUGBITE):skill_lv, tick, SD_ANIMATION);
+			break;
+		case RA_FIRINGTRAP:
+		case RA_ICEBOUNDTRAP:
+			sc_start(bl, (skill_id == RA_FIRINGTRAP) ? SC_BURNING:SC_FREEZING, 40 + 10 * skill_lv, skill_lv, skill->get_time2(skill_id, skill_lv));
+			break;
+		case NC_PILEBUNKER:
+			if( rnd()%100 < 5 + 15*skill_lv )
+			{ //Deactivatable Statuses: Kyrie Eleison, Auto Guard, Steel Body, Assumptio, and Millennium Shield
+				status_change_end(bl, SC_KYRIE, INVALID_TIMER);
+				status_change_end(bl, SC_AUTOGUARD, INVALID_TIMER);
+				status_change_end(bl, SC_STEELBODY, INVALID_TIMER);
+				status_change_end(bl, SC_ASSUMPTIO, INVALID_TIMER);
+				status_change_end(bl, SC_MILLENNIUMSHIELD, INVALID_TIMER);
+			}
+			break;
+		case NC_FLAMELAUNCHER:
+			sc_start4(bl, SC_BURNING, 50 + 10 * skill_lv, skill_lv, 1000, src->id, 0, skill->get_time2(skill_id, skill_lv));
+			break;
+		case NC_COLDSLOWER:
+			sc_start(bl, SC_FREEZE, 10 * skill_lv, skill_lv, skill->get_time(skill_id, skill_lv));
+			sc_start(bl, SC_FREEZING, 20 + 10 * skill_lv, skill_lv, skill->get_time(skill_id, skill_lv));
+			break;
+		case NC_POWERSWING:
+			sc_start(bl, SC_STUN, 5*skill_lv, skill_lv, skill->get_time(skill_id, skill_lv));
+			if( rnd()%100 < 5*skill_lv )
+				skill->castend_damage_id(src, bl, NC_AXEBOOMERANG, pc_checkskill(sd, NC_AXEBOOMERANG), tick, 1);
+			break;
+		case GC_WEAPONCRUSH:
+			skill->castend_nodamage_id(src,bl,skill_id,skill_lv,tick,BCT_ENEMY);
+			break;
+		case LG_SHIELDPRESS:
+			sc_start(bl, SC_STUN, 30 + 8 * skill_lv, skill_lv, skill->get_time(skill_id,skill_lv));
+			break;
+		case LG_PINPOINTATTACK:
+			rate = 30 + (((5 * (sd?pc_checkskill(sd,LG_PINPOINTATTACK):skill_lv)) + (sstatus->agi + status_get_lv(src))) / 10);
+			switch( skill_lv ) {
+				case 1:
+					sc_start2(bl,SC_BLEEDING,rate,skill_lv,src->id,skill->get_time(skill_id,skill_lv));
+					break;
+				case 2:
+					if( dstsd && dstsd->spiritball && rnd()%100 < rate )
+						pc_delspiritball(dstsd, dstsd->spiritball, 0);
+					break;
+				default:
+					skill->break_equip(bl,(skill_lv == 3) ? EQP_SHIELD : (skill_lv == 4) ? EQP_ARMOR : EQP_WEAPON,rate * 100,BCT_ENEMY);
+					break;
+			}
+			break;
+		case LG_MOONSLASHER:
+			rate = 32 + 8 * skill_lv;
+			if( rnd()%100 < rate && dstsd ) // Uses skill->addtimerskill to avoid damage and setsit packet overlaping. Officially clif_setsit is received about 500 ms after damage packet.
+				skill->addtimerskill(src,tick+500,bl->id,0,0,skill_id,skill_lv,BF_WEAPON,0);
+			else if( dstmd && !is_boss(bl) )
+				sc_start(bl,SC_STOP,100,skill_lv,skill->get_time(skill_id,skill_lv));
+			break;
+		case LG_RAYOFGENESIS:	// 50% chance to cause Blind on Undead and Demon monsters.
+			if ( battle->check_undead(tstatus->race, tstatus->def_ele) || tstatus->race == RC_DEMON )
+				sc_start(bl, SC_BLIND,50, skill_lv, skill->get_time(skill_id,skill_lv));
+			break;
+		case LG_EARTHDRIVE:
+			skill->break_equip(src, EQP_SHIELD, 500, BCT_SELF);
+			sc_start(bl, SC_EARTHDRIVE, 100, skill_lv, skill->get_time(skill_id, skill_lv));
+			break;
+		case SR_DRAGONCOMBO:
+			sc_start(bl, SC_STUN, 1 + skill_lv, skill_lv, skill->get_time(skill_id, skill_lv));
+			break;
+		case SR_FALLENEMPIRE:
+			sc_start(bl, SC_STOP, 100, skill_lv, skill->get_time(skill_id, skill_lv));
+			break;
+		case SR_WINDMILL:
+			if( dstsd )
+				skill->addtimerskill(src,tick+status_get_amotion(src),bl->id,0,0,skill_id,skill_lv,BF_WEAPON,0);
+			else if( dstmd && !is_boss(bl) )
+				sc_start(bl, SC_STUN, 100, skill_lv, 1000 + 1000 * (rnd() %3));
+			break;
+		case SR_GENTLETOUCH_QUIET:  //  [(Skill Level x 5) + (Caster?s DEX + Caster?s Base Level) / 10]
+			sc_start(bl, SC_SILENCE, 5 * skill_lv + (sstatus->dex + status_get_lv(src)) / 10, skill_lv, skill->get_time(skill_id, skill_lv));
+			break;
+		case SR_EARTHSHAKER:
+			sc_start(bl,SC_STUN, 25 + 5 * skill_lv,skill_lv,skill->get_time(skill_id,skill_lv));
+			break;
+		case SR_HOWLINGOFLION:
+			sc_start(bl, SC_FEAR, 5 + 5 * skill_lv, skill_lv, skill->get_time(skill_id, skill_lv));
+			break;
+		case WM_SOUND_OF_DESTRUCTION:
+			if( rnd()%100 < 5 + 5 * skill_lv ) { // Temporarly Check Until We Get the Official Formula
+				status_change_end(bl, SC_DANCING, INVALID_TIMER);
+				status_change_end(bl, SC_RICHMANKIM, INVALID_TIMER);
+				status_change_end(bl, SC_ETERNALCHAOS, INVALID_TIMER);
+				status_change_end(bl, SC_DRUMBATTLE, INVALID_TIMER);
+				status_change_end(bl, SC_NIBELUNGEN, INVALID_TIMER);
+				status_change_end(bl, SC_INTOABYSS, INVALID_TIMER);
+				status_change_end(bl, SC_SIEGFRIED, INVALID_TIMER);
+				status_change_end(bl, SC_WHISTLE, INVALID_TIMER);
+				status_change_end(bl, SC_ASSNCROS, INVALID_TIMER);
+				status_change_end(bl, SC_POEMBRAGI, INVALID_TIMER);
+				status_change_end(bl, SC_APPLEIDUN, INVALID_TIMER);
+				status_change_end(bl, SC_HUMMING, INVALID_TIMER);
+				status_change_end(bl, SC_FORTUNE, INVALID_TIMER);
+				status_change_end(bl, SC_SERVICE4U, INVALID_TIMER);
+				status_change_end(bl, SC_LONGING, INVALID_TIMER);
+				status_change_end(bl, SC_SWINGDANCE, INVALID_TIMER);
+				status_change_end(bl, SC_SYMPHONYOFLOVER, INVALID_TIMER);
+				status_change_end(bl, SC_MOONLITSERENADE, INVALID_TIMER);
+				status_change_end(bl, SC_RUSHWINDMILL, INVALID_TIMER);
+				status_change_end(bl, SC_ECHOSONG, INVALID_TIMER);
+				status_change_end(bl, SC_HARMONIZE, INVALID_TIMER);
+				status_change_end(bl, SC_WINKCHARM, INVALID_TIMER);
+				status_change_end(bl, SC_SONGOFMANA, INVALID_TIMER);
+				status_change_end(bl, SC_DANCEWITHWUG, INVALID_TIMER);
+				status_change_end(bl, SC_LERADSDEW, INVALID_TIMER);
+				status_change_end(bl, SC_MELODYOFSINK, INVALID_TIMER);
+				status_change_end(bl, SC_BEYONDOFWARCRY, INVALID_TIMER);
+				status_change_end(bl, SC_UNLIMITEDHUMMINGVOICE, INVALID_TIMER);
+			}
+			break;
+		case SO_EARTHGRAVE:
+			sc_start2(bl, SC_BLEEDING, 5 * skill_lv, skill_lv, src->id, skill->get_time2(skill_id, skill_lv));	// Need official rate. [LimitLine]
+			break;
+		case SO_DIAMONDDUST:
+			rate = 5 + 5 * skill_lv;
+			if( sc && sc->data[SC_COOLER_OPTION] )
+				rate += rate * sc->data[SC_COOLER_OPTION]->val2 / 100;
+			sc_start(bl, SC_CRYSTALIZE, rate, skill_lv, skill->get_time2(skill_id, skill_lv));
+			break;
+		case SO_VARETYR_SPEAR:
+			sc_start(bl, SC_STUN, 5 + 5 * skill_lv, skill_lv, skill->get_time2(skill_id, skill_lv));
+			break;
+		case GN_SLINGITEM_RANGEMELEEATK:
+			if( sd ) {
+				switch( sd->itemid ) {	// Starting SCs here instead of do it in skill->additional_effect to simplify the code.
+					case 13261:
+						sc_start(bl, SC_STUN, 100, skill_lv, skill->get_time2(GN_SLINGITEM, skill_lv));
+						sc_start2(bl, SC_BLEEDING, 100, skill_lv, src->id, skill->get_time2(GN_SLINGITEM, skill_lv));
+						break;
+					case 13262:
+						sc_start(bl, SC_MELON_BOMB, 100, skill_lv, skill->get_time(GN_SLINGITEM, skill_lv));	// Reduces ASPD and moviment speed
+						break;
+					case 13264:
+						sc_start(bl, SC_BANANA_BOMB, 100, skill_lv, skill->get_time(GN_SLINGITEM, skill_lv));	// Reduces LUK ??Needed confirm it, may be it's bugged in kRORE?
+						sc_start(bl, SC_BANANA_BOMB_SITDOWN, 75, skill_lv, skill->get_time(GN_SLINGITEM_RANGEMELEEATK,skill_lv)); // Sitdown for 3 seconds.
+						break;
+				}
+				sd->itemid = -1;
+			}
+			break;
+		case GN_HELLS_PLANT_ATK:
+			sc_start(bl, SC_STUN,  5 + 5 * skill_lv, skill_lv, skill->get_time2(skill_id, skill_lv));
+			sc_start2(bl, SC_BLEEDING, 20 + 10 * skill_lv, skill_lv, src->id,skill->get_time2(skill_id, skill_lv));
+			break;
+		case EL_WIND_SLASH:	// Non confirmed rate.
+			sc_start2(bl, SC_BLEEDING, 25, skill_lv, src->id, skill->get_time(skill_id,skill_lv));
+			break;
+		case EL_STONE_HAMMER:
+			rate = 10 * skill_lv;
+			sc_start(bl, SC_STUN, rate, skill_lv, skill->get_time(skill_id,skill_lv));
+			break;
+		case EL_ROCK_CRUSHER:
+		case EL_ROCK_CRUSHER_ATK:
+			sc_start(bl,status_skill2sc(skill_id),50,skill_lv,skill->get_time(EL_ROCK_CRUSHER,skill_lv));
+			break;
+		case EL_TYPOON_MIS:
+			sc_start(bl,SC_SILENCE,10*skill_lv,skill_lv,skill->get_time(skill_id,skill_lv));
+			break;
+		case KO_JYUMONJIKIRI: // needs more info
+			sc_start(bl,SC_JYUMONJIKIRI,25,skill_lv,skill->get_time(skill_id,skill_lv));
+			break;
+		case KO_MAKIBISHI:
+			sc_start(bl, SC_STUN, 100, skill_lv, skill->get_time2(skill_id,skill_lv));
+			break;
+		case MH_LAVA_SLIDE:
+			if (tsc && !tsc->data[SC_BURNING]) sc_start4(bl, SC_BURNING, 10 * skill_lv, skill_lv, 1000, src->id, 0, skill->get_time(skill_id, skill_lv));
+			break;
+		case MH_STAHL_HORN:
+			sc_start(bl, SC_STUN, (20 + 4 * (skill_lv-1)), skill_lv, skill->get_time(skill_id, skill_lv));
+			break;
+		case MH_NEEDLE_OF_PARALYZE:
+			sc_start(bl, SC_PARALYSIS, 40 + (5*skill_lv), skill_lv, skill->get_time(skill_id, skill_lv));
+			break;
+	}
+
+	if (md && battle_config.summons_trigger_autospells && md->master_id && md->special_state.ai)
+	{	//Pass heritage to Master for status causing effects. [Skotlex]
+		sd = map_id2sd(md->master_id);
+		src = sd?&sd->bl:src;
+	}
+
+	if( attack_type&BF_WEAPON )
 	{ // Coma, Breaking Equipment
 		if( sd && sd->special_state.bonus_coma )
 		{
@@ -1534,13 +1508,13 @@ int skill_additional_effect (struct block_list* src, struct block_list *bl, uint
 				int maxcount = 0;
 				if( !(BL_PC&battle_config.skill_reiteration) &&
 					skill->get_unit_flag(temp)&UF_NOREITERATION &&
-					skill_check_unit_range(src,tbl->x,tbl->y,temp,skill_lv)
+					skill->check_unit_range(src,tbl->x,tbl->y,temp,skill_lv)
 				  ) {
 					continue;
 				}
 				if( BL_PC&battle_config.skill_nofootset &&
 					skill->get_unit_flag(temp)&UF_NOFOOTSET &&
-					skill_check_unit_range2(src,tbl->x,tbl->y,temp,skill_lv)
+					skill->check_unit_range2(src,tbl->x,tbl->y,temp,skill_lv)
 				  ) {
 					continue;
 				}
@@ -1568,7 +1542,7 @@ int skill_additional_effect (struct block_list* src, struct block_list *bl, uint
 
 			sd->state.autocast = 1;
 			skill->consume_requirement(sd,temp,skill_lv,1);
-			skill_toggle_magicpower(src, temp);
+			skill->toggle_magicpower(src, temp);
 			switch (type) {
 				case CAST_GROUND:
 					skill->castend_pos2(src, tbl->x, tbl->y, temp, skill_lv, tick, 0);
@@ -1674,13 +1648,13 @@ int skill_onskillusage(struct map_session_data *sd, struct block_list *bl, uint1
 			int maxcount = 0;
 			if( !(BL_PC&battle_config.skill_reiteration) &&
 				skill->get_unit_flag(temp)&UF_NOREITERATION &&
-				skill_check_unit_range(&sd->bl,tbl->x,tbl->y,temp,skill_lv)
+				skill->check_unit_range(&sd->bl,tbl->x,tbl->y,temp,skill_lv)
 			  ) {
 				continue;
 			}
 			if( BL_PC&battle_config.skill_nofootset &&
 				skill->get_unit_flag(temp)&UF_NOFOOTSET &&
-				skill_check_unit_range2(&sd->bl,tbl->x,tbl->y,temp,skill_lv)
+				skill->check_unit_range2(&sd->bl,tbl->x,tbl->y,temp,skill_lv)
 			  ) {
 				continue;
 			}
@@ -1713,10 +1687,8 @@ int skill_onskillusage(struct map_session_data *sd, struct block_list *bl, uint1
 		sd->state.autocast = 0;
 	}
 
-	if( sd && sd->autobonus3[0].rate )
-	{
-		for( i = 0; i < ARRAYLENGTH(sd->autobonus3); i++ )
-		{
+	if( sd && sd->autobonus3[0].rate ) {
+		for( i = 0; i < ARRAYLENGTH(sd->autobonus3); i++ ) {
 			if( rnd()%1000 >= sd->autobonus3[i].rate )
 				continue;
 			if( sd->autobonus3[i].active != INVALID_TIMER )
@@ -1781,25 +1753,25 @@ int skill_counter_additional_effect (struct block_list* src, struct block_list *
 	}
 
 	switch(skill_id){
-	case MO_EXTREMITYFIST:
-		sc_start(src,SC_EXTREMITYFIST,100,skill_lv,skill->get_time2(skill_id,skill_lv));
-		break;
-	case GS_FULLBUSTER:
-		sc_start(src,SC_BLIND,2*skill_lv,skill_lv,skill->get_time2(skill_id,skill_lv));
-		break;
-	case HFLI_SBR44:	//[orn]
-	case HVAN_EXPLOSION:
-		if(src->type == BL_HOM){
-			TBL_HOM *hd = (TBL_HOM*)src;
-			hd->homunculus.intimacy = 200;
-			if (hd->master)
-				clif_send_homdata(hd->master,SP_INTIMATE,hd->homunculus.intimacy/100);
-		}
-		break;
-	case CR_GRANDCROSS:
-	case NPC_GRANDDARKNESS:
-		attack_type |= BF_WEAPON;
-		break;
+		case MO_EXTREMITYFIST:
+			sc_start(src,SC_EXTREMITYFIST,100,skill_lv,skill->get_time2(skill_id,skill_lv));
+			break;
+		case GS_FULLBUSTER:
+			sc_start(src,SC_BLIND,2*skill_lv,skill_lv,skill->get_time2(skill_id,skill_lv));
+			break;
+		case HFLI_SBR44:	//[orn]
+		case HVAN_EXPLOSION:
+			if(src->type == BL_HOM){
+				TBL_HOM *hd = (TBL_HOM*)src;
+				hd->homunculus.intimacy = 200;
+				if (hd->master)
+					clif_send_homdata(hd->master,SP_INTIMATE,hd->homunculus.intimacy/100);
+			}
+			break;
+		case CR_GRANDCROSS:
+		case NPC_GRANDDARKNESS:
+			attack_type |= BF_WEAPON;
+			break;
 	}
 
 	if(sd && (sd->class_&MAPID_UPPERMASK) == MAPID_STAR_GLADIATOR &&
@@ -1842,9 +1814,7 @@ int skill_counter_additional_effect (struct block_list* src, struct block_list *
 	}
 
 	// Trigger counter-spells to retaliate against damage causing skills.
-	if(dstsd && !status_isdead(bl) && dstsd->autospell2[0].id &&
-		!(skill_id && skill->get_nk(skill_id)&NK_NO_DAMAGE))
-	{
+	if(dstsd && !status_isdead(bl) && dstsd->autospell2[0].id && !(skill_id && skill->get_nk(skill_id)&NK_NO_DAMAGE)) {
 		struct block_list *tbl;
 		struct unit_data *ud;
 		int i, skill_id, skill_lv, rate, type, notok;
@@ -1880,13 +1850,13 @@ int skill_counter_additional_effect (struct block_list* src, struct block_list *
 				int maxcount = 0;
 				if( !(BL_PC&battle_config.skill_reiteration) &&
 					skill->get_unit_flag(skill_id)&UF_NOREITERATION &&
-					skill_check_unit_range(bl,tbl->x,tbl->y,skill_id,skill_lv)
+					skill->check_unit_range(bl,tbl->x,tbl->y,skill_id,skill_lv)
 				  ) {
 					continue;
 				}
 				if( BL_PC&battle_config.skill_nofootset &&
 					skill->get_unit_flag(skill_id)&UF_NOFOOTSET &&
-					skill_check_unit_range2(bl,tbl->x,tbl->y,skill_id,skill_lv)
+					skill->check_unit_range2(bl,tbl->x,tbl->y,skill_id,skill_lv)
 				  ) {
 					continue;
 				}
@@ -1935,11 +1905,9 @@ int skill_counter_additional_effect (struct block_list* src, struct block_list *
 	}
 
 	//Autobonus when attacked
-	if( dstsd && !status_isdead(bl) && dstsd->autobonus2[0].rate && !(skill_id && skill->get_nk(skill_id)&NK_NO_DAMAGE) )
-	{
+	if( dstsd && !status_isdead(bl) && dstsd->autobonus2[0].rate && !(skill_id && skill->get_nk(skill_id)&NK_NO_DAMAGE) ) {
 		int i;
-		for( i = 0; i < ARRAYLENGTH(dstsd->autobonus2); i++ )
-		{
+		for( i = 0; i < ARRAYLENGTH(dstsd->autobonus2); i++ ) {
 			if( rnd()%1000 >= dstsd->autobonus2[i].rate )
 				continue;
 			if( dstsd->autobonus2[i].active != INVALID_TIMER )
@@ -2135,8 +2103,7 @@ int skill_blown(struct block_list* src, struct block_list* target, int count, in
 
 //Checks if 'bl' should reflect back a spell cast by 'src'.
 //type is the type of magic attack: 0: indirect (aoe), 1: direct (targetted)
-static int skill_magic_reflect(struct block_list* src, struct block_list* bl, int type)
-{
+int skill_magic_reflect(struct block_list* src, struct block_list* bl, int type) {
 	struct status_change *sc = status_get_sc(bl);
 	struct map_session_data* sd = BL_CAST(BL_PC, bl);
 
@@ -2226,11 +2193,9 @@ int skill_attack (int attack_type, struct block_list* src, struct block_list *ds
 	dmg = battle->calc_attack(attack_type,src,bl,skill_id,skill_lv,flag&0xFFF);
 
 	//Skotlex: Adjusted to the new system
-	if(src->type==BL_PET)
-	{ // [Valaris]
+	if( src->type == BL_PET ) { // [Valaris]
 		struct pet_data *pd = (TBL_PET*)src;
-		if (pd->a_skill && pd->a_skill->div_ && pd->a_skill->id == skill_id)
-		{
+		if (pd->a_skill && pd->a_skill->div_ && pd->a_skill->id == skill_id) {
 			int element = skill->get_ele(skill_id, skill_lv);
 			/*if (skill_id == -1) Does it ever worked?
 				element = sstatus->rhw.ele;*/
@@ -2245,7 +2210,7 @@ int skill_attack (int attack_type, struct block_list* src, struct block_list *ds
 
 	if( dmg.flag&BF_MAGIC && ( skill_id != NPC_EARTHQUAKE || (battle_config.eq_single_target_reflectable && (flag&0xFFF) == 1) ) )
 	{ // Earthquake on multiple targets is not counted as a target skill. [Inkfish]
-		if( (dmg.damage || dmg.damage2) && (type = skill_magic_reflect(src, bl, src==dsrc)) )
+		if( (dmg.damage || dmg.damage2) && (type = skill->magic_reflect(src, bl, src==dsrc)) )
 		{	//Magic reflection, switch caster/target
 			struct block_list *tbl = bl;
 			rmdamage = 1;
@@ -2783,7 +2748,7 @@ int skill_attack (int attack_type, struct block_list* src, struct block_list *ds
 				break;
 		}
 		if( sd )
-			skill_onskillusage(sd, bl, skill_id, tick);
+			skill->onskillusage(sd, bl, skill_id, tick);
 	}
 
 	if (!(flag&2) &&
@@ -2809,8 +2774,7 @@ int skill_attack (int attack_type, struct block_list* src, struct block_list *ds
  * then call func with source,target,skill_id,skill_lv,tick,flag
  *------------------------------------------*/
 typedef int (*SkillFunc)(struct block_list *, struct block_list *, int, int, unsigned int, int);
-int skill_area_sub (struct block_list *bl, va_list ap)
-{
+int skill_area_sub (struct block_list *bl, va_list ap) {
 	struct block_list *src;
 	uint16 skill_id,skill_lv;
 	int flag;
@@ -2839,8 +2803,7 @@ int skill_area_sub (struct block_list *bl, va_list ap)
 	return 0;
 }
 
-static int skill_check_unit_range_sub (struct block_list *bl, va_list ap)
-{
+int skill_check_unit_range_sub (struct block_list *bl, va_list ap) {
 	struct skill_unit *unit;
 	uint16 skill_id,g_skill_id;
 
@@ -2902,22 +2865,20 @@ static int skill_check_unit_range_sub (struct block_list *bl, va_list ap)
 	return 1;
 }
 
-static int skill_check_unit_range (struct block_list *bl, int x, int y, uint16 skill_id, uint16 skill_lv)
-{
+int skill_check_unit_range (struct block_list *bl, int x, int y, uint16 skill_id, uint16 skill_lv) {
 	//Non players do not check for the skill's splash-trigger area.
-	int range = bl->type==BL_PC?skill_get_unit_range(skill_id, skill_lv):0;
-	int layout_type = skill_get_unit_layout_type(skill_id,skill_lv);
-	if (layout_type==-1 || layout_type>MAX_SQUARE_LAYOUT) {
+	int range = bl->type == BL_PC ? skill->get_unit_range(skill_id, skill_lv):0;
+	int layout_type = skill->get_unit_layout_type(skill_id,skill_lv);
+	if ( layout_type == - 1 || layout_type > MAX_SQUARE_LAYOUT ) {
 		ShowError("skill_check_unit_range: unsupported layout type %d for skill %d\n",layout_type,skill_id);
 		return 0;
 	}
 
 	range += layout_type;
-	return map_foreachinarea(skill_check_unit_range_sub,bl->m,x-range,y-range,x+range,y+range,BL_SKILL,skill_id);
+	return map_foreachinarea(skill->check_unit_range_sub,bl->m,x-range,y-range,x+range,y+range,BL_SKILL,skill_id);
 }
 
-static int skill_check_unit_range2_sub (struct block_list *bl, va_list ap)
-{
+int skill_check_unit_range2_sub (struct block_list *bl, va_list ap) {
 	uint16 skill_id;
 
 	if(bl->prev == NULL)
@@ -2936,24 +2897,22 @@ static int skill_check_unit_range2_sub (struct block_list *bl, va_list ap)
 	return 1;
 }
 
-static int skill_check_unit_range2 (struct block_list *bl, int x, int y, uint16 skill_id, uint16 skill_lv)
-{
+int skill_check_unit_range2 (struct block_list *bl, int x, int y, uint16 skill_id, uint16 skill_lv) {
 	int range, type;
 
 	switch (skill_id) {	// to be expanded later
-	case WZ_ICEWALL:
-		range = 2;
-		break;
-	default:
-		{
-			int layout_type = skill_get_unit_layout_type(skill_id,skill_lv);
-			if (layout_type==-1 || layout_type>MAX_SQUARE_LAYOUT) {
-				ShowError("skill_check_unit_range2: unsupported layout type %d for skill %d\n",layout_type,skill_id);
-				return 0;
+		case WZ_ICEWALL:
+			range = 2;
+			break;
+		default: {
+				int layout_type = skill->get_unit_layout_type(skill_id,skill_lv);
+				if (layout_type==-1 || layout_type>MAX_SQUARE_LAYOUT) {
+					ShowError("skill_check_unit_range2: unsupported layout type %d for skill %d\n",layout_type,skill_id);
+					return 0;
+				}
+				range = skill->get_unit_range(skill_id,skill_lv) + layout_type;
 			}
-			range = skill_get_unit_range(skill_id,skill_lv) + layout_type;
-		}
-		break;
+			break;
 	}
 
 	// if the caster is a monster/NPC, only check for players
@@ -2963,7 +2922,7 @@ static int skill_check_unit_range2 (struct block_list *bl, int x, int y, uint16
 	else
 		type = BL_PC;
 
-	return map_foreachinarea(skill_check_unit_range2_sub, bl->m,
+	return map_foreachinarea(skill->check_unit_range2_sub, bl->m,
 		x - range, y - range, x + range, y + range,
 		type, skill_id);
 }
@@ -2992,8 +2951,7 @@ int skill_guildaura_sub (struct map_session_data* sd, int id, int strvit, int ag
  * &1: finished casting the skill (invoke hp/sp/item consumption)
  * &2: picked menu entry (Warp Portal, Teleport and other menu based skills)
  *------------------------------------------*/
-static int skill_check_condition_mercenary(struct block_list *bl, int skill_id, int lv, int type)
-{
+int skill_check_condition_mercenary(struct block_list *bl, int skill_id, int lv, int type) {
 	struct status_data *status;
 	struct map_session_data *sd = NULL;
 	int i, hp, sp, hp_rate, sp_rate, state, mhp;
@@ -3102,18 +3060,16 @@ static int skill_check_condition_mercenary(struct block_list *bl, int skill_id,
 }
 
 /*==========================================
- *
+ * what the hell it doesn't need to receive this many params, it doesn't do anything ~_~
  *------------------------------------------*/
-int skill_area_sub_count (struct block_list *src, struct block_list *target, uint16 skill_id, uint16 skill_lv, unsigned int tick, int flag)
-{
+int skill_area_sub_count (struct block_list *src, struct block_list *target, uint16 skill_id, uint16 skill_lv, unsigned int tick, int flag) {
 	return 1;
 }
 
 /*==========================================
  *
  *------------------------------------------*/
-static int skill_timerskill(int tid, unsigned int tick, int id, intptr_t data)
-{
+int skill_timerskill(int tid, unsigned int tick, int id, intptr_t data) {
 	struct block_list *src = map_id2bl(id),*target;
 	struct unit_data *ud = unit_bl2ud(src);
 	struct skill_timerskill *skl;
@@ -3155,19 +3111,19 @@ static int skill_timerskill(int tid, unsigned int tick, int id, intptr_t data)
 				case BA_FROSTJOKER:
 				case DC_SCREAM:
 					range= skill->get_splash(skl->skill_id, skl->skill_lv);
-					map_foreachinarea(skill_frostjoke_scream,skl->map,skl->x-range,skl->y-range,
+					map_foreachinarea(skill->frostjoke_scream,skl->map,skl->x-range,skl->y-range,
 						skl->x+range,skl->y+range,BL_CHAR,src,skl->skill_id,skl->skill_lv,tick);
 					break;
 				case NPC_EARTHQUAKE:
 					if( skl->type > 1 )
 						skill->addtimerskill(src,tick+250,src->id,0,0,skl->skill_id,skl->skill_lv,skl->type-1,skl->flag);
-					skill_area_temp[0] = map_foreachinrange(skill_area_sub, src, skill->get_splash(skl->skill_id, skl->skill_lv), BL_CHAR, src, skl->skill_id, skl->skill_lv, tick, BCT_ENEMY, skill_area_sub_count);
+					skill_area_temp[0] = map_foreachinrange(skill->area_sub, src, skill->get_splash(skl->skill_id, skl->skill_lv), BL_CHAR, src, skl->skill_id, skl->skill_lv, tick, BCT_ENEMY, skill->area_sub_count);
 					skill_area_temp[1] = src->id;
 					skill_area_temp[2] = 0;
-					map_foreachinrange(skill_area_sub, src, skill->get_splash(skl->skill_id, skl->skill_lv), splash_target(src), src, skl->skill_id, skl->skill_lv, tick, skl->flag, skill->castend_damage_id);
+					map_foreachinrange(skill->area_sub, src, skill->get_splash(skl->skill_id, skl->skill_lv), splash_target(src), src, skl->skill_id, skl->skill_lv, tick, skl->flag, skill->castend_damage_id);
 					break;
 				case WZ_WATERBALL:
-					skill_toggle_magicpower(src, skl->skill_id); // only the first hit will be amplify
+					skill->toggle_magicpower(src, skl->skill_id); // only the first hit will be amplify
 					if (!status_isdead(target))
 						skill->attack(BF_MAGIC,src,src,target,skl->skill_id,skl->skill_lv,tick,skl->flag);
 					if (skl->type>1 && !status_isdead(target) && !status_isdead(src)) {
@@ -3185,11 +3141,10 @@ static int skill_timerskill(int tid, unsigned int tick, int id, intptr_t data)
 				/**
 				 * Warlock
 				 **/
-				case WL_CHAINLIGHTNING_ATK:
-					{
+				case WL_CHAINLIGHTNING_ATK: {
 						struct block_list *nbl = NULL; // Next Target of Chain
 						skill->attack(BF_MAGIC,src,src,target,skl->skill_id,skl->skill_lv,tick,skl->flag); // Hit a Lightning on the current Target
-						skill_toggle_magicpower(src, skl->skill_id); // only the first hit will be amplify
+						skill->toggle_magicpower(src, skl->skill_id); // only the first hit will be amplify
 						if( skl->type > 1 ) { // Remaining Chains Hit
 							nbl = battle->get_enemy_area(src,target->x,target->y,2,BL_CHAR|BL_SKILL,target->id); // Search for a new Target around current one...
 							if( nbl == NULL && skl->x > 1 ) {
@@ -3208,16 +3163,13 @@ static int skill_timerskill(int tid, unsigned int tick, int id, intptr_t data)
 				case WL_TETRAVORTEX_WIND:
 				case WL_TETRAVORTEX_GROUND:
 					skill->attack(BF_MAGIC,src,src,target,skl->skill_id,skl->skill_lv,tick,skl->flag|SD_ANIMATION);
-					skill_toggle_magicpower(src, skl->skill_id); // only the first hit will be amplify
-					if( skl->type >= 3 )
-					{ // Final Hit
-						if( !status_isdead(target) )
-						{ // Final Status Effect
+					skill->toggle_magicpower(src, skl->skill_id); // only the first hit will be amplify
+					if( skl->type >= 3 ) { // Final Hit
+						if( !status_isdead(target) ) { // Final Status Effect
 							int effects[4] = { SC_BURNING, SC_FREEZING, SC_BLEEDING, SC_STUN },
 								applyeffects[4] = { 0, 0, 0, 0 },
 								i, j = 0, k = 0;
-							for( i = 1; i <= 8; i = i + i )
-							{
+							for( i = 1; i <= 8; i = i + i ) {
 								if( skl->x&i )
 								{
 									applyeffects[j] = effects[k];
@@ -3225,8 +3177,7 @@ static int skill_timerskill(int tid, unsigned int tick, int id, intptr_t data)
 								}
 								k++;
 							}
-							if( j )
-							{
+							if( j ) {
 								i = applyeffects[rnd()%j];
 								status_change_start(target, i, 10000, skl->skill_lv,
 									(i == SC_BURNING ? 1000 : (i == SC_BLEEDING ? src->id : 0)),
@@ -3266,7 +3217,7 @@ static int skill_timerskill(int tid, unsigned int tick, int id, intptr_t data)
 					skill->attack(BF_WEAPON, src, src, target, skl->skill_id, skl->skill_lv, tick, skl->flag|SD_LEVEL);
 					break;
 				case GN_SPORE_EXPLOSION:
-					map_foreachinrange(skill_area_sub, target, skill->get_splash(skl->skill_id, skl->skill_lv), BL_CHAR,
+					map_foreachinrange(skill->area_sub, target, skill->get_splash(skl->skill_id, skl->skill_lv), BL_CHAR,
 									   src, skl->skill_id, skl->skill_lv, 0, skl->flag|1|BCT_ENEMY, skill->castend_damage_id);
 					break;
 				case CH_PALMSTRIKE:
@@ -3283,15 +3234,12 @@ static int skill_timerskill(int tid, unsigned int tick, int id, intptr_t data)
 					skill->attack(skl->type,src,src,target,skl->skill_id,skl->skill_lv,tick,skl->flag);
 					break;
 			}
-		}
-		else {
+		} else {
 			if(src->m != skl->map)
 				break;
-			switch( skl->skill_id )
-			{
+			switch( skl->skill_id ) {
 				case WZ_METEOR:
-					if( skl->type >= 0 )
-					{
+					if( skl->type >= 0 ) {
 						int x = skl->type>>16, y = skl->type&0xFFFF;
 						if( path_search_long(NULL, src->m, src->x, src->y, x, y, CELL_CHKWALL) )
 							skill->unitsetting(src,skl->skill_id,skl->skill_lv,x,y,skl->flag);
@@ -3301,10 +3249,9 @@ static int skill_timerskill(int tid, unsigned int tick, int id, intptr_t data)
 					else if( path_search_long(NULL, src->m, src->x, src->y, skl->x, skl->y, CELL_CHKWALL) )
 						skill->unitsetting(src,skl->skill_id,skl->skill_lv,skl->x,skl->y,skl->flag);
 					break;
-				case GN_CRAZYWEED_ATK:
-					{
-						int dummy = 1, i = skill_get_unit_range(skl->skill_id,skl->skill_lv);
-						map_foreachinarea(skill_cell_overlap, src->m, skl->x-i, skl->y-i, skl->x+i, skl->y+i, BL_SKILL, skl->skill_id, &dummy, src);
+				case GN_CRAZYWEED_ATK: {
+						int dummy = 1, i = skill->get_unit_range(skl->skill_id,skl->skill_lv);
+						map_foreachinarea(skill->cell_overlap, src->m, skl->x-i, skl->y-i, skl->x+i, skl->y+i, BL_SKILL, skl->skill_id, &dummy, src);
 					}
 				case WL_EARTHSTRAIN:
 					skill->unitsetting(src,skl->skill_id,skl->skill_lv,skl->x,skl->y,(skl->type<<16)|skl->flag);
@@ -3335,7 +3282,7 @@ int skill_addtimerskill (struct block_list *src, unsigned int tick, int target,
 	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]->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;
@@ -3361,31 +3308,29 @@ int skill_cleartimerskill (struct block_list *src)
 
 	for(i=0;i<MAX_SKILLTIMERSKILL;i++) {
 		if(ud->skilltimerskill[i]) {
-			delete_timer(ud->skilltimerskill[i]->timer, skill_timerskill);
+			delete_timer(ud->skilltimerskill[i]->timer, skill->timerskill);
 			ers_free(skill_timer_ers, ud->skilltimerskill[i]);
 			ud->skilltimerskill[i]=NULL;
 		}
 	}
 	return 1;
 }
-static int skill_ative_reverberation( struct block_list *bl, va_list ap) {
+int skill_activate_reverbetion( struct block_list *bl, va_list ap) {
 	struct skill_unit *su = (TBL_SKILL*)bl;
 	struct skill_unit_group *sg;
 	if( bl->type != BL_SKILL )
 		return 0;
 	if( su->alive && (sg = su->group) && sg->skill_id == WM_REVERBERATION ) {
-		map_foreachinrange(skill_trap_splash, bl, skill->get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag, bl, gettick());
+		map_foreachinrange(skill->trap_splash, bl, skill->get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag, bl, gettick());
 		su->limit=DIFF_TICK(gettick(),sg->tick);
 		sg->unit_id = UNT_USED_TRAPS;
 	}
 	return 0;
 }
 
-static int skill_reveal_trap (struct block_list *bl, va_list ap)
-{
+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.
+	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);
@@ -3420,8 +3365,8 @@ int skill_castend_damage_id (struct block_list* src, struct block_list *bl, uint
 	if (status_isdead(bl))
 		return 1;
 
-	if (skill_id && skill->get_type(skill_id) == BF_MAGIC && status_isimmune(bl) == 100)
-	{	//GTB makes all targetted magic display miss with a single bolt.
+	if (skill_id && skill->get_type(skill_id) == BF_MAGIC && status_isimmune(bl) == 100) {
+		//GTB makes all targetted magic display miss with a single bolt.
 		sc_type sct = status_skill2sc(skill_id);
 		if(sct != SC_NONE)
 			status_change_end(bl, sct, INVALID_TIMER);
@@ -3437,1191 +3382,1187 @@ int skill_castend_damage_id (struct block_list* src, struct block_list *bl, uint
 
 	map_freeblock_lock();
 
-	switch(skill_id)
-	{
-	case MER_CRASH:
-	case SM_BASH:
-	case MS_BASH:
-	case MC_MAMMONITE:
-	case TF_DOUBLE:
-	case AC_DOUBLE:
-	case MA_DOUBLE:
-	case AS_SONICBLOW:
-	case KN_PIERCE:
-	case ML_PIERCE:
-	case KN_SPEARBOOMERANG:
-	case TF_POISON:
-	case TF_SPRINKLESAND:
-	case AC_CHARGEARROW:
-	case MA_CHARGEARROW:
-	case RG_INTIMIDATE:
-	case AM_ACIDTERROR:
-	case BA_MUSICALSTRIKE:
-	case DC_THROWARROW:
-	case BA_DISSONANCE:
-	case CR_HOLYCROSS:
-	case NPC_DARKCROSS:
-	case CR_SHIELDCHARGE:
-	case CR_SHIELDBOOMERANG:
-	case NPC_PIERCINGATT:
-	case NPC_MENTALBREAKER:
-	case NPC_RANGEATTACK:
-	case NPC_CRITICALSLASH:
-	case NPC_COMBOATTACK:
-	case NPC_GUIDEDATTACK:
-	case NPC_POISON:
-	case NPC_RANDOMATTACK:
-	case NPC_WATERATTACK:
-	case NPC_GROUNDATTACK:
-	case NPC_FIREATTACK:
-	case NPC_WINDATTACK:
-	case NPC_POISONATTACK:
-	case NPC_HOLYATTACK:
-	case NPC_DARKNESSATTACK:
-	case NPC_TELEKINESISATTACK:
-	case NPC_UNDEADATTACK:
-	case NPC_ARMORBRAKE:
-	case NPC_WEAPONBRAKER:
-	case NPC_HELMBRAKE:
-	case NPC_SHIELDBRAKE:
-	case NPC_BLINDATTACK:
-	case NPC_SILENCEATTACK:
-	case NPC_STUNATTACK:
-	case NPC_PETRIFYATTACK:
-	case NPC_CURSEATTACK:
-	case NPC_SLEEPATTACK:
-	case LK_AURABLADE:
-	case LK_SPIRALPIERCE:
-	case ML_SPIRALPIERCE:
-	case LK_HEADCRUSH:
-	case CG_ARROWVULCAN:
-	case HW_MAGICCRASHER:
-	case ITM_TOMAHAWK:
-	case MO_TRIPLEATTACK:
-	case CH_CHAINCRUSH:
-	case CH_TIGERFIST:
-	case PA_SHIELDCHAIN:	// Shield Chain
-	case PA_SACRIFICE:
-	case WS_CARTTERMINATION:	// Cart Termination
-	case AS_VENOMKNIFE:
-	case HT_PHANTASMIC:
-	case HT_POWER:
-	case TK_DOWNKICK:
-	case TK_COUNTER:
-	case GS_CHAINACTION:
-	case GS_TRIPLEACTION:
-	case GS_MAGICALBULLET:
-	case GS_TRACKING:
-	case GS_PIERCINGSHOT:
-	case GS_RAPIDSHOWER:
-	case GS_DUST:
-	case GS_DISARM:				// Added disarm. [Reddozen]
-	case GS_FULLBUSTER:
-	case NJ_SYURIKEN:
-	case NJ_KUNAI:
-	case ASC_BREAKER:
-	case HFLI_MOON:	//[orn]
-	case HFLI_SBR44:	//[orn]
-	case NPC_BLEEDING:
-	case NPC_CRITICALWOUND:
-	case NPC_HELLPOWER:
-	case RK_SONICWAVE:
-	case RK_HUNDREDSPEAR:
-	case AB_DUPLELIGHT_MELEE:
-	case RA_AIMEDBOLT:
-	case NC_AXEBOOMERANG:
-	case NC_POWERSWING:
-	case GC_CROSSIMPACT:
-	case GC_VENOMPRESSURE:
-	case SC_TRIANGLESHOT:
-	case SC_FEINTBOMB:
-	case LG_BANISHINGPOINT:
-	case LG_SHIELDPRESS:
-	case LG_RAGEBURST:
-	case LG_RAYOFGENESIS:
-	case LG_HESPERUSLIT:
-	case SR_FALLENEMPIRE:
-	case SR_CRESCENTELBOW_AUTOSPELL:
-	case SR_GATEOFHELL:
-	case SR_GENTLETOUCH_QUIET:
-	case WM_SEVERE_RAINSTORM_MELEE:
-	case WM_GREAT_ECHO:
-	case GN_SLINGITEM_RANGEMELEEATK:
-	case KO_JYUMONJIKIRI:
-	case KO_SETSUDAN:
-	case KO_KAIHOU:
-		skill->attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
-	break;
-
-	/**
-	 * Mechanic (MADO GEAR)
-	 **/
-	case NC_BOOSTKNUCKLE:
-	case NC_PILEBUNKER:
-	case NC_VULCANARM:
-	case NC_COLDSLOWER:
-	case NC_ARMSCANNON:
-		if (sd) pc_overheat(sd,1);
-	case RK_WINDCUTTER:
-		skill->attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag|SD_ANIMATION);
-		break;
-
-	case LK_JOINTBEAT: // decide the ailment first (affects attack damage and effect)
-		switch( rnd()%6 ){
-		case 0: flag |= BREAK_ANKLE; break;
-		case 1: flag |= BREAK_WRIST; break;
-		case 2: flag |= BREAK_KNEE; break;
-		case 3: flag |= BREAK_SHOULDER; break;
-		case 4: flag |= BREAK_WAIST; break;
-		case 5: flag |= BREAK_NECK; break;
-		}
-		//TODO: is there really no cleaner way to do this?
-		sc = status_get_sc(bl);
-		if (sc) sc->jb_flag = flag;
-		skill->attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
-		break;
-
-	case MO_COMBOFINISH:
-		if (!(flag&1) && sc && sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_MONK)
-		{	//Becomes a splash attack when Soul Linked.
-			map_foreachinrange(skill_area_sub, bl,
-				skill->get_splash(skill_id, skill_lv),splash_target(src),
-				src,skill_id,skill_lv,tick, flag|BCT_ENEMY|1,
-				skill->castend_damage_id);
-		} else
+	switch(skill_id) {
+		case MER_CRASH:
+		case SM_BASH:
+		case MS_BASH:
+		case MC_MAMMONITE:
+		case TF_DOUBLE:
+		case AC_DOUBLE:
+		case MA_DOUBLE:
+		case AS_SONICBLOW:
+		case KN_PIERCE:
+		case ML_PIERCE:
+		case KN_SPEARBOOMERANG:
+		case TF_POISON:
+		case TF_SPRINKLESAND:
+		case AC_CHARGEARROW:
+		case MA_CHARGEARROW:
+		case RG_INTIMIDATE:
+		case AM_ACIDTERROR:
+		case BA_MUSICALSTRIKE:
+		case DC_THROWARROW:
+		case BA_DISSONANCE:
+		case CR_HOLYCROSS:
+		case NPC_DARKCROSS:
+		case CR_SHIELDCHARGE:
+		case CR_SHIELDBOOMERANG:
+		case NPC_PIERCINGATT:
+		case NPC_MENTALBREAKER:
+		case NPC_RANGEATTACK:
+		case NPC_CRITICALSLASH:
+		case NPC_COMBOATTACK:
+		case NPC_GUIDEDATTACK:
+		case NPC_POISON:
+		case NPC_RANDOMATTACK:
+		case NPC_WATERATTACK:
+		case NPC_GROUNDATTACK:
+		case NPC_FIREATTACK:
+		case NPC_WINDATTACK:
+		case NPC_POISONATTACK:
+		case NPC_HOLYATTACK:
+		case NPC_DARKNESSATTACK:
+		case NPC_TELEKINESISATTACK:
+		case NPC_UNDEADATTACK:
+		case NPC_ARMORBRAKE:
+		case NPC_WEAPONBRAKER:
+		case NPC_HELMBRAKE:
+		case NPC_SHIELDBRAKE:
+		case NPC_BLINDATTACK:
+		case NPC_SILENCEATTACK:
+		case NPC_STUNATTACK:
+		case NPC_PETRIFYATTACK:
+		case NPC_CURSEATTACK:
+		case NPC_SLEEPATTACK:
+		case LK_AURABLADE:
+		case LK_SPIRALPIERCE:
+		case ML_SPIRALPIERCE:
+		case LK_HEADCRUSH:
+		case CG_ARROWVULCAN:
+		case HW_MAGICCRASHER:
+		case ITM_TOMAHAWK:
+		case MO_TRIPLEATTACK:
+		case CH_CHAINCRUSH:
+		case CH_TIGERFIST:
+		case PA_SHIELDCHAIN:	// Shield Chain
+		case PA_SACRIFICE:
+		case WS_CARTTERMINATION:	// Cart Termination
+		case AS_VENOMKNIFE:
+		case HT_PHANTASMIC:
+		case HT_POWER:
+		case TK_DOWNKICK:
+		case TK_COUNTER:
+		case GS_CHAINACTION:
+		case GS_TRIPLEACTION:
+		case GS_MAGICALBULLET:
+		case GS_TRACKING:
+		case GS_PIERCINGSHOT:
+		case GS_RAPIDSHOWER:
+		case GS_DUST:
+		case GS_DISARM:				// Added disarm. [Reddozen]
+		case GS_FULLBUSTER:
+		case NJ_SYURIKEN:
+		case NJ_KUNAI:
+		case ASC_BREAKER:
+		case HFLI_MOON:	//[orn]
+		case HFLI_SBR44:	//[orn]
+		case NPC_BLEEDING:
+		case NPC_CRITICALWOUND:
+		case NPC_HELLPOWER:
+		case RK_SONICWAVE:
+		case RK_HUNDREDSPEAR:
+		case AB_DUPLELIGHT_MELEE:
+		case RA_AIMEDBOLT:
+		case NC_AXEBOOMERANG:
+		case NC_POWERSWING:
+		case GC_CROSSIMPACT:
+		case GC_VENOMPRESSURE:
+		case SC_TRIANGLESHOT:
+		case SC_FEINTBOMB:
+		case LG_BANISHINGPOINT:
+		case LG_SHIELDPRESS:
+		case LG_RAGEBURST:
+		case LG_RAYOFGENESIS:
+		case LG_HESPERUSLIT:
+		case SR_FALLENEMPIRE:
+		case SR_CRESCENTELBOW_AUTOSPELL:
+		case SR_GATEOFHELL:
+		case SR_GENTLETOUCH_QUIET:
+		case WM_SEVERE_RAINSTORM_MELEE:
+		case WM_GREAT_ECHO:
+		case GN_SLINGITEM_RANGEMELEEATK:
+		case KO_JYUMONJIKIRI:
+		case KO_SETSUDAN:
+		case KO_KAIHOU:
 			skill->attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
 		break;
 
-	case TK_STORMKICK: // Taekwon kicks [Dralnu]
-		clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
-		skill_area_temp[1] = 0;
-		map_foreachinrange(skill->attack_area, src,
-			skill->get_splash(skill_id, skill_lv), splash_target(src),
-			BF_WEAPON, src, src, skill_id, skill_lv, tick, flag, BCT_ENEMY);
-		break;
+		/**
+		 * Mechanic (MADO GEAR)
+		 **/
+		case NC_BOOSTKNUCKLE:
+		case NC_PILEBUNKER:
+		case NC_VULCANARM:
+		case NC_COLDSLOWER:
+		case NC_ARMSCANNON:
+			if (sd) pc_overheat(sd,1);
+		case RK_WINDCUTTER:
+			skill->attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag|SD_ANIMATION);
+			break;
 
-	case KN_CHARGEATK:
-		{
-		bool path = path_search_long(NULL, src->m, src->x, src->y, bl->x, bl->y,CELL_CHKWALL);
-		unsigned int dist = distance_bl(src, bl);
-		uint8 dir = map_calc_dir(bl, src->x, src->y);
+		case LK_JOINTBEAT: // decide the ailment first (affects attack damage and effect)
+			switch( rnd()%6 ){
+			case 0: flag |= BREAK_ANKLE; break;
+			case 1: flag |= BREAK_WRIST; break;
+			case 2: flag |= BREAK_KNEE; break;
+			case 3: flag |= BREAK_SHOULDER; break;
+			case 4: flag |= BREAK_WAIST; break;
+			case 5: flag |= BREAK_NECK; break;
+			}
+			//TODO: is there really no cleaner way to do this?
+			sc = status_get_sc(bl);
+			if (sc) sc->jb_flag = flag;
+			skill->attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
+			break;
 
-		// teleport to target (if not on WoE grounds)
-		if( !map_flag_gvg(src->m) && !map[src->m].flag.battleground && unit_movepos(src, bl->x, bl->y, 0, 1) )
-			clif_slide(src, bl->x, bl->y);
+		case MO_COMBOFINISH:
+			if (!(flag&1) && sc && sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_MONK)
+			{	//Becomes a splash attack when Soul Linked.
+				map_foreachinrange(skill->area_sub, bl,
+					skill->get_splash(skill_id, skill_lv),splash_target(src),
+					src,skill_id,skill_lv,tick, flag|BCT_ENEMY|1,
+					skill->castend_damage_id);
+			} else
+				skill->attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
+			break;
 
-		// cause damage and knockback if the path to target was a straight one
-		if( path )
-		{
-			skill->attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, dist);
-			skill->blown(src, bl, dist, dir, 0);
-			//HACK: since knockback officially defaults to the left, the client also turns to the left... therefore,
-			// make the caster look in the direction of the target
-			unit_setdir(src, (dir+4)%8);
-		}
+		case TK_STORMKICK: // Taekwon kicks [Dralnu]
+			clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
+			skill_area_temp[1] = 0;
+			map_foreachinrange(skill->attack_area, src,
+				skill->get_splash(skill_id, skill_lv), splash_target(src),
+				BF_WEAPON, src, src, skill_id, skill_lv, tick, flag, BCT_ENEMY);
+			break;
+
+		case KN_CHARGEATK: {
+				bool path = path_search_long(NULL, src->m, src->x, src->y, bl->x, bl->y,CELL_CHKWALL);
+				unsigned int dist = distance_bl(src, bl);
+				uint8 dir = map_calc_dir(bl, src->x, src->y);
+
+				// teleport to target (if not on WoE grounds)
+				if( !map_flag_gvg(src->m) && !map[src->m].flag.battleground && unit_movepos(src, bl->x, bl->y, 0, 1) )
+					clif_slide(src, bl->x, bl->y);
+
+				// cause damage and knockback if the path to target was a straight one
+				if( path ) {
+					skill->attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, dist);
+					skill->blown(src, bl, dist, dir, 0);
+					//HACK: since knockback officially defaults to the left, the client also turns to the left... therefore,
+					// make the caster look in the direction of the target
+					unit_setdir(src, (dir+4)%8);
+				}
 
-		}
-		break;
+			}
+			break;
 
-	case NC_FLAMELAUNCHER:
-		if (sd) pc_overheat(sd,1);
-	case SN_SHARPSHOOTING:
-	case MA_SHARPSHOOTING:
-	case NJ_KAMAITACHI:
-	case LG_CANNONSPEAR:
-		//It won't shoot through walls since on castend there has to be a direct
-		//line of sight between caster and target.
-		skill_area_temp[1] = bl->id;
-		map_foreachinpath (skill->attack_area,src->m,src->x,src->y,bl->x,bl->y,
-			skill->get_splash(skill_id, skill_lv),skill->get_maxcount(skill_id,skill_lv), splash_target(src),
-			skill->get_type(skill_id),src,src,skill_id,skill_lv,tick,flag,BCT_ENEMY);
-		break;
+		case NC_FLAMELAUNCHER:
+			if (sd) pc_overheat(sd,1);
+		case SN_SHARPSHOOTING:
+		case MA_SHARPSHOOTING:
+		case NJ_KAMAITACHI:
+		case LG_CANNONSPEAR:
+			//It won't shoot through walls since on castend there has to be a direct
+			//line of sight between caster and target.
+			skill_area_temp[1] = bl->id;
+			map_foreachinpath (skill->attack_area,src->m,src->x,src->y,bl->x,bl->y,
+				skill->get_splash(skill_id, skill_lv),skill->get_maxcount(skill_id,skill_lv), splash_target(src),
+				skill->get_type(skill_id),src,src,skill_id,skill_lv,tick,flag,BCT_ENEMY);
+			break;
 
-	case NPC_ACIDBREATH:
-	case NPC_DARKNESSBREATH:
-	case NPC_FIREBREATH:
-	case NPC_ICEBREATH:
-	case NPC_THUNDERBREATH:
-		skill_area_temp[1] = bl->id;
-		map_foreachinpath(skill->attack_area,src->m,src->x,src->y,bl->x,bl->y,
-			skill->get_splash(skill_id, skill_lv),skill->get_maxcount(skill_id,skill_lv), splash_target(src),
-			skill->get_type(skill_id),src,src,skill_id,skill_lv,tick,flag,BCT_ENEMY);
-		break;
+		case NPC_ACIDBREATH:
+		case NPC_DARKNESSBREATH:
+		case NPC_FIREBREATH:
+		case NPC_ICEBREATH:
+		case NPC_THUNDERBREATH:
+			skill_area_temp[1] = bl->id;
+			map_foreachinpath(skill->attack_area,src->m,src->x,src->y,bl->x,bl->y,
+				skill->get_splash(skill_id, skill_lv),skill->get_maxcount(skill_id,skill_lv), splash_target(src),
+				skill->get_type(skill_id),src,src,skill_id,skill_lv,tick,flag,BCT_ENEMY);
+			break;
 
-	case MO_INVESTIGATE:
-		skill->attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
-		status_change_end(src, SC_BLADESTOP, INVALID_TIMER);
-		break;
+		case MO_INVESTIGATE:
+			skill->attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
+			status_change_end(src, SC_BLADESTOP, INVALID_TIMER);
+			break;
 
-	case RG_BACKSTAP:
-		{
-			uint8 dir = map_calc_dir(src, bl->x, bl->y), t_dir = unit_getdir(bl);
-			if ((!check_distance_bl(src, bl, 0) && !map_check_dir(dir, t_dir)) || bl->type == BL_SKILL) {
-				status_change_end(src, SC_HIDING, INVALID_TIMER);
-				skill->attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag);
-				dir = dir < 4 ? dir+4 : dir-4; // change direction [Celest]
-				unit_setdir(bl,dir);
+		case RG_BACKSTAP:
+			{
+				uint8 dir = map_calc_dir(src, bl->x, bl->y), t_dir = unit_getdir(bl);
+				if ((!check_distance_bl(src, bl, 0) && !map_check_dir(dir, t_dir)) || bl->type == BL_SKILL) {
+					status_change_end(src, SC_HIDING, INVALID_TIMER);
+					skill->attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag);
+					dir = dir < 4 ? dir+4 : dir-4; // change direction [Celest]
+					unit_setdir(bl,dir);
+				}
+				else if (sd)
+					clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
 			}
-			else if (sd)
-				clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
-		}
-		break;
-
-	case MO_FINGEROFFENSIVE:
-		skill->attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
-		if (battle_config.finger_offensive_type && sd) {
-			int i;
-			for (i = 1; i < sd->spiritball_old; i++)
-				skill->addtimerskill(src, tick + i * 200, bl->id, 0, 0, skill_id, skill_lv, BF_WEAPON, flag);
-		}
-		status_change_end(src, SC_BLADESTOP, INVALID_TIMER);
-		break;
+			break;
 
-	case MO_CHAINCOMBO:
-		skill->attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
-		status_change_end(src, SC_BLADESTOP, INVALID_TIMER);
-		break;
+		case MO_FINGEROFFENSIVE:
+			skill->attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
+			if (battle_config.finger_offensive_type && sd) {
+				int i;
+				for (i = 1; i < sd->spiritball_old; i++)
+					skill->addtimerskill(src, tick + i * 200, bl->id, 0, 0, skill_id, skill_lv, BF_WEAPON, flag);
+			}
+			status_change_end(src, SC_BLADESTOP, INVALID_TIMER);
+			break;
 
-	case NJ_ISSEN:
-		status_change_end(src, SC_NEN, INVALID_TIMER);
-		status_change_end(src, SC_HIDING, INVALID_TIMER);
-		// fall through
-	case MO_EXTREMITYFIST:
-		{
-			short x, y, i = 2; // Move 2 cells for Issen(from target)
-			struct block_list *mbl = bl;
-			short dir = 0;
-			
+		case MO_CHAINCOMBO:
 			skill->attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
+			status_change_end(src, SC_BLADESTOP, INVALID_TIMER);
+			break;
 
-			if( skill_id == MO_EXTREMITYFIST )
+		case NJ_ISSEN:
+			status_change_end(src, SC_NEN, INVALID_TIMER);
+			status_change_end(src, SC_HIDING, INVALID_TIMER);
+			// fall through
+		case MO_EXTREMITYFIST:
 			{
-				mbl = src;
-				i = 3; // for Asura(from caster)
-				status_set_sp(src, 0, 0);
-				status_change_end(src, SC_EXPLOSIONSPIRITS, INVALID_TIMER);
-				status_change_end(src, SC_BLADESTOP, INVALID_TIMER);
-#ifdef RENEWAL
-				sc_start(src,SC_EXTREMITYFIST2,100,skill_lv,skill->get_time(skill_id,skill_lv));
-#endif
-			}else
-				status_set_hp(src, 
-#ifdef RENEWAL
-				max(status_get_max_hp(src)/100, 1)
-#else
-				1
-#endif
-				, 0);
-			
-			dir = map_calc_dir(src,bl->x,bl->y);
-			if( dir > 0 && dir < 4) x = -i;
-			else if( dir > 4 ) x = i;
-			else x = 0;
-			if( dir > 2 && dir < 6 ) y = -i;
-			else if( dir == 7 || dir < 2 ) y = i;
-			else y = 0;
-			if( (mbl == src || (!map_flag_gvg(src->m) && !map[src->m].flag.battleground) ) && // only NJ_ISSEN don't have slide effect in GVG
-				unit_movepos(src, mbl->x+x, mbl->y+y, 1, 1) ) {
-				clif_slide(src, src->x, src->y);
-				//uncomment this if you want to remove MO_EXTREMITYFIST glitchy walking effect. [malufett]
-				//clif_fixpos(src);
-			}
-		}
-		break;
+				short x, y, i = 2; // Move 2 cells for Issen(from target)
+				struct block_list *mbl = bl;
+				short dir = 0;
+				
+				skill->attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
 
-	//Splash attack skills.
-	case AS_GRIMTOOTH:
-	case MC_CARTREVOLUTION:
-	case NPC_SPLASHATTACK:
-		flag |= SD_PREAMBLE; // a fake packet will be sent for the first target to be hit
-	case AS_SPLASHER:
-	case SM_MAGNUM:
-	case MS_MAGNUM:
-	case HT_BLITZBEAT:
-	case AC_SHOWER:
-	case MA_SHOWER:
-	case MG_NAPALMBEAT:
-	case MG_FIREBALL:
-	case RG_RAID:
-	case HW_NAPALMVULCAN:
-	case NJ_HUUMA:
-	case NJ_BAKUENRYU:
-	case ASC_METEORASSAULT:
-	case GS_DESPERADO:
-	case GS_SPREADATTACK:
-	case NPC_EARTHQUAKE:
-	case NPC_PULSESTRIKE:
-	case NPC_HELLJUDGEMENT:
-	case NPC_VAMPIRE_GIFT:
-	case RK_IGNITIONBREAK:
-	case AB_JUDEX:
-	case WL_SOULEXPANSION:
-	case WL_CRIMSONROCK:
-	case WL_COMET:
-	case WL_JACKFROST:
-	case RA_ARROWSTORM:
-	case RA_WUGDASH:
-	case NC_SELFDESTRUCTION:
-	case NC_AXETORNADO:
-	case GC_ROLLINGCUTTER:
-	case GC_COUNTERSLASH:
-	case LG_MOONSLASHER:
-	case LG_EARTHDRIVE:
-	case SR_TIGERCANNON:
-	case SR_RAMPAGEBLASTER:
-	case SR_SKYNETBLOW:
-	case SR_WINDMILL:
-	case SR_RIDEINLIGHTNING:
-	case WM_SOUND_OF_DESTRUCTION:
-	case WM_REVERBERATION_MELEE:
-	case WM_REVERBERATION_MAGIC:
-	case SO_VARETYR_SPEAR:
-	case GN_CART_TORNADO:
-	case GN_CARTCANNON:
-	case KO_HAPPOKUNAI:
-	case KO_HUUMARANKA:
-	case KO_MUCHANAGE:
-	case KO_BAKURETSU:
-		if( flag&1 ) {//Recursive invocation
-			// skill_area_temp[0] holds number of targets in area
-			// skill_area_temp[1] holds the id of the original target
-			// skill_area_temp[2] counts how many targets have already been processed
-			int sflag = skill_area_temp[0] & 0xFFF, heal;
-			if( flag&SD_LEVEL )
-				sflag |= SD_LEVEL; // -1 will be used in packets instead of the skill level
-			if( skill_area_temp[1] != bl->id && !(skill->get_inf2(skill_id)&INF2_NPC_SKILL) )
-				sflag |= SD_ANIMATION; // original target gets no animation (as well as all NPC skills)
-
-			heal = skill->attack(skill->get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, sflag);
-			if( skill_id == NPC_VAMPIRE_GIFT && heal > 0 ) {
-				clif_skill_nodamage(NULL, src, AL_HEAL, heal, 1);
-				status_heal(src,heal,0,0);
+				if( skill_id == MO_EXTREMITYFIST )
+				{
+					mbl = src;
+					i = 3; // for Asura(from caster)
+					status_set_sp(src, 0, 0);
+					status_change_end(src, SC_EXPLOSIONSPIRITS, INVALID_TIMER);
+					status_change_end(src, SC_BLADESTOP, INVALID_TIMER);
+	#ifdef RENEWAL
+					sc_start(src,SC_EXTREMITYFIST2,100,skill_lv,skill->get_time(skill_id,skill_lv));
+	#endif
+				}else
+					status_set_hp(src, 
+	#ifdef RENEWAL
+					max(status_get_max_hp(src)/100, 1)
+	#else
+					1
+	#endif
+					, 0);
+				
+				dir = map_calc_dir(src,bl->x,bl->y);
+				if( dir > 0 && dir < 4) x = -i;
+				else if( dir > 4 ) x = i;
+				else x = 0;
+				if( dir > 2 && dir < 6 ) y = -i;
+				else if( dir == 7 || dir < 2 ) y = i;
+				else y = 0;
+				if( (mbl == src || (!map_flag_gvg(src->m) && !map[src->m].flag.battleground) ) && // only NJ_ISSEN don't have slide effect in GVG
+					unit_movepos(src, mbl->x+x, mbl->y+y, 1, 1) ) {
+					clif_slide(src, src->x, src->y);
+					//uncomment this if you want to remove MO_EXTREMITYFIST glitchy walking effect. [malufett]
+					//clif_fixpos(src);
+				}
 			}
-		} else {
-			switch ( skill_id ) {
-				case NJ_BAKUENRYU:
-				case LG_EARTHDRIVE:
-				case GN_CARTCANNON:
-					clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
-					break;
-				case LG_MOONSLASHER:
-					clif_skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
-					break;
-				case NPC_EARTHQUAKE://FIXME: Isn't EarthQuake a ground skill after all?
-					skill->addtimerskill(src,tick+250,src->id,0,0,skill_id,skill_lv,2,flag|BCT_ENEMY|SD_SPLASH|1);
-				default:
-					break;
+			break;
+
+		//Splash attack skills.
+		case AS_GRIMTOOTH:
+		case MC_CARTREVOLUTION:
+		case NPC_SPLASHATTACK:
+			flag |= SD_PREAMBLE; // a fake packet will be sent for the first target to be hit
+		case AS_SPLASHER:
+		case SM_MAGNUM:
+		case MS_MAGNUM:
+		case HT_BLITZBEAT:
+		case AC_SHOWER:
+		case MA_SHOWER:
+		case MG_NAPALMBEAT:
+		case MG_FIREBALL:
+		case RG_RAID:
+		case HW_NAPALMVULCAN:
+		case NJ_HUUMA:
+		case NJ_BAKUENRYU:
+		case ASC_METEORASSAULT:
+		case GS_DESPERADO:
+		case GS_SPREADATTACK:
+		case NPC_EARTHQUAKE:
+		case NPC_PULSESTRIKE:
+		case NPC_HELLJUDGEMENT:
+		case NPC_VAMPIRE_GIFT:
+		case RK_IGNITIONBREAK:
+		case AB_JUDEX:
+		case WL_SOULEXPANSION:
+		case WL_CRIMSONROCK:
+		case WL_COMET:
+		case WL_JACKFROST:
+		case RA_ARROWSTORM:
+		case RA_WUGDASH:
+		case NC_SELFDESTRUCTION:
+		case NC_AXETORNADO:
+		case GC_ROLLINGCUTTER:
+		case GC_COUNTERSLASH:
+		case LG_MOONSLASHER:
+		case LG_EARTHDRIVE:
+		case SR_TIGERCANNON:
+		case SR_RAMPAGEBLASTER:
+		case SR_SKYNETBLOW:
+		case SR_WINDMILL:
+		case SR_RIDEINLIGHTNING:
+		case WM_SOUND_OF_DESTRUCTION:
+		case WM_REVERBERATION_MELEE:
+		case WM_REVERBERATION_MAGIC:
+		case SO_VARETYR_SPEAR:
+		case GN_CART_TORNADO:
+		case GN_CARTCANNON:
+		case KO_HAPPOKUNAI:
+		case KO_HUUMARANKA:
+		case KO_MUCHANAGE:
+		case KO_BAKURETSU:
+			if( flag&1 ) {//Recursive invocation
+				// skill_area_temp[0] holds number of targets in area
+				// skill_area_temp[1] holds the id of the original target
+				// skill_area_temp[2] counts how many targets have already been processed
+				int sflag = skill_area_temp[0] & 0xFFF, heal;
+				if( flag&SD_LEVEL )
+					sflag |= SD_LEVEL; // -1 will be used in packets instead of the skill level
+				if( skill_area_temp[1] != bl->id && !(skill->get_inf2(skill_id)&INF2_NPC_SKILL) )
+					sflag |= SD_ANIMATION; // original target gets no animation (as well as all NPC skills)
+
+				heal = skill->attack(skill->get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, sflag);
+				if( skill_id == NPC_VAMPIRE_GIFT && heal > 0 ) {
+					clif_skill_nodamage(NULL, src, AL_HEAL, heal, 1);
+					status_heal(src,heal,0,0);
+				}
+			} else {
+				switch ( skill_id ) {
+					case NJ_BAKUENRYU:
+					case LG_EARTHDRIVE:
+					case GN_CARTCANNON:
+						clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
+						break;
+					case LG_MOONSLASHER:
+						clif_skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
+						break;
+					case NPC_EARTHQUAKE://FIXME: Isn't EarthQuake a ground skill after all?
+						skill->addtimerskill(src,tick+250,src->id,0,0,skill_id,skill_lv,2,flag|BCT_ENEMY|SD_SPLASH|1);
+					default:
+						break;
+				}
+
+				skill_area_temp[0] = 0;
+				skill_area_temp[1] = bl->id;
+				skill_area_temp[2] = 0;
+				if( skill_id == WL_CRIMSONROCK ) {
+					skill_area_temp[4] = bl->x;
+					skill_area_temp[5] = bl->y;
+				}
+				if( skill_id == WM_REVERBERATION_MELEE || skill_id == WM_REVERBERATION_MAGIC )
+					skill_area_temp[1] = 0;
+				// if skill damage should be split among targets, count them
+				//SD_LEVEL -> Forced splash damage for Auto Blitz-Beat -> count targets
+				//special case: Venom Splasher uses a different range for searching than for splashing
+				if( flag&SD_LEVEL || skill->get_nk(skill_id)&NK_SPLASHSPLIT )
+					skill_area_temp[0] = map_foreachinrange(skill->area_sub, bl, (skill_id == AS_SPLASHER)?1:skill->get_splash(skill_id, skill_lv), BL_CHAR, src, skill_id, skill_lv, tick, BCT_ENEMY, skill->area_sub_count);
+
+				// recursive invocation of skill->castend_damage_id() with flag|1
+				map_foreachinrange(skill->area_sub, bl, skill->get_splash(skill_id, skill_lv), ( skill_id == WM_REVERBERATION_MELEE || skill_id == WM_REVERBERATION_MAGIC )?BL_CHAR:splash_target(src), src, skill_id, skill_lv, tick, flag|BCT_ENEMY|SD_SPLASH|1, skill->castend_damage_id);
 			}
+			break;
 
-			skill_area_temp[0] = 0;
-			skill_area_temp[1] = bl->id;
-			skill_area_temp[2] = 0;
-			if( skill_id == WL_CRIMSONROCK ) {
-				skill_area_temp[4] = bl->x;
-				skill_area_temp[5] = bl->y;
-			}
-			if( skill_id == WM_REVERBERATION_MELEE || skill_id == WM_REVERBERATION_MAGIC )
-				skill_area_temp[1] = 0;
-			// if skill damage should be split among targets, count them
-			//SD_LEVEL -> Forced splash damage for Auto Blitz-Beat -> count targets
-			//special case: Venom Splasher uses a different range for searching than for splashing
-			if( flag&SD_LEVEL || skill->get_nk(skill_id)&NK_SPLASHSPLIT )
-				skill_area_temp[0] = map_foreachinrange(skill_area_sub, bl, (skill_id == AS_SPLASHER)?1:skill->get_splash(skill_id, skill_lv), BL_CHAR, src, skill_id, skill_lv, tick, BCT_ENEMY, skill_area_sub_count);
-
-			// recursive invocation of skill->castend_damage_id() with flag|1
-			map_foreachinrange(skill_area_sub, bl, skill->get_splash(skill_id, skill_lv), ( skill_id == WM_REVERBERATION_MELEE || skill_id == WM_REVERBERATION_MAGIC )?BL_CHAR:splash_target(src), src, skill_id, skill_lv, tick, flag|BCT_ENEMY|SD_SPLASH|1, skill->castend_damage_id);
-		}
-		break;
+		case KN_BRANDISHSPEAR:
+		case ML_BRANDISH:
+			//Coded apart for it needs the flag passed to the damage calculation.
+			if (skill_area_temp[1] != bl->id)
+				skill->attack(skill->get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag|SD_ANIMATION);
+			else
+				skill->attack(skill->get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
+			break;
 
-	case KN_BRANDISHSPEAR:
-	case ML_BRANDISH:
-		//Coded apart for it needs the flag passed to the damage calculation.
-		if (skill_area_temp[1] != bl->id)
-			skill->attack(skill->get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag|SD_ANIMATION);
-		else
-			skill->attack(skill->get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
-		break;
+		case KN_BOWLINGBASH:
+		case MS_BOWLINGBASH:
+			if(flag&1){
+				if(bl->id==skill_area_temp[1])
+					break;
+				//two hits for 500%
+				skill->attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,SD_ANIMATION);
+				skill->attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,SD_ANIMATION);
+			} else {
+				int i,c;
+				c = skill->get_blewcount(skill_id,skill_lv);
+				// keep moving target in the direction that src is looking, square by square
+				for(i=0;i<c;i++){
+					if (!skill->blown(src,bl,1,(unit_getdir(src)+4)%8,0x1))
+						break; //Can't knockback
+					skill_area_temp[0] = map_foreachinrange(skill->area_sub, bl, skill->get_splash(skill_id, skill_lv), BL_CHAR, src, skill_id, skill_lv, tick, flag|BCT_ENEMY, skill->area_sub_count);
+					if( skill_area_temp[0] > 1 ) break; // collision
+				}
+				clif_blown(bl); //Update target pos.
+				if (i!=c) { //Splash
+					skill_area_temp[1] = bl->id;
+					map_foreachinrange(skill->area_sub, bl, skill->get_splash(skill_id, skill_lv), splash_target(src), src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill->castend_damage_id);
+				}
+				//Weirdo dual-hit property, two attacks for 500%
+				skill->attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,0);
+				skill->attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,0);
+			}
+			break;
 
-	case KN_BOWLINGBASH:
-	case MS_BOWLINGBASH:
-		if(flag&1){
-			if(bl->id==skill_area_temp[1])
-				break;
-			//two hits for 500%
-			skill->attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,SD_ANIMATION);
-			skill->attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,SD_ANIMATION);
-		} else {
-			int i,c;
-			c = skill->get_blewcount(skill_id,skill_lv);
-			// keep moving target in the direction that src is looking, square by square
-			for(i=0;i<c;i++){
-				if (!skill->blown(src,bl,1,(unit_getdir(src)+4)%8,0x1))
-					break; //Can't knockback
-				skill_area_temp[0] = map_foreachinrange(skill_area_sub, bl, skill->get_splash(skill_id, skill_lv), BL_CHAR, src, skill_id, skill_lv, tick, flag|BCT_ENEMY, skill_area_sub_count);
-				if( skill_area_temp[0] > 1 ) break; // collision
-			}
-			clif_blown(bl); //Update target pos.
-			if (i!=c) { //Splash
+		case KN_SPEARSTAB:
+			if(flag&1) {
+				if (bl->id==skill_area_temp[1])
+					break;
+				if (skill->attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,SD_ANIMATION))
+					skill->blown(src,bl,skill_area_temp[2],-1,0);
+			} else {
+				int x=bl->x,y=bl->y,i,dir;
+				dir = map_calc_dir(bl,src->x,src->y);
 				skill_area_temp[1] = bl->id;
-				map_foreachinrange(skill_area_sub, bl, skill->get_splash(skill_id, skill_lv), splash_target(src), src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill->castend_damage_id);
+				skill_area_temp[2] = skill->get_blewcount(skill_id,skill_lv);
+				// all the enemies between the caster and the target are hit, as well as the target
+				if (skill->attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,0))
+					skill->blown(src,bl,skill_area_temp[2],-1,0);
+				for (i=0;i<4;i++) {
+					map_foreachincell(skill->area_sub,bl->m,x,y,BL_CHAR,
+						src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill->castend_damage_id);
+					x += dirx[dir];
+					y += diry[dir];
+				}
 			}
-			//Weirdo dual-hit property, two attacks for 500%
-			skill->attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,0);
-			skill->attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,0);
-		}
-		break;
+			break;
 
-	case KN_SPEARSTAB:
-		if(flag&1) {
-			if (bl->id==skill_area_temp[1])
-				break;
-			if (skill->attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,SD_ANIMATION))
-				skill->blown(src,bl,skill_area_temp[2],-1,0);
-		} else {
-			int x=bl->x,y=bl->y,i,dir;
-			dir = map_calc_dir(bl,src->x,src->y);
-			skill_area_temp[1] = bl->id;
-			skill_area_temp[2] = skill->get_blewcount(skill_id,skill_lv);
-			// all the enemies between the caster and the target are hit, as well as the target
-			if (skill->attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,0))
-				skill->blown(src,bl,skill_area_temp[2],-1,0);
-			for (i=0;i<4;i++) {
-				map_foreachincell(skill_area_sub,bl->m,x,y,BL_CHAR,
-					src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill->castend_damage_id);
-				x += dirx[dir];
-				y += diry[dir];
-			}
+		case TK_TURNKICK:
+		case MO_BALKYOUNG: //Active part of the attack. Skill-attack [Skotlex]
+		{
+			skill_area_temp[1] = bl->id; //NOTE: This is used in skill->castend_nodamage_id to avoid affecting the target.
+			if (skill->attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag))
+				map_foreachinrange(skill->area_sub,bl,
+					skill->get_splash(skill_id, skill_lv),BL_CHAR,
+					src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,
+					skill->castend_nodamage_id);
 		}
-		break;
-
-	case TK_TURNKICK:
-	case MO_BALKYOUNG: //Active part of the attack. Skill-attack [Skotlex]
-	{
-		skill_area_temp[1] = bl->id; //NOTE: This is used in skill->castend_nodamage_id to avoid affecting the target.
-		if (skill->attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag))
-			map_foreachinrange(skill_area_sub,bl,
-				skill->get_splash(skill_id, skill_lv),BL_CHAR,
-				src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,
-				skill->castend_nodamage_id);
-	}
-		break;
-	case CH_PALMSTRIKE: //	Palm Strike takes effect 1sec after casting. [Skotlex]
-	//	clif_skill_nodamage(src,bl,skill_id,skill_lv,0); //Can't make this one display the correct attack animation delay :/
-		clif_damage(src,bl,tick,status_get_amotion(src),0,-1,1,4,0); //Display an absorbed damage attack.
-		skill->addtimerskill(src, tick + (1000+status_get_amotion(src)), bl->id, 0, 0, skill_id, skill_lv, BF_WEAPON, flag);
-		break;
+			break;
+		case CH_PALMSTRIKE: //	Palm Strike takes effect 1sec after casting. [Skotlex]
+		//	clif_skill_nodamage(src,bl,skill_id,skill_lv,0); //Can't make this one display the correct attack animation delay :/
+			clif_damage(src,bl,tick,status_get_amotion(src),0,-1,1,4,0); //Display an absorbed damage attack.
+			skill->addtimerskill(src, tick + (1000+status_get_amotion(src)), bl->id, 0, 0, skill_id, skill_lv, BF_WEAPON, flag);
+			break;
 
-	case PR_TURNUNDEAD:
-	case ALL_RESURRECTION:
-		if (!battle->check_undead(tstatus->race, tstatus->def_ele))
+		case PR_TURNUNDEAD:
+		case ALL_RESURRECTION:
+			if (!battle->check_undead(tstatus->race, tstatus->def_ele))
+				break;
+			skill->attack(BF_MAGIC,src,src,bl,skill_id,skill_lv,tick,flag);
 			break;
-		skill->attack(BF_MAGIC,src,src,bl,skill_id,skill_lv,tick,flag);
-		break;
 
-	case MG_SOULSTRIKE:
-	case NPC_DARKSTRIKE:
-	case MG_COLDBOLT:
-	case MG_FIREBOLT:
-	case MG_LIGHTNINGBOLT:
-	case WZ_EARTHSPIKE:
-	case AL_HEAL:
-	case AL_HOLYLIGHT:
-	case WZ_JUPITEL:
-	case NPC_DARKTHUNDER:
-	case PR_ASPERSIO:
-	case MG_FROSTDIVER:
-	case WZ_SIGHTBLASTER:
-	case WZ_SIGHTRASHER:
-	case NJ_KOUENKA:
-	case NJ_HYOUSENSOU:
-	case NJ_HUUJIN:
-	case AB_ADORAMUS:
-	case AB_RENOVATIO:
-	case AB_HIGHNESSHEAL:
-	case AB_DUPLELIGHT_MAGIC:
-	case WM_METALICSOUND:
-	case MH_ERASER_CUTTER:
-		skill->attack(BF_MAGIC,src,src,bl,skill_id,skill_lv,tick,flag);
-		break;
+		case MG_SOULSTRIKE:
+		case NPC_DARKSTRIKE:
+		case MG_COLDBOLT:
+		case MG_FIREBOLT:
+		case MG_LIGHTNINGBOLT:
+		case WZ_EARTHSPIKE:
+		case AL_HEAL:
+		case AL_HOLYLIGHT:
+		case WZ_JUPITEL:
+		case NPC_DARKTHUNDER:
+		case PR_ASPERSIO:
+		case MG_FROSTDIVER:
+		case WZ_SIGHTBLASTER:
+		case WZ_SIGHTRASHER:
+		case NJ_KOUENKA:
+		case NJ_HYOUSENSOU:
+		case NJ_HUUJIN:
+		case AB_ADORAMUS:
+		case AB_RENOVATIO:
+		case AB_HIGHNESSHEAL:
+		case AB_DUPLELIGHT_MAGIC:
+		case WM_METALICSOUND:
+		case MH_ERASER_CUTTER:
+			skill->attack(BF_MAGIC,src,src,bl,skill_id,skill_lv,tick,flag);
+			break;
 
-	case NPC_MAGICALATTACK:
-		skill->attack(BF_MAGIC,src,src,bl,skill_id,skill_lv,tick,flag);
-		sc_start(src,status_skill2sc(skill_id),100,skill_lv,skill->get_time(skill_id,skill_lv));
-		break;
+		case NPC_MAGICALATTACK:
+			skill->attack(BF_MAGIC,src,src,bl,skill_id,skill_lv,tick,flag);
+			sc_start(src,status_skill2sc(skill_id),100,skill_lv,skill->get_time(skill_id,skill_lv));
+			break;
 
-	case HVAN_CAPRICE: //[blackhole89]
-		{
-			int ran=rnd()%4;
-			int sid = 0;
-			switch(ran)
+		case HVAN_CAPRICE: //[blackhole89]
 			{
-			case 0: sid=MG_COLDBOLT; break;
-			case 1: sid=MG_FIREBOLT; break;
-			case 2: sid=MG_LIGHTNINGBOLT; break;
-			case 3: sid=WZ_EARTHSPIKE; break;
+				int ran=rnd()%4;
+				int sid = 0;
+				switch(ran)
+				{
+				case 0: sid=MG_COLDBOLT; break;
+				case 1: sid=MG_FIREBOLT; break;
+				case 2: sid=MG_LIGHTNINGBOLT; break;
+				case 3: sid=WZ_EARTHSPIKE; break;
+				}
+				skill->attack(BF_MAGIC,src,src,bl,sid,skill_lv,tick,flag|SD_LEVEL);
 			}
-			skill->attack(BF_MAGIC,src,src,bl,sid,skill_lv,tick,flag|SD_LEVEL);
-		}
-		break;
-	case WZ_WATERBALL:
-		{
-			int range = skill_lv / 2;
-			int maxlv = skill->get_max(skill_id); // learnable level
-			int count = 0;
-			int x, y;
-			struct skill_unit* unit;
-
-			if( skill_lv > maxlv )
+			break;
+		case WZ_WATERBALL:
 			{
-				if( src->type == BL_MOB && skill_lv == 10 )
-					range = 4;
-				else
-					range = maxlv / 2;
-			}
+				int range = skill_lv / 2;
+				int maxlv = skill->get_max(skill_id); // learnable level
+				int count = 0;
+				int x, y;
+				struct skill_unit* unit;
 
-			for( y = src->y - range; y <= src->y + range; ++y )
-				for( x = src->x - range; x <= src->x + range; ++x )
+				if( skill_lv > maxlv )
 				{
-					if( !map_find_skill_unit_oncell(src,x,y,SA_LANDPROTECTOR,NULL,1) )
+					if( src->type == BL_MOB && skill_lv == 10 )
+						range = 4;
+					else
+						range = maxlv / 2;
+				}
+
+				for( y = src->y - range; y <= src->y + range; ++y )
+					for( x = src->x - range; x <= src->x + range; ++x )
 					{
-						if( src->type != BL_PC || map_getcell(src->m,x,y,CELL_CHKWATER) ) // non-players bypass the water requirement
-							count++; // natural water cell
-						else if( (unit = map_find_skill_unit_oncell(src,x,y,SA_DELUGE,NULL,1)) != NULL || (unit = map_find_skill_unit_oncell(src,x,y,NJ_SUITON,NULL,1)) != NULL )
+						if( !map_find_skill_unit_oncell(src,x,y,SA_LANDPROTECTOR,NULL,1) )
 						{
-							count++; // skill-induced water cell
-							skill->delunit(unit); // consume cell
+							if( src->type != BL_PC || map_getcell(src->m,x,y,CELL_CHKWATER) ) // non-players bypass the water requirement
+								count++; // natural water cell
+							else if( (unit = map_find_skill_unit_oncell(src,x,y,SA_DELUGE,NULL,1)) != NULL || (unit = map_find_skill_unit_oncell(src,x,y,NJ_SUITON,NULL,1)) != NULL )
+							{
+								count++; // skill-induced water cell
+								skill->delunit(unit); // consume cell
+							}
 						}
 					}
-				}
-
-			if( count > 1 ) // queue the remaining count - 1 timerskill Waterballs
-				skill->addtimerskill(src,tick+150,bl->id,0,0,skill_id,skill_lv,count-1,flag);
-		}
-		skill->attack(BF_MAGIC,src,src,bl,skill_id,skill_lv,tick,flag);
-		break;
 
-	case PR_BENEDICTIO:
-		//Should attack undead and demons. [Skotlex]
-		if (battle->check_undead(tstatus->race, tstatus->def_ele) || tstatus->race == RC_DEMON)
-			skill->attack(BF_MAGIC, src, src, bl, skill_id, skill_lv, tick, flag);
-	break;
-
-	case SL_SMA:
-		status_change_end(src, SC_SMA, INVALID_TIMER);
-	case SL_STIN:
-	case SL_STUN:
-		if (sd && !battle_config.allow_es_magic_pc && bl->type != BL_MOB) {
-			status_change_start(src,SC_STUN,10000,skill_lv,0,0,0,500,10);
-			clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
+				if( count > 1 ) // queue the remaining count - 1 timerskill Waterballs
+					skill->addtimerskill(src,tick+150,bl->id,0,0,skill_id,skill_lv,count-1,flag);
+			}
+			skill->attack(BF_MAGIC,src,src,bl,skill_id,skill_lv,tick,flag);
 			break;
-		}
-		skill->attack(BF_MAGIC,src,src,bl,skill_id,skill_lv,tick,flag);
-		break;
 
-	case NPC_DARKBREATH:
-		clif_emotion(src,E_AG);
-	case SN_FALCONASSAULT:
-	case PA_PRESSURE:
-	case CR_ACIDDEMONSTRATION:
-	case TF_THROWSTONE:
-	case NPC_SMOKING:
-	case GS_FLING:
-	case NJ_ZENYNAGE:
-	case GN_THORNS_TRAP:
-	case GN_HELLS_PLANT_ATK:
-		skill->attack(BF_MISC,src,src,bl,skill_id,skill_lv,tick,flag);
-		break;
-	/**
-	 * Rune Knight
-	 **/
-	case RK_DRAGONBREATH: {
-			struct status_change *tsc = NULL;
-			if( (tsc = status_get_sc(bl)) && (tsc->data[SC_HIDING] )) {
-				clif_skill_nodamage(src,src,skill_id,skill_lv,1);
-			} else
-				skill->attack(BF_MISC,src,src,bl,skill_id,skill_lv,tick,flag);
-		}
+		case PR_BENEDICTIO:
+			//Should attack undead and demons. [Skotlex]
+			if (battle->check_undead(tstatus->race, tstatus->def_ele) || tstatus->race == RC_DEMON)
+				skill->attack(BF_MAGIC, src, src, bl, skill_id, skill_lv, tick, flag);
 		break;
 
-	case NPC_SELFDESTRUCTION: {
-		struct status_change *tsc = NULL;
-		if( (tsc = status_get_sc(bl)) && tsc->data[SC_HIDING] )
+		case SL_SMA:
+			status_change_end(src, SC_SMA, INVALID_TIMER);
+		case SL_STIN:
+		case SL_STUN:
+			if (sd && !battle_config.allow_es_magic_pc && bl->type != BL_MOB) {
+				status_change_start(src,SC_STUN,10000,skill_lv,0,0,0,500,10);
+				clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
+				break;
+			}
+			skill->attack(BF_MAGIC,src,src,bl,skill_id,skill_lv,tick,flag);
 			break;
-		}
-	case HVAN_EXPLOSION:
-		if (src != bl)
-			skill->attack(BF_MISC,src,src,bl,skill_id,skill_lv,tick,flag);
-		break;
-
-	// Celest
-	case PF_SOULBURN:
-		if (rnd()%100 < (skill_lv < 5 ? 30 + skill_lv * 10 : 70)) {
-			clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
-			if (skill_lv == 5)
-				skill->attack(BF_MAGIC,src,src,bl,skill_id,skill_lv,tick,flag);
-			status_percent_damage(src, bl, 0, 100, false);
-		} else {
-			clif_skill_nodamage(src,src,skill_id,skill_lv,1);
-			if (skill_lv == 5)
-				skill->attack(BF_MAGIC,src,src,src,skill_id,skill_lv,tick,flag);
-			status_percent_damage(src, src, 0, 100, false);
-		}
-		break;
 
-	case NPC_BLOODDRAIN:
-	case NPC_ENERGYDRAIN:
-		{
-			int heal = skill->attack( (skill_id == NPC_BLOODDRAIN) ? BF_WEAPON : BF_MAGIC,
-					src, src, bl, skill_id, skill_lv, tick, flag);
-			if (heal > 0){
-				clif_skill_nodamage(NULL, src, AL_HEAL, heal, 1);
-				status_heal(src, heal, 0, 0);
+		case NPC_DARKBREATH:
+			clif_emotion(src,E_AG);
+		case SN_FALCONASSAULT:
+		case PA_PRESSURE:
+		case CR_ACIDDEMONSTRATION:
+		case TF_THROWSTONE:
+		case NPC_SMOKING:
+		case GS_FLING:
+		case NJ_ZENYNAGE:
+		case GN_THORNS_TRAP:
+		case GN_HELLS_PLANT_ATK:
+			skill->attack(BF_MISC,src,src,bl,skill_id,skill_lv,tick,flag);
+			break;
+		/**
+		 * Rune Knight
+		 **/
+		case RK_DRAGONBREATH: {
+				struct status_change *tsc = NULL;
+				if( (tsc = status_get_sc(bl)) && (tsc->data[SC_HIDING] )) {
+					clif_skill_nodamage(src,src,skill_id,skill_lv,1);
+				} else
+					skill->attack(BF_MISC,src,src,bl,skill_id,skill_lv,tick,flag);
 			}
-		}
-		break;
-
-	case GS_BULLSEYE:
-		skill->attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
-		break;
-
-	case NJ_KASUMIKIRI:
-		if (skill->attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag) > 0)
-			sc_start(src,SC_HIDING,100,skill_lv,skill->get_time(skill_id,skill_lv));
-		break;
-	case NJ_KIRIKAGE:
-		if( !map_flag_gvg(src->m) && !map[src->m].flag.battleground )
-		{	//You don't move on GVG grounds.
-			short x, y;
-			map_search_freecell(bl, 0, &x, &y, 1, 1, 0);
-			if (unit_movepos(src, x, y, 0, 0))
-				clif_slide(src,src->x,src->y);
-		}
-		status_change_end(src, SC_HIDING, INVALID_TIMER);
-		skill->attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
-		break;
-	case RK_PHANTOMTHRUST:
-		unit_setdir(src,map_calc_dir(src, bl->x, bl->y));
-		clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
-
-		skill->blown(src,bl,distance_bl(src,bl)-1,unit_getdir(src),0);
-		if( battle->check_target(src,bl,BCT_ENEMY) )
-			skill->attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
-		break;
+			break;
 
-	case RK_STORMBLAST:
-	case RK_CRUSHSTRIKE:
-		if( sd ) {
-			if( pc_checkskill(sd,RK_RUNEMASTERY) >= ( skill_id == RK_CRUSHSTRIKE ? 7 : 3 ) )
-				skill->attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
-			else
-				clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
-		} else //non-sd support
-			skill->attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
-		break;
-	case GC_DARKILLUSION:
-		{
-			short x, y;
-			short dir = map_calc_dir(src,bl->x,bl->y);
+		case NPC_SELFDESTRUCTION: {
+			struct status_change *tsc = NULL;
+			if( (tsc = status_get_sc(bl)) && tsc->data[SC_HIDING] )
+				break;
+			}
+		case HVAN_EXPLOSION:
+			if (src != bl)
+				skill->attack(BF_MISC,src,src,bl,skill_id,skill_lv,tick,flag);
+			break;
 
-			if( dir > 0 && dir < 4) x = 2;
-			else if( dir > 4 ) x = -2;
-			else x = 0;
-			if( dir > 2 && dir < 6 ) y = 2;
-			else if( dir == 7 || dir < 2 ) y = -2;
-			else y = 0;
+		// Celest
+		case PF_SOULBURN:
+			if (rnd()%100 < (skill_lv < 5 ? 30 + skill_lv * 10 : 70)) {
+				clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
+				if (skill_lv == 5)
+					skill->attack(BF_MAGIC,src,src,bl,skill_id,skill_lv,tick,flag);
+				status_percent_damage(src, bl, 0, 100, false);
+			} else {
+				clif_skill_nodamage(src,src,skill_id,skill_lv,1);
+				if (skill_lv == 5)
+					skill->attack(BF_MAGIC,src,src,src,skill_id,skill_lv,tick,flag);
+				status_percent_damage(src, src, 0, 100, false);
+			}
+			break;
 
-			if( unit_movepos(src, bl->x+x, bl->y+y, 1, 1) )
+		case NPC_BLOODDRAIN:
+		case NPC_ENERGYDRAIN:
 			{
-				clif_slide(src,bl->x+x,bl->y+y);
-				clif_fixpos(src); // the official server send these two packts.
-				skill->attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
-				if( rnd()%100 < 4 * skill_lv )
-					skill->castend_damage_id(src,bl,GC_CROSSIMPACT,skill_lv,tick,flag);
+				int heal = skill->attack( (skill_id == NPC_BLOODDRAIN) ? BF_WEAPON : BF_MAGIC,
+						src, src, bl, skill_id, skill_lv, tick, flag);
+				if (heal > 0){
+					clif_skill_nodamage(NULL, src, AL_HEAL, heal, 1);
+					status_heal(src, heal, 0, 0);
+				}
 			}
+			break;
 
-		}
-		break;
-
-	case GC_WEAPONCRUSH:
-		if( sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == GC_WEAPONBLOCKING )
+		case GS_BULLSEYE:
 			skill->attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
-		else if( sd )
-			clif_skill_fail(sd,skill_id,USESKILL_FAIL_GC_WEAPONBLOCKING,0);
-		break;
+			break;
 
-	case GC_CROSSRIPPERSLASHER:
-		if( sd && !(sc && sc->data[SC_ROLLINGCUTTER]) )
-			clif_skill_fail(sd,skill_id,USESKILL_FAIL_CONDITION,0);
-		else
-		{
+		case NJ_KASUMIKIRI:
+			if (skill->attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag) > 0)
+				sc_start(src,SC_HIDING,100,skill_lv,skill->get_time(skill_id,skill_lv));
+			break;
+		case NJ_KIRIKAGE:
+			if( !map_flag_gvg(src->m) && !map[src->m].flag.battleground )
+			{	//You don't move on GVG grounds.
+				short x, y;
+				map_search_freecell(bl, 0, &x, &y, 1, 1, 0);
+				if (unit_movepos(src, x, y, 0, 0))
+					clif_slide(src,src->x,src->y);
+			}
+			status_change_end(src, SC_HIDING, INVALID_TIMER);
 			skill->attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
-			status_change_end(src,SC_ROLLINGCUTTER,INVALID_TIMER);
-		}
-		break;
+			break;
+		case RK_PHANTOMTHRUST:
+			unit_setdir(src,map_calc_dir(src, bl->x, bl->y));
+			clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
 
-	case GC_PHANTOMMENACE:
-		if( flag&1 )
-		{ // Only Hits Invisible Targets
-			struct status_change *tsc = status_get_sc(bl);
-			if(tsc && (tsc->option&(OPTION_HIDE|OPTION_CLOAK|OPTION_CHASEWALK) || tsc->data[SC__INVISIBILITY]) )
+			skill->blown(src,bl,distance_bl(src,bl)-1,unit_getdir(src),0);
+			if( battle->check_target(src,bl,BCT_ENEMY) )
 				skill->attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
-		}
-		break;
-	case WL_CHAINLIGHTNING:
-		clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
-		skill->addtimerskill(src,tick + 150,bl->id,3,0,WL_CHAINLIGHTNING_ATK,skill_lv,4+skill_lv,flag);
-		break;
-	case WL_DRAINLIFE:
-		{
-		    int heal = skill->attack(skill->get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
-		    int rate = 70 + 5 * skill_lv;
-
-		    heal = heal * (5 + 5 * skill_lv) / 100;
-
-		    if( bl->type == BL_SKILL )
-				heal = 0; // Don't absorb heal from Ice Walls or other skill units.
+			break;
 
-		    if( heal && rnd()%100 < rate )
+		case RK_STORMBLAST:
+		case RK_CRUSHSTRIKE:
+			if( sd ) {
+				if( pc_checkskill(sd,RK_RUNEMASTERY) >= ( skill_id == RK_CRUSHSTRIKE ? 7 : 3 ) )
+					skill->attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
+				else
+					clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
+			} else //non-sd support
+				skill->attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
+			break;
+		case GC_DARKILLUSION:
 			{
-				status_heal(src, heal, 0, 0);
-				clif_skill_nodamage(NULL, src, AL_HEAL, heal, 1);
-			}
-		}
-		break;
+				short x, y;
+				short dir = map_calc_dir(src,bl->x,bl->y);
 
-	case WL_TETRAVORTEX:
-		if( sd )
-		{
-			int spheres[5] = { 0, 0, 0, 0, 0 },
-				positions[5] = {-1,-1,-1,-1,-1 },
-				i, j = 0, k, subskill = 0;
+				if( dir > 0 && dir < 4) x = 2;
+				else if( dir > 4 ) x = -2;
+				else x = 0;
+				if( dir > 2 && dir < 6 ) y = 2;
+				else if( dir == 7 || dir < 2 ) y = -2;
+				else y = 0;
 
-			for( i = SC_SPHERE_1; i <= SC_SPHERE_5; i++ )
-				if( sc && sc->data[i] )
+				if( unit_movepos(src, bl->x+x, bl->y+y, 1, 1) )
 				{
-					spheres[j] = i;
-					positions[j] = sc->data[i]->val2;
-					j++; //
+					clif_slide(src,bl->x+x,bl->y+y);
+					clif_fixpos(src); // the official server send these two packts.
+					skill->attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
+					if( rnd()%100 < 4 * skill_lv )
+						skill->castend_damage_id(src,bl,GC_CROSSIMPACT,skill_lv,tick,flag);
 				}
 
-			if( j < 4 )
-			{ // Need 4 spheres minimum
-				clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
-				break;
 			}
+			break;
 
-			// Sphere Sort, this time from new to old
-			for( i = 0; i <= j - 2; i++ )
-				for( k = i + 1; k <= j - 1; k++ )
-					if( positions[i] < positions[k] )
-					{
-						swap(positions[i],positions[k]);
-						swap(spheres[i],spheres[k]);
-					}
+		case GC_WEAPONCRUSH:
+			if( sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == GC_WEAPONBLOCKING )
+				skill->attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
+			else if( sd )
+				clif_skill_fail(sd,skill_id,USESKILL_FAIL_GC_WEAPONBLOCKING,0);
+			break;
 
-			k = 0;
-			for( i = 0; i < 4; i++ )
+		case GC_CROSSRIPPERSLASHER:
+			if( sd && !(sc && sc->data[SC_ROLLINGCUTTER]) )
+				clif_skill_fail(sd,skill_id,USESKILL_FAIL_CONDITION,0);
+			else
 			{
-				switch( sc->data[spheres[i]]->val1 )
-				{
-					case WLS_FIRE:  subskill = WL_TETRAVORTEX_FIRE; k |= 1; break;
-					case WLS_WIND:  subskill = WL_TETRAVORTEX_WIND; k |= 4; break;
-					case WLS_WATER: subskill = WL_TETRAVORTEX_WATER; k |= 2; break;
-					case WLS_STONE: subskill = WL_TETRAVORTEX_GROUND; k |= 8; break;
-				}
-				skill->addtimerskill(src, tick + i * 200, bl->id, k, 0, subskill, skill_lv, i, flag);
-				clif_skill_nodamage(src, bl, subskill, skill_lv, 1);
-				status_change_end(src, spheres[i], INVALID_TIMER);
+				skill->attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
+				status_change_end(src,SC_ROLLINGCUTTER,INVALID_TIMER);
 			}
-		}
-		break;
-
-	case WL_RELEASE:
-		if( sd ) {
-			int i;
-			// Priority is to release SpellBook
-			if( sc && sc->data[SC_READING_SB] ) { // SpellBook
-				uint16 skill_id, skill_lv, point, s = 0;
-				int spell[SC_MAXSPELLBOOK-SC_SPELLBOOK1 + 1];
-
-				for(i = SC_MAXSPELLBOOK; i >= SC_SPELLBOOK1; i--) // List all available spell to be released
-					if( sc->data[i] ) spell[s++] = i;
-
-				if ( s == 0 )
-					break;
+			break;
 
-				i = spell[s==1?0:rand()%s];// Random select of spell to be released.
-				if( s && sc->data[i] ){// Now extract the data from the preserved spell
-					skill_id = sc->data[i]->val1;
-					skill_lv = sc->data[i]->val2;
-					point = sc->data[i]->val3;
-					status_change_end(src, (sc_type)i, INVALID_TIMER);
-				}else //something went wrong :(
-					break;
+		case GC_PHANTOMMENACE:
+			if( flag&1 )
+			{ // Only Hits Invisible Targets
+				struct status_change *tsc = status_get_sc(bl);
+				if(tsc && (tsc->option&(OPTION_HIDE|OPTION_CLOAK|OPTION_CHASEWALK) || tsc->data[SC__INVISIBILITY]) )
+					skill->attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
+			}
+			break;
+		case WL_CHAINLIGHTNING:
+			clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
+			skill->addtimerskill(src,tick + 150,bl->id,3,0,WL_CHAINLIGHTNING_ATK,skill_lv,4+skill_lv,flag);
+			break;
+		case WL_DRAINLIFE:
+			{
+				int heal = skill->attack(skill->get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
+				int rate = 70 + 5 * skill_lv;
 
-				if( sc->data[SC_READING_SB]->val2 > point )
-					sc->data[SC_READING_SB]->val2 -= point;
-				else // Last spell to be released
-					status_change_end(src, SC_READING_SB, INVALID_TIMER);
+				heal = heal * (5 + 5 * skill_lv) / 100;
 
-				clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
-				if( !skill->check_condition_castbegin(sd, skill_id, skill_lv) )
-					break;
+				if( bl->type == BL_SKILL )
+					heal = 0; // Don't absorb heal from Ice Walls or other skill units.
 
-				switch( skill->get_casttype(skill_id) ) {
-					case CAST_GROUND:
-						skill->castend_pos2(src, bl->x, bl->y, skill_id, skill_lv, tick, 0);
-						break;
-					case CAST_NODAMAGE:
-						skill->castend_nodamage_id(src, bl, skill_id, skill_lv, tick, 0);
-						break;
-					case CAST_DAMAGE:
-						skill->castend_damage_id(src, bl, skill_id, skill_lv, tick, 0);
-						break;
+				if( heal && rnd()%100 < rate )
+				{
+					status_heal(src, heal, 0, 0);
+					clif_skill_nodamage(NULL, src, AL_HEAL, heal, 1);
 				}
+			}
+			break;
 
-				sd->ud.canact_tick = tick + skill->delay_fix(src, skill_id, skill_lv);
-				clif_status_change(src, SI_ACTIONDELAY, 1, skill->delay_fix(src, skill_id, skill_lv), 0, 0, 0);
-			} else { // Summon Balls
-				int j = 0, k, skele;
+		case WL_TETRAVORTEX:
+			if( sd ) {
 				int spheres[5] = { 0, 0, 0, 0, 0 },
-					positions[5] = {-1,-1,-1,-1,-1 };
+					positions[5] = {-1,-1,-1,-1,-1 },
+					i, j = 0, k, subskill = 0;
 
 				for( i = SC_SPHERE_1; i <= SC_SPHERE_5; i++ )
-					if( sc && sc->data[i] ) {
+					if( sc && sc->data[i] )
+					{
 						spheres[j] = i;
 						positions[j] = sc->data[i]->val2;
-						sc->data[i]->val2--; // Prepares for next position
-						j++;
+						j++; //
 					}
 
-				if( j == 0 ) { // No Spheres
-					clif_skill_fail(sd,skill_id,USESKILL_FAIL_SUMMON_NONE,0);
+				if( j < 4 )
+				{ // Need 4 spheres minimum
+					clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
 					break;
 				}
 
-				// Sphere Sort
+				// Sphere Sort, this time from new to old
 				for( i = 0; i <= j - 2; i++ )
 					for( k = i + 1; k <= j - 1; k++ )
-						if( positions[i] > positions[k] ) {
+						if( positions[i] < positions[k] )
+						{
 							swap(positions[i],positions[k]);
 							swap(spheres[i],spheres[k]);
 						}
 
-				if( skill_lv == 1 ) j = 1; // Limit only to one ball
-				for( i = 0; i < j; i++ ) {
-					skele = WL_RELEASE - 5 + sc->data[spheres[i]]->val1 - WLS_FIRE; // Convert Ball Element into Skill ATK for balls
-					// WL_SUMMON_ATK_FIRE, WL_SUMMON_ATK_WIND, WL_SUMMON_ATK_WATER, WL_SUMMON_ATK_GROUND
-					skill->addtimerskill(src,tick+status_get_adelay(src)*i,bl->id,0,0,skele,sc->data[spheres[i]]->val3,BF_MAGIC,flag|SD_LEVEL);
-					status_change_end(src, spheres[i], INVALID_TIMER); // Eliminate ball
+				k = 0;
+				for( i = 0; i < 4; i++ )
+				{
+					switch( sc->data[spheres[i]]->val1 )
+					{
+						case WLS_FIRE:  subskill = WL_TETRAVORTEX_FIRE; k |= 1; break;
+						case WLS_WIND:  subskill = WL_TETRAVORTEX_WIND; k |= 4; break;
+						case WLS_WATER: subskill = WL_TETRAVORTEX_WATER; k |= 2; break;
+						case WLS_STONE: subskill = WL_TETRAVORTEX_GROUND; k |= 8; break;
+					}
+					skill->addtimerskill(src, tick + i * 200, bl->id, k, 0, subskill, skill_lv, i, flag);
+					clif_skill_nodamage(src, bl, subskill, skill_lv, 1);
+					status_change_end(src, spheres[i], INVALID_TIMER);
 				}
-				clif_skill_nodamage(src,bl,skill_id,0,1);
 			}
-		}
-		break;
-	case WL_FROSTMISTY:
-		// Causes Freezing status through walls.
-		sc_start(bl,status_skill2sc(skill_id),20+12*skill_lv+(sd ? sd->status.job_level : 50)/5,skill_lv,skill->get_time(skill_id,skill_lv));
-		// Doesn't deal damage through non-shootable walls.
-		if( path_search(NULL,src->m,src->x,src->y,bl->x,bl->y,1,CELL_CHKWALL) )
-			skill->attack(BF_MAGIC,src,src,bl,skill_id,skill_lv,tick,flag|SD_ANIMATION);
-		break;
-	case WL_HELLINFERNO:
-		skill->attack(BF_MAGIC,src,src,bl,skill_id,skill_lv,tick,flag);
-		skill->attack(BF_MAGIC,src,src,bl,skill_id,skill_lv,tick,flag|ELE_DARK);
-		break;
-	case RA_WUGSTRIKE:
-		if( sd && pc_isridingwug(sd) ){
-			short x[8]={0,-1,-1,-1,0,1,1,1};
-			short y[8]={1,1,0,-1,-1,-1,0,1};
-			uint8 dir = map_calc_dir(bl, src->x, src->y);
+			break;
 
-			if( unit_movepos(src, bl->x+x[dir], bl->y+y[dir], 1, 1) )
-			{
-				clif_slide(src, bl->x+x[dir], bl->y+y[dir]);
-				clif_fixpos(src);
-				skill->attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag);
+		case WL_RELEASE:
+			if( sd ) {
+				int i;
+				// Priority is to release SpellBook
+				if( sc && sc->data[SC_READING_SB] ) { // SpellBook
+					uint16 skill_id, skill_lv, point, s = 0;
+					int spell[SC_MAXSPELLBOOK-SC_SPELLBOOK1 + 1];
+
+					for(i = SC_MAXSPELLBOOK; i >= SC_SPELLBOOK1; i--) // List all available spell to be released
+						if( sc->data[i] ) spell[s++] = i;
+
+					if ( s == 0 )
+						break;
+
+					i = spell[s==1?0:rand()%s];// Random select of spell to be released.
+					if( s && sc->data[i] ){// Now extract the data from the preserved spell
+						skill_id = sc->data[i]->val1;
+						skill_lv = sc->data[i]->val2;
+						point = sc->data[i]->val3;
+						status_change_end(src, (sc_type)i, INVALID_TIMER);
+					}else //something went wrong :(
+						break;
+
+					if( sc->data[SC_READING_SB]->val2 > point )
+						sc->data[SC_READING_SB]->val2 -= point;
+					else // Last spell to be released
+						status_change_end(src, SC_READING_SB, INVALID_TIMER);
+
+					clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
+					if( !skill->check_condition_castbegin(sd, skill_id, skill_lv) )
+						break;
+
+					switch( skill->get_casttype(skill_id) ) {
+						case CAST_GROUND:
+							skill->castend_pos2(src, bl->x, bl->y, skill_id, skill_lv, tick, 0);
+							break;
+						case CAST_NODAMAGE:
+							skill->castend_nodamage_id(src, bl, skill_id, skill_lv, tick, 0);
+							break;
+						case CAST_DAMAGE:
+							skill->castend_damage_id(src, bl, skill_id, skill_lv, tick, 0);
+							break;
+					}
+
+					sd->ud.canact_tick = tick + skill->delay_fix(src, skill_id, skill_lv);
+					clif_status_change(src, SI_ACTIONDELAY, 1, skill->delay_fix(src, skill_id, skill_lv), 0, 0, 0);
+				} else { // Summon Balls
+					int j = 0, k, skele;
+					int spheres[5] = { 0, 0, 0, 0, 0 },
+						positions[5] = {-1,-1,-1,-1,-1 };
+
+					for( i = SC_SPHERE_1; i <= SC_SPHERE_5; i++ )
+						if( sc && sc->data[i] ) {
+							spheres[j] = i;
+							positions[j] = sc->data[i]->val2;
+							sc->data[i]->val2--; // Prepares for next position
+							j++;
+						}
+
+					if( j == 0 ) { // No Spheres
+						clif_skill_fail(sd,skill_id,USESKILL_FAIL_SUMMON_NONE,0);
+						break;
+					}
+
+					// Sphere Sort
+					for( i = 0; i <= j - 2; i++ )
+						for( k = i + 1; k <= j - 1; k++ )
+							if( positions[i] > positions[k] ) {
+								swap(positions[i],positions[k]);
+								swap(spheres[i],spheres[k]);
+							}
+
+					if( skill_lv == 1 ) j = 1; // Limit only to one ball
+					for( i = 0; i < j; i++ ) {
+						skele = WL_RELEASE - 5 + sc->data[spheres[i]]->val1 - WLS_FIRE; // Convert Ball Element into Skill ATK for balls
+						// WL_SUMMON_ATK_FIRE, WL_SUMMON_ATK_WIND, WL_SUMMON_ATK_WATER, WL_SUMMON_ATK_GROUND
+						skill->addtimerskill(src,tick+status_get_adelay(src)*i,bl->id,0,0,skele,sc->data[spheres[i]]->val3,BF_MAGIC,flag|SD_LEVEL);
+						status_change_end(src, spheres[i], INVALID_TIMER); // Eliminate ball
+					}
+					clif_skill_nodamage(src,bl,skill_id,0,1);
+				}
 			}
 			break;
-		}
-	case RA_WUGBITE:
-		if( path_search(NULL,src->m,src->x,src->y,bl->x,bl->y,1,CELL_CHKNOREACH) ) {
-			skill->attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
-		}else if( sd && skill_id == RA_WUGBITE ) // Only RA_WUGBITE has the skill fail message.
-			clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
-
-		break;
+		case WL_FROSTMISTY:
+			// Causes Freezing status through walls.
+			sc_start(bl,status_skill2sc(skill_id),20+12*skill_lv+(sd ? sd->status.job_level : 50)/5,skill_lv,skill->get_time(skill_id,skill_lv));
+			// Doesn't deal damage through non-shootable walls.
+			if( path_search(NULL,src->m,src->x,src->y,bl->x,bl->y,1,CELL_CHKWALL) )
+				skill->attack(BF_MAGIC,src,src,bl,skill_id,skill_lv,tick,flag|SD_ANIMATION);
+			break;
+		case WL_HELLINFERNO:
+			skill->attack(BF_MAGIC,src,src,bl,skill_id,skill_lv,tick,flag);
+			skill->attack(BF_MAGIC,src,src,bl,skill_id,skill_lv,tick,flag|ELE_DARK);
+			break;
+		case RA_WUGSTRIKE:
+			if( sd && pc_isridingwug(sd) ){
+				short x[8]={0,-1,-1,-1,0,1,1,1};
+				short y[8]={1,1,0,-1,-1,-1,0,1};
+				uint8 dir = map_calc_dir(bl, src->x, src->y);
 
-	case RA_SENSITIVEKEEN:
-		if( bl->type != BL_SKILL ) { // Only Hits Invisible Targets
-			struct status_change * tsc = status_get_sc(bl);
-			if( tsc && tsc->option&(OPTION_HIDE|OPTION_CLOAK) ){
-				skill->attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
-				status_change_end(bl, SC_CLOAKINGEXCEED, INVALID_TIMER);
+				if( unit_movepos(src, bl->x+x[dir], bl->y+y[dir], 1, 1) )
+				{
+					clif_slide(src, bl->x+x[dir], bl->y+y[dir]);
+					clif_fixpos(src);
+					skill->attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag);
+				}
+				break;
 			}
-		}
-		else
-		{
-			struct skill_unit *su = BL_CAST(BL_SKILL,bl);
-			struct skill_unit_group* sg;
+		case RA_WUGBITE:
+			if( path_search(NULL,src->m,src->x,src->y,bl->x,bl->y,1,CELL_CHKNOREACH) ) {
+				skill->attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
+			}else if( sd && skill_id == RA_WUGBITE ) // Only RA_WUGBITE has the skill fail message.
+				clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
+
+			break;
 
-			if( su && (sg=su->group) && skill->get_inf2(sg->skill_id)&INF2_TRAP )
+		case RA_SENSITIVEKEEN:
+			if( bl->type != BL_SKILL ) { // Only Hits Invisible Targets
+				struct status_change * tsc = status_get_sc(bl);
+				if( tsc && tsc->option&(OPTION_HIDE|OPTION_CLOAK) ){
+					skill->attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
+					status_change_end(bl, SC_CLOAKINGEXCEED, INVALID_TIMER);
+				}
+			}
+			else
 			{
-				if( !(sg->unit_id == UNT_USED_TRAPS || (sg->unit_id == UNT_ANKLESNARE && sg->val2 != 0 )) )
+				struct skill_unit *su = BL_CAST(BL_SKILL,bl);
+				struct skill_unit_group* sg;
+
+				if( su && (sg=su->group) && skill->get_inf2(sg->skill_id)&INF2_TRAP )
 				{
-					struct item item_tmp;
-					memset(&item_tmp,0,sizeof(item_tmp));
-					item_tmp.nameid = sg->item_id?sg->item_id:ITEMID_TRAP;
-					item_tmp.identify = 1;
-					if( item_tmp.nameid )
-						map_addflooritem(&item_tmp,1,bl->m,bl->x,bl->y,0,0,0,0);
+					if( !(sg->unit_id == UNT_USED_TRAPS || (sg->unit_id == UNT_ANKLESNARE && sg->val2 != 0 )) )
+					{
+						struct item item_tmp;
+						memset(&item_tmp,0,sizeof(item_tmp));
+						item_tmp.nameid = sg->item_id?sg->item_id:ITEMID_TRAP;
+						item_tmp.identify = 1;
+						if( item_tmp.nameid )
+							map_addflooritem(&item_tmp,1,bl->m,bl->x,bl->y,0,0,0,0);
+					}
+					skill->delunit(su);
 				}
-				skill->delunit(su);
 			}
-		}
-		break;
-	case NC_INFRAREDSCAN:
-		if( flag&1 )
-		{ //TODO: Need a confirmation if the other type of hidden status is included to be scanned. [Jobbie]
-			if( rnd()%100 < 50 )
-				sc_start(bl, SC_INFRAREDSCAN, 10000, skill_lv, skill->get_time(skill_id, skill_lv));
-			status_change_end(bl, SC_HIDING, INVALID_TIMER);
-			status_change_end(bl, SC_CLOAKING, INVALID_TIMER);
-			status_change_end(bl, SC_CLOAKINGEXCEED, INVALID_TIMER); // Need confirm it.
-		}
-		else
-		{
-			map_foreachinrange(skill_area_sub, bl, skill->get_splash(skill_id, skill_lv), splash_target(src), src, skill_id, skill_lv, tick, flag|BCT_ENEMY|SD_SPLASH|1, skill->castend_damage_id);
-			clif_skill_damage(src,src,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
-			if( sd ) pc_overheat(sd,1);
-		}
-		break;
+			break;
+		case NC_INFRAREDSCAN:
+			if( flag&1 )
+			{ //TODO: Need a confirmation if the other type of hidden status is included to be scanned. [Jobbie]
+				if( rnd()%100 < 50 )
+					sc_start(bl, SC_INFRAREDSCAN, 10000, skill_lv, skill->get_time(skill_id, skill_lv));
+				status_change_end(bl, SC_HIDING, INVALID_TIMER);
+				status_change_end(bl, SC_CLOAKING, INVALID_TIMER);
+				status_change_end(bl, SC_CLOAKINGEXCEED, INVALID_TIMER); // Need confirm it.
+			}
+			else
+			{
+				map_foreachinrange(skill->area_sub, bl, skill->get_splash(skill_id, skill_lv), splash_target(src), src, skill_id, skill_lv, tick, flag|BCT_ENEMY|SD_SPLASH|1, skill->castend_damage_id);
+				clif_skill_damage(src,src,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
+				if( sd ) pc_overheat(sd,1);
+			}
+			break;
 
-	case NC_MAGNETICFIELD:
-		sc_start2(bl,SC_MAGNETICFIELD,100,skill_lv,src->id,skill->get_time(skill_id,skill_lv));
-		break;
-	case SC_FATALMENACE:
-		if( flag&1 )
+		case NC_MAGNETICFIELD:
+			sc_start2(bl,SC_MAGNETICFIELD,100,skill_lv,src->id,skill->get_time(skill_id,skill_lv));
+			break;
+		case SC_FATALMENACE:
+			if( flag&1 )
+				skill->attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
+			else
+			{
+				short x, y;
+				map_search_freecell(src, 0, &x, &y, -1, -1, 0);
+				// Destination area
+				skill_area_temp[4] = x;
+				skill_area_temp[5] = y;
+				map_foreachinrange(skill->area_sub, bl, skill->get_splash(skill_id, skill_lv), splash_target(src), src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill->castend_damage_id);
+				skill->addtimerskill(src,tick + 800,src->id,x,y,skill_id,skill_lv,0,flag); // To teleport Self
+				clif_skill_damage(src,src,tick,status_get_amotion(src),0,-30000,1,skill_id,skill_lv,6);
+			}
+			break;
+		case LG_PINPOINTATTACK:
+			if( !map_flag_gvg(src->m) && !map[src->m].flag.battleground && unit_movepos(src, bl->x, bl->y, 1, 1) )
+				clif_slide(src,bl->x,bl->y);
 			skill->attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
-		else
-		{
-			short x, y;
-			map_search_freecell(src, 0, &x, &y, -1, -1, 0);
-			// Destination area
-			skill_area_temp[4] = x;
-			skill_area_temp[5] = y;
-			map_foreachinrange(skill_area_sub, bl, skill->get_splash(skill_id, skill_lv), splash_target(src), src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill->castend_damage_id);
-			skill->addtimerskill(src,tick + 800,src->id,x,y,skill_id,skill_lv,0,flag); // To teleport Self
-			clif_skill_damage(src,src,tick,status_get_amotion(src),0,-30000,1,skill_id,skill_lv,6);
-		}
-		break;
-	case LG_PINPOINTATTACK:
-		if( !map_flag_gvg(src->m) && !map[src->m].flag.battleground && unit_movepos(src, bl->x, bl->y, 1, 1) )
-			clif_slide(src,bl->x,bl->y);
-		skill->attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
-		break;
-
-	case LG_SHIELDSPELL:
-		// flag&1: Phisycal Attack, flag&2: Magic Attack.
-		skill->attack((flag&1)?BF_WEAPON:BF_MAGIC,src,src,bl,skill_id,skill_lv,tick,flag);
-		break;
+			break;
 
-	case LG_OVERBRAND:
-		skill->attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag|SD_LEVEL);
-		break;
+		case LG_SHIELDSPELL:
+			// flag&1: Phisycal Attack, flag&2: Magic Attack.
+			skill->attack((flag&1)?BF_WEAPON:BF_MAGIC,src,src,bl,skill_id,skill_lv,tick,flag);
+			break;
 
-	case LG_OVERBRAND_BRANDISH:
-		skill->addtimerskill(src, tick + status_get_amotion(src)*8/10, bl->id, 0, 0, skill_id, skill_lv, BF_WEAPON, flag|SD_LEVEL);
-		break;
-	case SR_DRAGONCOMBO:
-		skill->attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
-		break;
+		case LG_OVERBRAND:
+			skill->attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag|SD_LEVEL);
+			break;
 
-	case SR_KNUCKLEARROW:
-			if( !map_flag_gvg(src->m) && !map[src->m].flag.battleground && unit_movepos(src, bl->x, bl->y, 1, 1) ) {
-				clif_slide(src,bl->x,bl->y);
-				clif_fixpos(src); // Aegis send this packet too.
-			}
+		case LG_OVERBRAND_BRANDISH:
+			skill->addtimerskill(src, tick + status_get_amotion(src)*8/10, bl->id, 0, 0, skill_id, skill_lv, BF_WEAPON, flag|SD_LEVEL);
+			break;
+		case SR_DRAGONCOMBO:
+			skill->attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
+			break;
 
-			if( flag&1 )
-				skill->attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag|SD_LEVEL);
-			else
-				skill->addtimerskill(src, tick + 300, bl->id, 0, 0, skill_id, skill_lv, BF_WEAPON, flag|SD_LEVEL|2);
-		break;
+		case SR_KNUCKLEARROW:
+				if( !map_flag_gvg(src->m) && !map[src->m].flag.battleground && unit_movepos(src, bl->x, bl->y, 1, 1) ) {
+					clif_slide(src,bl->x,bl->y);
+					clif_fixpos(src); // Aegis send this packet too.
+				}
 
-	case SR_HOWLINGOFLION:
-			status_change_end(bl, SC_SWINGDANCE, INVALID_TIMER);
-			status_change_end(bl, SC_SYMPHONYOFLOVER, INVALID_TIMER);
-			status_change_end(bl, SC_MOONLITSERENADE, INVALID_TIMER);
-			status_change_end(bl, SC_RUSHWINDMILL, INVALID_TIMER);
-			status_change_end(bl, SC_ECHOSONG, INVALID_TIMER);
-			status_change_end(bl, SC_HARMONIZE, INVALID_TIMER);
-			status_change_end(bl, SC_SIRCLEOFNATURE, INVALID_TIMER);
-			status_change_end(bl, SC_SATURDAYNIGHTFEVER, INVALID_TIMER);
-			status_change_end(bl, SC_DANCEWITHWUG, INVALID_TIMER);
-			status_change_end(bl, SC_LERADSDEW, INVALID_TIMER);
-			status_change_end(bl, SC_MELODYOFSINK, INVALID_TIMER);
-			status_change_end(bl, SC_BEYONDOFWARCRY, INVALID_TIMER);
-			status_change_end(bl, SC_UNLIMITEDHUMMINGVOICE, INVALID_TIMER);
-			skill->attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag|SD_ANIMATION);
-		break;
+				if( flag&1 )
+					skill->attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag|SD_LEVEL);
+				else
+					skill->addtimerskill(src, tick + 300, bl->id, 0, 0, skill_id, skill_lv, BF_WEAPON, flag|SD_LEVEL|2);
+			break;
+
+		case SR_HOWLINGOFLION:
+				status_change_end(bl, SC_SWINGDANCE, INVALID_TIMER);
+				status_change_end(bl, SC_SYMPHONYOFLOVER, INVALID_TIMER);
+				status_change_end(bl, SC_MOONLITSERENADE, INVALID_TIMER);
+				status_change_end(bl, SC_RUSHWINDMILL, INVALID_TIMER);
+				status_change_end(bl, SC_ECHOSONG, INVALID_TIMER);
+				status_change_end(bl, SC_HARMONIZE, INVALID_TIMER);
+				status_change_end(bl, SC_SIRCLEOFNATURE, INVALID_TIMER);
+				status_change_end(bl, SC_SATURDAYNIGHTFEVER, INVALID_TIMER);
+				status_change_end(bl, SC_DANCEWITHWUG, INVALID_TIMER);
+				status_change_end(bl, SC_LERADSDEW, INVALID_TIMER);
+				status_change_end(bl, SC_MELODYOFSINK, INVALID_TIMER);
+				status_change_end(bl, SC_BEYONDOFWARCRY, INVALID_TIMER);
+				status_change_end(bl, SC_UNLIMITEDHUMMINGVOICE, INVALID_TIMER);
+				skill->attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag|SD_ANIMATION);
+			break;
+
+		case SR_EARTHSHAKER:
+			if( flag&1 ) { //by default cloaking skills are remove by aoe skills so no more checking/removing except hiding and cloaking exceed.
+				skill->attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag);
+				status_change_end(bl, SC_HIDING, INVALID_TIMER);
+				status_change_end(bl, SC_CLOAKINGEXCEED, INVALID_TIMER);
+			} else{
+				map_foreachinrange(skill->area_sub, bl, skill->get_splash(skill_id, skill_lv), splash_target(src), src, skill_id, skill_lv, tick, flag|BCT_ENEMY|SD_SPLASH|1, skill->castend_damage_id);
+				clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
+				}
+			break;
 
-	case SR_EARTHSHAKER:
-		if( flag&1 ) { //by default cloaking skills are remove by aoe skills so no more checking/removing except hiding and cloaking exceed.
-			skill->attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag);
-			status_change_end(bl, SC_HIDING, INVALID_TIMER);
-			status_change_end(bl, SC_CLOAKINGEXCEED, INVALID_TIMER);
-		} else{
-			map_foreachinrange(skill_area_sub, bl, skill->get_splash(skill_id, skill_lv), splash_target(src), src, skill_id, skill_lv, tick, flag|BCT_ENEMY|SD_SPLASH|1, skill->castend_damage_id);
-			clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
+		case SO_POISON_BUSTER: {
+				struct status_change *tsc = status_get_sc(bl);
+				if( tsc && tsc->data[SC_POISON] ) {
+					skill->attack(skill->get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
+					status_change_end(bl, SC_POISON, INVALID_TIMER);
+				}
+				else if( sd )
+					clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
 			}
-		break;
+			break;
 
-	case SO_POISON_BUSTER: {
-			struct status_change *tsc = status_get_sc(bl);
-			if( tsc && tsc->data[SC_POISON] ) {
+		case GN_SPORE_EXPLOSION:
+			if( flag&1 )
 				skill->attack(skill->get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
-				status_change_end(bl, SC_POISON, INVALID_TIMER);
+			else {
+				clif_skill_nodamage(src, bl, skill_id, 0, 1);
+				skill->addtimerskill(src, gettick() + skill->get_time(skill_id, skill_lv) - 1000, bl->id, 0, 0, skill_id, skill_lv, 0, 0);
 			}
-			else if( sd )
-				clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
-		}
-		break;
-
-	case GN_SPORE_EXPLOSION:
-		if( flag&1 )
-			skill->attack(skill->get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
-		else {
-			clif_skill_nodamage(src, bl, skill_id, 0, 1);
-			skill->addtimerskill(src, gettick() + skill->get_time(skill_id, skill_lv) - 1000, bl->id, 0, 0, skill_id, skill_lv, 0, 0);
-		}
-		break;
-
-	case EL_FIRE_BOMB:
-	case EL_FIRE_WAVE:
-	case EL_WATER_SCREW:
-	case EL_HURRICANE:
-	case EL_TYPOON_MIS:
-		if( flag&1 )
-			skill->attack(skill->get_type(skill_id+1),src,src,bl,skill_id+1,skill_lv,tick,flag);
-		else {
-			int i = skill->get_splash(skill_id,skill_lv);
-			clif_skill_nodamage(src,battle->get_master(src),skill_id,skill_lv,1);
-			clif_skill_damage(src, bl, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
-			if( rnd()%100 < 30 )
-				map_foreachinrange(skill_area_sub,bl,i,BL_CHAR,src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill->castend_damage_id);
-			else
-				skill->attack(skill->get_type(skill_id),src,src,bl,skill_id,skill_lv,tick,flag);
-		}
-		break;
+			break;
 
-	case EL_ROCK_CRUSHER:
-		clif_skill_nodamage(src,battle->get_master(src),skill_id,skill_lv,1);
-		clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
-		if( rnd()%100 < 50 )
-			skill->attack(BF_MAGIC,src,src,bl,skill_id,skill_lv,tick,flag);
-		else
-			skill->attack(BF_WEAPON,src,src,bl,EL_ROCK_CRUSHER_ATK,skill_lv,tick,flag);
-		break;
+		case EL_FIRE_BOMB:
+		case EL_FIRE_WAVE:
+		case EL_WATER_SCREW:
+		case EL_HURRICANE:
+		case EL_TYPOON_MIS:
+			if( flag&1 )
+				skill->attack(skill->get_type(skill_id+1),src,src,bl,skill_id+1,skill_lv,tick,flag);
+			else {
+				int i = skill->get_splash(skill_id,skill_lv);
+				clif_skill_nodamage(src,battle->get_master(src),skill_id,skill_lv,1);
+				clif_skill_damage(src, bl, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
+				if( rnd()%100 < 30 )
+					map_foreachinrange(skill->area_sub,bl,i,BL_CHAR,src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill->castend_damage_id);
+				else
+					skill->attack(skill->get_type(skill_id),src,src,bl,skill_id,skill_lv,tick,flag);
+			}
+			break;
 
-	case EL_STONE_RAIN:
-		if( flag&1 )
-			skill->attack(skill->get_type(skill_id),src,src,bl,skill_id,skill_lv,tick,flag);
-		else {
-			int i = skill->get_splash(skill_id,skill_lv);
+		case EL_ROCK_CRUSHER:
 			clif_skill_nodamage(src,battle->get_master(src),skill_id,skill_lv,1);
 			clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
-			if( rnd()%100 < 30 )
-				map_foreachinrange(skill_area_sub,bl,i,BL_CHAR,src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill->castend_damage_id);
+			if( rnd()%100 < 50 )
+				skill->attack(BF_MAGIC,src,src,bl,skill_id,skill_lv,tick,flag);
 			else
+				skill->attack(BF_WEAPON,src,src,bl,EL_ROCK_CRUSHER_ATK,skill_lv,tick,flag);
+			break;
+
+		case EL_STONE_RAIN:
+			if( flag&1 )
 				skill->attack(skill->get_type(skill_id),src,src,bl,skill_id,skill_lv,tick,flag);
-		}
-		break;
+			else {
+				int i = skill->get_splash(skill_id,skill_lv);
+				clif_skill_nodamage(src,battle->get_master(src),skill_id,skill_lv,1);
+				clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
+				if( rnd()%100 < 30 )
+					map_foreachinrange(skill->area_sub,bl,i,BL_CHAR,src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill->castend_damage_id);
+				else
+					skill->attack(skill->get_type(skill_id),src,src,bl,skill_id,skill_lv,tick,flag);
+			}
+			break;
 
-	case EL_FIRE_ARROW:
-	case EL_ICE_NEEDLE:
-	case EL_WIND_SLASH:
-	case EL_STONE_HAMMER:
-		clif_skill_nodamage(src,battle->get_master(src),skill_id,skill_lv,1);
-		clif_skill_damage(src, bl, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
-		skill->attack(skill->get_type(skill_id),src,src,bl,skill_id,skill_lv,tick,flag);
-		break;
+		case EL_FIRE_ARROW:
+		case EL_ICE_NEEDLE:
+		case EL_WIND_SLASH:
+		case EL_STONE_HAMMER:
+			clif_skill_nodamage(src,battle->get_master(src),skill_id,skill_lv,1);
+			clif_skill_damage(src, bl, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
+			skill->attack(skill->get_type(skill_id),src,src,bl,skill_id,skill_lv,tick,flag);
+			break;
 
-	case EL_TIDAL_WEAPON:
-		if( src->type == BL_ELEM ) {
-			struct elemental_data *ele = BL_CAST(BL_ELEM,src);
-			struct status_change *sc = status_get_sc(&ele->bl);
-			struct status_change *tsc = status_get_sc(bl);
-			sc_type type = status_skill2sc(skill_id), type2;
-			type2 = type-1;
+		case EL_TIDAL_WEAPON:
+			if( src->type == BL_ELEM ) {
+				struct elemental_data *ele = BL_CAST(BL_ELEM,src);
+				struct status_change *sc = status_get_sc(&ele->bl);
+				struct status_change *tsc = status_get_sc(bl);
+				sc_type type = status_skill2sc(skill_id), type2;
+				type2 = type-1;
 
-			clif_skill_nodamage(src,battle->get_master(src),skill_id,skill_lv,1);
-			clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
-			if( (sc && sc->data[type2]) || (tsc && tsc->data[type]) ) {
-				elemental_clean_single_effect(ele, skill_id);
+				clif_skill_nodamage(src,battle->get_master(src),skill_id,skill_lv,1);
+				clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
+				if( (sc && sc->data[type2]) || (tsc && tsc->data[type]) ) {
+					elemental_clean_single_effect(ele, skill_id);
+				}
+				if( rnd()%100 < 50 )
+					skill->attack(skill->get_type(skill_id),src,src,bl,skill_id,skill_lv,tick,flag);
+				else {
+					sc_start(src,type2,100,skill_lv,skill->get_time(skill_id,skill_lv));
+					sc_start(battle->get_master(src),type,100,ele->bl.id,skill->get_time(skill_id,skill_lv));
+				}
+				clif_skill_nodamage(src,src,skill_id,skill_lv,1);
 			}
-			if( rnd()%100 < 50 )
-				skill->attack(skill->get_type(skill_id),src,src,bl,skill_id,skill_lv,tick,flag);
+			break;
+
+
+		//recursive homon skill
+		case MH_MAGMA_FLOW:
+		case MH_XENO_SLASHER:
+		case MH_HEILIGE_STANGE:
+			if(flag & 1)
+				skill->attack(skill->get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
 			else {
-				sc_start(src,type2,100,skill_lv,skill->get_time(skill_id,skill_lv));
-				sc_start(battle->get_master(src),type,100,ele->bl.id,skill->get_time(skill_id,skill_lv));
+				map_foreachinrange(skill->area_sub, bl, skill->get_splash(skill_id, skill_lv), splash_target(src), src, skill_id, skill_lv, tick, flag | BCT_ENEMY | SD_SPLASH | 1, skill->castend_damage_id);
 			}
-			clif_skill_nodamage(src,src,skill_id,skill_lv,1);
-		}
-		break;
-
+			break;
 
-	//recursive homon skill
-	case MH_MAGMA_FLOW:
-	case MH_XENO_SLASHER:
-	case MH_HEILIGE_STANGE:
-		if(flag & 1)
-		    skill->attack(skill->get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
-		else {
-		    map_foreachinrange(skill_area_sub, bl, skill->get_splash(skill_id, skill_lv), splash_target(src), src, skill_id, skill_lv, tick, flag | BCT_ENEMY | SD_SPLASH | 1, skill->castend_damage_id);
-		}
-		break;
-
-	case MH_STAHL_HORN:
-	case MH_NEEDLE_OF_PARALYZE:
-		skill->attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag);
-		break;
-        case MH_TINDER_BREAKER:
-                if (unit_movepos(src, bl->x, bl->y, 1, 1)) {
-#if PACKETVER >= 20111005
-			clif_snap(src, bl->x, bl->y);
-#else
-			clif_skill_poseffect(src,skill_id,skill_lv,bl->x,bl->y,tick);
-#endif
-		}
-                clif_skill_nodamage(src,bl,skill_id,skill_lv,
-			sc_start4(bl,SC_CLOSECONFINE2,100,skill_lv,src->id,0,0,skill->get_time(skill_id,skill_lv)));
-                skill->attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag);
-		break;
+		case MH_STAHL_HORN:
+		case MH_NEEDLE_OF_PARALYZE:
+			skill->attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag);
+			break;
+			case MH_TINDER_BREAKER:
+					if (unit_movepos(src, bl->x, bl->y, 1, 1)) {
+	#if PACKETVER >= 20111005
+				clif_snap(src, bl->x, bl->y);
+	#else
+				clif_skill_poseffect(src,skill_id,skill_lv,bl->x,bl->y,tick);
+	#endif
+			}
+					clif_skill_nodamage(src,bl,skill_id,skill_lv,
+				sc_start4(bl,SC_CLOSECONFINE2,100,skill_lv,src->id,0,0,skill->get_time(skill_id,skill_lv)));
+					skill->attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag);
+			break;
 
-	case 0:/* no skill - basic/normal attack */
-		if(sd) {
-			if (flag & 3){
-				if (bl->id != skill_area_temp[1])
-					skill->attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, SD_LEVEL|flag);
-			} else {
-				skill_area_temp[1] = bl->id;
-				map_foreachinrange(skill_area_sub, bl,
-					sd->bonus.splash_range, BL_CHAR,
-					src, skill_id, skill_lv, tick, flag | BCT_ENEMY | 1,
-					skill->castend_damage_id);
-				flag|=1; //Set flag to 1 so ammo is not double-consumed. [Skotlex]
+		case 0:/* no skill - basic/normal attack */
+			if(sd) {
+				if (flag & 3){
+					if (bl->id != skill_area_temp[1])
+						skill->attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, SD_LEVEL|flag);
+				} else {
+					skill_area_temp[1] = bl->id;
+					map_foreachinrange(skill->area_sub, bl,
+						sd->bonus.splash_range, BL_CHAR,
+						src, skill_id, skill_lv, tick, flag | BCT_ENEMY | 1,
+						skill->castend_damage_id);
+					flag|=1; //Set flag to 1 so ammo is not double-consumed. [Skotlex]
+				}
 			}
-		}
-		break;
+			break;
 
-	default:
-		ShowWarning("skill_castend_damage_id: Unknown skill used:%d\n",skill_id);
-		clif_skill_damage(src, bl, tick, status_get_amotion(src), tstatus->dmotion,
-			0, abs(skill->get_num(skill_id, skill_lv)),
-			skill_id, skill_lv, skill->get_hit(skill_id));
-		map_freeblock_unlock();
-		return 1;
+		default:
+			ShowWarning("skill_castend_damage_id: Unknown skill used:%d\n",skill_id);
+			clif_skill_damage(src, bl, tick, status_get_amotion(src), tstatus->dmotion,
+				0, abs(skill->get_num(skill_id, skill_lv)),
+				skill_id, skill_lv, skill->get_hit(skill_id));
+			map_freeblock_unlock();
+			return 1;
 	}
 
 	if( sc && sc->data[SC_CURSEDCIRCLE_ATKER] ) //Should only remove after the skill has been casted.
@@ -4730,12 +4671,12 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui
 		case MH_STEINWAND: {
 			struct block_list *s_src = battle->get_master(src);
 			short ret = 0;
-			if(!skill_check_unit_range(src, src->x, src->y, skill_id, skill_lv))  //prevent reiteration
+			if(!skill->check_unit_range(src, src->x, src->y, skill_id, skill_lv))  //prevent reiteration
 			    ret = skill->castend_pos2(src,src->x,src->y,skill_id,skill_lv,tick,flag); //cast on homon
-			if(s_src && !skill_check_unit_range(s_src, s_src->x, s_src->y, skill_id, skill_lv))
+			if(s_src && !skill->check_unit_range(s_src, s_src->x, s_src->y, skill_id, skill_lv))
 			    ret |= skill->castend_pos2(s_src,s_src->x,s_src->y,skill_id,skill_lv,tick,flag); //cast on master
 			if (hd)
-			    skill->blockhomun_start(hd, skill_id, skill_get_cooldown(skill_id, skill_lv));
+			    skill->blockhomun_start(hd, skill_id, skill->get_cooldown(skill_id, skill_lv));
 			return ret;
 		    }
 		    break;
@@ -4756,4286 +4697,4284 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui
 		return 1; //Skills that cause an status should be blocked if the target element blocks its element.
 
 	map_freeblock_lock();
-	switch(skill_id)
-	{
-	case HLIF_HEAL:	//[orn]
-	case AL_HEAL:
-	/**
-	 * Arch Bishop
-	 **/
-	case AB_HIGHNESSHEAL:
-		{
-			int heal = skill->calc_heal(src, bl, (skill_id == AB_HIGHNESSHEAL)?AL_HEAL:skill_id, (skill_id == AB_HIGHNESSHEAL)?10:skill_lv, true);
-			int heal_get_jobexp;
-			//Highness Heal: starts at 1.5 boost + 0.5 for each level
-			if( skill_id == AB_HIGHNESSHEAL ) {
-				heal = heal * ( 15 + 5 * skill_lv ) / 10;
-			}
-			if( status_isimmune(bl) ||
-					(dstmd && (dstmd->class_ == MOBID_EMPERIUM || mob_is_battleground(dstmd))) ||
-					(dstsd && pc_ismadogear(dstsd)) )//Mado is immune to heal
-				heal=0;
+	switch(skill_id) {
+		case HLIF_HEAL:	//[orn]
+		case AL_HEAL:
+		/**
+		 * Arch Bishop
+		 **/
+		case AB_HIGHNESSHEAL:
+			{
+				int heal = skill->calc_heal(src, bl, (skill_id == AB_HIGHNESSHEAL)?AL_HEAL:skill_id, (skill_id == AB_HIGHNESSHEAL)?10:skill_lv, true);
+				int heal_get_jobexp;
+				//Highness Heal: starts at 1.5 boost + 0.5 for each level
+				if( skill_id == AB_HIGHNESSHEAL ) {
+					heal = heal * ( 15 + 5 * skill_lv ) / 10;
+				}
+				if( status_isimmune(bl) ||
+						(dstmd && (dstmd->class_ == MOBID_EMPERIUM || mob_is_battleground(dstmd))) ||
+						(dstsd && pc_ismadogear(dstsd)) )//Mado is immune to heal
+					heal=0;
 
-			if( sd && dstsd && sd->status.partner_id == dstsd->status.char_id && (sd->class_&MAPID_UPPERMASK) == MAPID_SUPER_NOVICE && sd->status.sex == 0 )
-				heal = heal*2;
+				if( sd && dstsd && sd->status.partner_id == dstsd->status.char_id && (sd->class_&MAPID_UPPERMASK) == MAPID_SUPER_NOVICE && sd->status.sex == 0 )
+					heal = heal*2;
 
-			if( tsc && tsc->count )
-			{
-				if( tsc->data[SC_KAITE] && !(sstatus->mode&MD_BOSS) )
-				{ //Bounce back heal
-					if (--tsc->data[SC_KAITE]->val2 <= 0)
-						status_change_end(bl, SC_KAITE, INVALID_TIMER);
-					if (src == bl)
-						heal=0; //When you try to heal yourself under Kaite, the heal is voided.
-					else {
-						bl = src;
-						dstsd = sd;
+				if( tsc && tsc->count )
+				{
+					if( tsc->data[SC_KAITE] && !(sstatus->mode&MD_BOSS) )
+					{ //Bounce back heal
+						if (--tsc->data[SC_KAITE]->val2 <= 0)
+							status_change_end(bl, SC_KAITE, INVALID_TIMER);
+						if (src == bl)
+							heal=0; //When you try to heal yourself under Kaite, the heal is voided.
+						else {
+							bl = src;
+							dstsd = sd;
+						}
 					}
+					else if (tsc->data[SC_BERSERK] || tsc->data[SC_SATURDAYNIGHTFEVER] || tsc->data[SC__BLOODYLUST])
+						heal = 0; //Needed so that it actually displays 0 when healing.
 				}
-				else if (tsc->data[SC_BERSERK] || tsc->data[SC_SATURDAYNIGHTFEVER] || tsc->data[SC__BLOODYLUST])
-					heal = 0; //Needed so that it actually displays 0 when healing.
-			}
-			clif_skill_nodamage (src, bl, skill_id, heal, 1);
-			if( tsc && tsc->data[SC_AKAITSUKI] && heal && skill_id != HLIF_HEAL )
-				heal = ~heal + 1;
-			heal_get_jobexp = status_heal(bl,heal,0,0);
+				clif_skill_nodamage (src, bl, skill_id, heal, 1);
+				if( tsc && tsc->data[SC_AKAITSUKI] && heal && skill_id != HLIF_HEAL )
+					heal = ~heal + 1;
+				heal_get_jobexp = status_heal(bl,heal,0,0);
 
-			if(sd && dstsd && heal > 0 && sd != dstsd && battle_config.heal_exp > 0){
-				heal_get_jobexp = heal_get_jobexp * battle_config.heal_exp / 100;
-				if (heal_get_jobexp <= 0)
-					heal_get_jobexp = 1;
-				pc_gainexp (sd, bl, 0, heal_get_jobexp, false);
+				if(sd && dstsd && heal > 0 && sd != dstsd && battle_config.heal_exp > 0){
+					heal_get_jobexp = heal_get_jobexp * battle_config.heal_exp / 100;
+					if (heal_get_jobexp <= 0)
+						heal_get_jobexp = 1;
+					pc_gainexp (sd, bl, 0, heal_get_jobexp, false);
+				}
 			}
-		}
-		break;
+			break;
 
-	case PR_REDEMPTIO:
-		if (sd && !(flag&1)) {
-			if (sd->status.party_id == 0) {
-				clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
+		case PR_REDEMPTIO:
+			if (sd && !(flag&1)) {
+				if (sd->status.party_id == 0) {
+					clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
+					break;
+				}
+				skill_area_temp[0] = 0;
+				party_foreachsamemap(skill->area_sub,
+					sd,skill->get_splash(skill_id, skill_lv),
+					src,skill_id,skill_lv,tick, flag|BCT_PARTY|1,
+					skill->castend_nodamage_id);
+				if (skill_area_temp[0] == 0) {
+					clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
+					break;
+				}
+				skill_area_temp[0] = 5 - skill_area_temp[0]; // The actual penalty...
+				if (skill_area_temp[0] > 0 && !map[src->m].flag.noexppenalty) { //Apply penalty
+					sd->status.base_exp -= min(sd->status.base_exp, pc_nextbaseexp(sd) * skill_area_temp[0] * 2/1000); //0.2% penalty per each.
+					sd->status.job_exp -= min(sd->status.job_exp, pc_nextjobexp(sd) * skill_area_temp[0] * 2/1000);
+					clif_updatestatus(sd,SP_BASEEXP);
+					clif_updatestatus(sd,SP_JOBEXP);
+				}
+				status_set_hp(src, 1, 0);
+				status_set_sp(src, 0, 0);
 				break;
-			}
-			skill_area_temp[0] = 0;
-			party_foreachsamemap(skill_area_sub,
-				sd,skill->get_splash(skill_id, skill_lv),
-				src,skill_id,skill_lv,tick, flag|BCT_PARTY|1,
-				skill->castend_nodamage_id);
-			if (skill_area_temp[0] == 0) {
+			} else if (status_isdead(bl) && flag&1) { //Revive
+				skill_area_temp[0]++; //Count it in, then fall-through to the Resurrection code.
+				skill_lv = 3; //Resurrection level 3 is used
+			} else //Invalid target, skip resurrection.
+				break;
+
+		case ALL_RESURRECTION:
+			if(sd && (map_flag_gvg(bl->m) || map[bl->m].flag.battleground))
+			{	//No reviving in WoE grounds!
 				clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
 				break;
 			}
-			skill_area_temp[0] = 5 - skill_area_temp[0]; // The actual penalty...
-			if (skill_area_temp[0] > 0 && !map[src->m].flag.noexppenalty) { //Apply penalty
-				sd->status.base_exp -= min(sd->status.base_exp, pc_nextbaseexp(sd) * skill_area_temp[0] * 2/1000); //0.2% penalty per each.
-				sd->status.job_exp -= min(sd->status.job_exp, pc_nextjobexp(sd) * skill_area_temp[0] * 2/1000);
-				clif_updatestatus(sd,SP_BASEEXP);
-				clif_updatestatus(sd,SP_JOBEXP);
-			}
-			status_set_hp(src, 1, 0);
-			status_set_sp(src, 0, 0);
-			break;
-		} else if (status_isdead(bl) && flag&1) { //Revive
-			skill_area_temp[0]++; //Count it in, then fall-through to the Resurrection code.
-			skill_lv = 3; //Resurrection level 3 is used
-		} else //Invalid target, skip resurrection.
-			break;
-
-	case ALL_RESURRECTION:
-		if(sd && (map_flag_gvg(bl->m) || map[bl->m].flag.battleground))
-		{	//No reviving in WoE grounds!
-			clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
-			break;
-		}
-		if (!status_isdead(bl))
-			break;
-		{
-			int per = 0, sper = 0;
-			if (tsc && tsc->data[SC_HELLPOWER])
+			if (!status_isdead(bl))
 				break;
+			{
+				int per = 0, sper = 0;
+				if (tsc && tsc->data[SC_HELLPOWER])
+					break;
 
-			if (map[bl->m].flag.pvp && dstsd && dstsd->pvp_point < 0)
-				break;
+				if (map[bl->m].flag.pvp && dstsd && dstsd->pvp_point < 0)
+					break;
 
-			switch(skill_lv){
-			case 1: per=10; break;
-			case 2: per=30; break;
-			case 3: per=50; break;
-			case 4: per=80; break;
-			}
-			if(dstsd && dstsd->special_state.restart_full_recover)
-				per = sper = 100;
-			if (status_revive(bl, per, sper))
-			{
-				clif_skill_nodamage(src,bl,ALL_RESURRECTION,skill_lv,1); //Both Redemptio and Res show this skill-animation.
-				if(sd && dstsd && battle_config.resurrection_exp > 0)
+				switch(skill_lv){
+				case 1: per=10; break;
+				case 2: per=30; break;
+				case 3: per=50; break;
+				case 4: per=80; break;
+				}
+				if(dstsd && dstsd->special_state.restart_full_recover)
+					per = sper = 100;
+				if (status_revive(bl, per, sper))
 				{
-					int exp = 0,jexp = 0;
-					int lv = dstsd->status.base_level - sd->status.base_level, jlv = dstsd->status.job_level - sd->status.job_level;
-					if(lv > 0 && pc_nextbaseexp(dstsd)) {
-						exp = (int)((double)dstsd->status.base_exp * (double)lv * (double)battle_config.resurrection_exp / 1000000.);
-						if (exp < 1) exp = 1;
-					}
-					if(jlv > 0 && pc_nextjobexp(dstsd)) {
-						jexp = (int)((double)dstsd->status.job_exp * (double)lv * (double)battle_config.resurrection_exp / 1000000.);
-						if (jexp < 1) jexp = 1;
+					clif_skill_nodamage(src,bl,ALL_RESURRECTION,skill_lv,1); //Both Redemptio and Res show this skill-animation.
+					if(sd && dstsd && battle_config.resurrection_exp > 0)
+					{
+						int exp = 0,jexp = 0;
+						int lv = dstsd->status.base_level - sd->status.base_level, jlv = dstsd->status.job_level - sd->status.job_level;
+						if(lv > 0 && pc_nextbaseexp(dstsd)) {
+							exp = (int)((double)dstsd->status.base_exp * (double)lv * (double)battle_config.resurrection_exp / 1000000.);
+							if (exp < 1) exp = 1;
+						}
+						if(jlv > 0 && pc_nextjobexp(dstsd)) {
+							jexp = (int)((double)dstsd->status.job_exp * (double)lv * (double)battle_config.resurrection_exp / 1000000.);
+							if (jexp < 1) jexp = 1;
+						}
+						if(exp > 0 || jexp > 0)
+							pc_gainexp (sd, bl, exp, jexp, false);
 					}
-					if(exp > 0 || jexp > 0)
-						pc_gainexp (sd, bl, exp, jexp, false);
 				}
 			}
-		}
-		break;
-
-	case AL_DECAGI:
-	case MER_DECAGI:
-		clif_skill_nodamage (src, bl, skill_id, skill_lv,
-			sc_start(bl, type, (40 + skill_lv * 2 + (status_get_lv(src) + sstatus->int_)/5), skill_lv, skill->get_time(skill_id,skill_lv)));
-		break;
+			break;
 
-	case AL_CRUCIS:
-		if (flag&1)
-			sc_start(bl,type, 23+skill_lv*4 +status_get_lv(src) -status_get_lv(bl), skill_lv,skill->get_time(skill_id,skill_lv));
-		else {
-			map_foreachinrange(skill_area_sub, src, skill->get_splash(skill_id, skill_lv), BL_CHAR,
-				src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill->castend_nodamage_id);
-			clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
-		}
-		break;
+		case AL_DECAGI:
+		case MER_DECAGI:
+			clif_skill_nodamage (src, bl, skill_id, skill_lv,
+				sc_start(bl, type, (40 + skill_lv * 2 + (status_get_lv(src) + sstatus->int_)/5), skill_lv, skill->get_time(skill_id,skill_lv)));
+			break;
 
-	case PR_LEXDIVINA:
-	case MER_LEXDIVINA:
-		if( tsce )
-			status_change_end(bl,type, INVALID_TIMER);
-		else
-			sc_start(bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv));
-		clif_skill_nodamage (src, bl, skill_id, skill_lv, 1);
-		break;
+		case AL_CRUCIS:
+			if (flag&1)
+				sc_start(bl,type, 23+skill_lv*4 +status_get_lv(src) -status_get_lv(bl), skill_lv,skill->get_time(skill_id,skill_lv));
+			else {
+				map_foreachinrange(skill->area_sub, src, skill->get_splash(skill_id, skill_lv), BL_CHAR,
+					src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill->castend_nodamage_id);
+				clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
+			}
+			break;
 
-	case SA_ABRACADABRA:
-		{
-			int abra_skill_id = 0, abra_skill_lv;
-			do {
-				i = rnd() % MAX_SKILL_ABRA_DB;
-				abra_skill_id = skill_abra_db[i].skill_id;
-			} while (abra_skill_id == 0 ||
-				skill_abra_db[i].req_lv > skill_lv || //Required lv for it to appear
-				rnd()%10000 >= skill_abra_db[i].per
-			);
-			abra_skill_lv = min(skill_lv, skill->get_max(abra_skill_id));
+		case PR_LEXDIVINA:
+		case MER_LEXDIVINA:
+			if( tsce )
+				status_change_end(bl,type, INVALID_TIMER);
+			else
+				sc_start(bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv));
 			clif_skill_nodamage (src, bl, skill_id, skill_lv, 1);
+			break;
 
-			if( sd )
-			{// player-casted
-				sd->state.abra_flag = 1;
-				sd->skillitem = abra_skill_id;
-				sd->skillitemlv = abra_skill_lv;
-				clif_item_skill(sd, abra_skill_id, abra_skill_lv);
-			}
-			else
-			{// mob-casted
-				struct unit_data *ud = unit_bl2ud(src);
-				int inf = skill->get_inf(abra_skill_id);
-				if (!ud) break;
-				if (inf&INF_SELF_SKILL || inf&INF_SUPPORT_SKILL) {
-					if (src->type == BL_PET)
-						bl = (struct block_list*)((TBL_PET*)src)->msd;
-					if (!bl) bl = src;
-					unit_skilluse_id(src, bl->id, abra_skill_id, abra_skill_lv);
-				} else {	//Assume offensive skills
-					int target_id = 0;
-					if (ud->target)
-						target_id = ud->target;
-					else switch (src->type) {
-						case BL_MOB: target_id = ((TBL_MOB*)src)->target_id; break;
-						case BL_PET: target_id = ((TBL_PET*)src)->target_id; break;
-					}
-					if (!target_id)
-						break;
-					if (skill->get_casttype(abra_skill_id) == CAST_GROUND) {
-						bl = map_id2bl(target_id);
+		case SA_ABRACADABRA:
+			{
+				int abra_skill_id = 0, abra_skill_lv;
+				do {
+					i = rnd() % MAX_SKILL_ABRA_DB;
+					abra_skill_id = skill_abra_db[i].skill_id;
+				} while (abra_skill_id == 0 ||
+					skill_abra_db[i].req_lv > skill_lv || //Required lv for it to appear
+					rnd()%10000 >= skill_abra_db[i].per
+				);
+				abra_skill_lv = min(skill_lv, skill->get_max(abra_skill_id));
+				clif_skill_nodamage (src, bl, skill_id, skill_lv, 1);
+
+				if( sd )
+				{// player-casted
+					sd->state.abra_flag = 1;
+					sd->skillitem = abra_skill_id;
+					sd->skillitemlv = abra_skill_lv;
+					clif_item_skill(sd, abra_skill_id, abra_skill_lv);
+				}
+				else
+				{// mob-casted
+					struct unit_data *ud = unit_bl2ud(src);
+					int inf = skill->get_inf(abra_skill_id);
+					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_pos(src, bl->x, bl->y, abra_skill_id, abra_skill_lv);
-					} else
-						unit_skilluse_id(src, target_id, abra_skill_id, abra_skill_lv);
+						unit_skilluse_id(src, bl->id, abra_skill_id, abra_skill_lv);
+					} else {	//Assume offensive skills
+						int target_id = 0;
+						if (ud->target)
+							target_id = ud->target;
+						else switch (src->type) {
+							case BL_MOB: target_id = ((TBL_MOB*)src)->target_id; break;
+							case BL_PET: target_id = ((TBL_PET*)src)->target_id; break;
+						}
+						if (!target_id)
+							break;
+						if (skill->get_casttype(abra_skill_id) == CAST_GROUND) {
+							bl = map_id2bl(target_id);
+							if (!bl) bl = src;
+							unit_skilluse_pos(src, bl->x, bl->y, abra_skill_id, abra_skill_lv);
+						} else
+							unit_skilluse_id(src, target_id, abra_skill_id, abra_skill_lv);
+					}
 				}
 			}
-		}
-		break;
+			break;
 
-	case SA_COMA:
-		clif_skill_nodamage(src,bl,skill_id,skill_lv,
-			sc_start(bl,type,100,skill_lv,skill->get_time2(skill_id,skill_lv)));
-		break;
-	case SA_FULLRECOVERY:
-		clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
-		if (status_isimmune(bl))
+		case SA_COMA:
+			clif_skill_nodamage(src,bl,skill_id,skill_lv,
+				sc_start(bl,type,100,skill_lv,skill->get_time2(skill_id,skill_lv)));
 			break;
-		status_percent_heal(bl, 100, 100);
-		break;
-	case NPC_ALLHEAL:
-		{
-			int heal;
-			if( status_isimmune(bl) )
+		case SA_FULLRECOVERY:
+			clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
+			if (status_isimmune(bl))
 				break;
-			heal = status_percent_heal(bl, 100, 0);
-			clif_skill_nodamage(NULL, bl, AL_HEAL, heal, 1);
-			if( dstmd )
-			{ // Reset Damage Logs
-				memset(dstmd->dmglog, 0, sizeof(dstmd->dmglog));
-				dstmd->tdmg = 0;
-			}
-		}
-		break;
-	case SA_SUMMONMONSTER:
-		clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
-		if (sd) mob_once_spawn(sd, src->m, src->x, src->y," --ja--", -1, 1, "", SZ_SMALL, AI_NONE);
-		break;
-	case SA_LEVELUP:
-		clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
-		if (sd && pc_nextbaseexp(sd)) pc_gainexp(sd, NULL, pc_nextbaseexp(sd) * 10 / 100, 0, false);
-		break;
-	case SA_INSTANTDEATH:
-		clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
-		status_set_hp(bl,1,0);
-		break;
-	case SA_QUESTION:
-	case SA_GRAVITY:
-		clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
-		break;
-	case SA_CLASSCHANGE:
-	case SA_MONOCELL:
-		if (dstmd)
-		{
-			int class_;
-			if ( sd && dstmd->status.mode&MD_BOSS )
+			status_percent_heal(bl, 100, 100);
+			break;
+		case NPC_ALLHEAL:
 			{
-				clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
-				break;
+				int heal;
+				if( status_isimmune(bl) )
+					break;
+				heal = status_percent_heal(bl, 100, 0);
+				clif_skill_nodamage(NULL, bl, AL_HEAL, heal, 1);
+				if( dstmd )
+				{ // Reset Damage Logs
+					memset(dstmd->dmglog, 0, sizeof(dstmd->dmglog));
+					dstmd->tdmg = 0;
+				}
 			}
-			class_ = skill_id==SA_MONOCELL?1002:mob_get_random_id(4, 1, 0);
+			break;
+		case SA_SUMMONMONSTER:
 			clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
-			mob_class_change(dstmd,class_);
-			if( tsc && dstmd->status.mode&MD_BOSS )
+			if (sd) mob_once_spawn(sd, src->m, src->x, src->y," --ja--", -1, 1, "", SZ_SMALL, AI_NONE);
+			break;
+		case SA_LEVELUP:
+			clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
+			if (sd && pc_nextbaseexp(sd)) pc_gainexp(sd, NULL, pc_nextbaseexp(sd) * 10 / 100, 0, false);
+			break;
+		case SA_INSTANTDEATH:
+			clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
+			status_set_hp(bl,1,0);
+			break;
+		case SA_QUESTION:
+		case SA_GRAVITY:
+			clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
+			break;
+		case SA_CLASSCHANGE:
+		case SA_MONOCELL:
+			if (dstmd)
 			{
-				const enum sc_type scs[] = { SC_QUAGMIRE, SC_PROVOKE, SC_ROKISWEIL, SC_GRAVITATION, SC_SUITON, SC_STRIPWEAPON, SC_STRIPSHIELD, SC_STRIPARMOR, SC_STRIPHELM, SC_BLADESTOP };
-				for (i = SC_COMMON_MIN; i <= SC_COMMON_MAX; i++)
-					if (tsc->data[i]) status_change_end(bl, (sc_type)i, INVALID_TIMER);
-				for (i = 0; i < ARRAYLENGTH(scs); i++)
-					if (tsc->data[scs[i]]) status_change_end(bl, scs[i], INVALID_TIMER);
+				int class_;
+				if ( sd && dstmd->status.mode&MD_BOSS )
+				{
+					clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
+					break;
+				}
+				class_ = skill_id==SA_MONOCELL?1002:mob_get_random_id(4, 1, 0);
+				clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
+				mob_class_change(dstmd,class_);
+				if( tsc && dstmd->status.mode&MD_BOSS )
+				{
+					const enum sc_type scs[] = { SC_QUAGMIRE, SC_PROVOKE, SC_ROKISWEIL, SC_GRAVITATION, SC_SUITON, SC_STRIPWEAPON, SC_STRIPSHIELD, SC_STRIPARMOR, SC_STRIPHELM, SC_BLADESTOP };
+					for (i = SC_COMMON_MIN; i <= SC_COMMON_MAX; i++)
+						if (tsc->data[i]) status_change_end(bl, (sc_type)i, INVALID_TIMER);
+					for (i = 0; i < ARRAYLENGTH(scs); i++)
+						if (tsc->data[scs[i]]) status_change_end(bl, scs[i], INVALID_TIMER);
+				}
 			}
-		}
-		break;
-	case SA_DEATH:
-		if ( sd && dstmd && dstmd->status.mode&MD_BOSS )
-		{
-			clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
 			break;
-		}
-		clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
-		status_kill(bl);
-		break;
-	case SA_REVERSEORCISH:
-		clif_skill_nodamage(src,bl,skill_id,skill_lv,
-			sc_start(bl,type,100,skill_lv,skill->get_time(skill_id, skill_lv)));
-		break;
-	case SA_FORTUNE:
-		clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
-		if(sd) pc_getzeny(sd,status_get_lv(bl)*100,LOG_TYPE_STEAL,NULL);
-		break;
-	case SA_TAMINGMONSTER:
-		clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
-		if (sd && dstmd) {
-			ARR_FIND( 0, MAX_PET_DB, i, dstmd->class_ == pet_db[i].class_ );
-			if( i < MAX_PET_DB )
-				pet_catch_process1(sd, dstmd->class_);
-		}
-		break;
-
-	case CR_PROVIDENCE:
-		if(sd && dstsd){ //Check they are not another crusader [Skotlex]
-			if ((dstsd->class_&MAPID_UPPERMASK) == MAPID_CRUSADER) {
+		case SA_DEATH:
+			if ( sd && dstmd && dstmd->status.mode&MD_BOSS )
+			{
 				clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
-				map_freeblock_unlock();
-				return 1;
+				break;
 			}
-		}
-		clif_skill_nodamage(src,bl,skill_id,skill_lv,
-			sc_start(bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv)));
-		break;
-
-	case CG_MARIONETTE:
-		{
-			struct status_change* sc = status_get_sc(src);
+			clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
+			status_kill(bl);
+			break;
+		case SA_REVERSEORCISH:
+			clif_skill_nodamage(src,bl,skill_id,skill_lv,
+				sc_start(bl,type,100,skill_lv,skill->get_time(skill_id, skill_lv)));
+			break;
+		case SA_FORTUNE:
+			clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
+			if(sd) pc_getzeny(sd,status_get_lv(bl)*100,LOG_TYPE_STEAL,NULL);
+			break;
+		case SA_TAMINGMONSTER:
+			clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
+			if (sd && dstmd) {
+				ARR_FIND( 0, MAX_PET_DB, i, dstmd->class_ == pet_db[i].class_ );
+				if( i < MAX_PET_DB )
+					pet_catch_process1(sd, dstmd->class_);
+			}
+			break;
 
-			if( sd && dstsd && (dstsd->class_&MAPID_UPPERMASK) == MAPID_BARDDANCER && dstsd->status.sex == sd->status.sex )
-			{// Cannot cast on another bard/dancer-type class of the same gender as caster
-				clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
-				map_freeblock_unlock();
-				return 1;
+		case CR_PROVIDENCE:
+			if(sd && dstsd){ //Check they are not another crusader [Skotlex]
+				if ((dstsd->class_&MAPID_UPPERMASK) == MAPID_CRUSADER) {
+					clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
+					map_freeblock_unlock();
+					return 1;
+				}
 			}
+			clif_skill_nodamage(src,bl,skill_id,skill_lv,
+				sc_start(bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv)));
+			break;
 
-			if( sc && tsc )
+		case CG_MARIONETTE:
 			{
-				if( !sc->data[SC_MARIONETTE] && !tsc->data[SC_MARIONETTE2] )
-				{
-					sc_start(src,SC_MARIONETTE,100,bl->id,skill->get_time(skill_id,skill_lv));
-					sc_start(bl,SC_MARIONETTE2,100,src->id,skill->get_time(skill_id,skill_lv));
-					clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
+				struct status_change* sc = status_get_sc(src);
+
+				if( sd && dstsd && (dstsd->class_&MAPID_UPPERMASK) == MAPID_BARDDANCER && dstsd->status.sex == sd->status.sex )
+				{// Cannot cast on another bard/dancer-type class of the same gender as caster
+					clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
+					map_freeblock_unlock();
+					return 1;
 				}
-				else
-				if(  sc->data[SC_MARIONETTE ] &&  sc->data[SC_MARIONETTE ]->val1 == bl->id &&
-					tsc->data[SC_MARIONETTE2] && tsc->data[SC_MARIONETTE2]->val1 == src->id )
+
+				if( sc && tsc )
 				{
-					status_change_end(src, SC_MARIONETTE, INVALID_TIMER);
-					status_change_end(bl, SC_MARIONETTE2, INVALID_TIMER);
+					if( !sc->data[SC_MARIONETTE] && !tsc->data[SC_MARIONETTE2] )
+					{
+						sc_start(src,SC_MARIONETTE,100,bl->id,skill->get_time(skill_id,skill_lv));
+						sc_start(bl,SC_MARIONETTE2,100,src->id,skill->get_time(skill_id,skill_lv));
+						clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
+					}
+					else
+					if(  sc->data[SC_MARIONETTE ] &&  sc->data[SC_MARIONETTE ]->val1 == bl->id &&
+						tsc->data[SC_MARIONETTE2] && tsc->data[SC_MARIONETTE2]->val1 == src->id )
+					{
+						status_change_end(src, SC_MARIONETTE, INVALID_TIMER);
+						status_change_end(bl, SC_MARIONETTE2, INVALID_TIMER);
+					}
+					else
+					{
+						if( sd )
+							clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
+
+						map_freeblock_unlock();
+						return 1;
+					}
 				}
-				else
-				{
-					if( sd )
-						clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
+			}
+			break;
 
-					map_freeblock_unlock();
-					return 1;
+		case RG_CLOSECONFINE:
+			clif_skill_nodamage(src,bl,skill_id,skill_lv,
+				sc_start4(bl,type,100,skill_lv,src->id,0,0,skill->get_time(skill_id,skill_lv)));
+			break;
+		case SA_FLAMELAUNCHER:	// added failure chance and chance to break weapon if turned on [Valaris]
+		case SA_FROSTWEAPON:
+		case SA_LIGHTNINGLOADER:
+		case SA_SEISMICWEAPON:
+			if (dstsd) {
+				if(dstsd->status.weapon == W_FIST ||
+					(dstsd->sc.count && !dstsd->sc.data[type] &&
+					(	//Allow re-enchanting to lenghten time. [Skotlex]
+						dstsd->sc.data[SC_FIREWEAPON] ||
+						dstsd->sc.data[SC_WATERWEAPON] ||
+						dstsd->sc.data[SC_WINDWEAPON] ||
+						dstsd->sc.data[SC_EARTHWEAPON] ||
+						dstsd->sc.data[SC_SHADOWWEAPON] ||
+						dstsd->sc.data[SC_GHOSTWEAPON] ||
+						dstsd->sc.data[SC_ENCPOISON]
+					))
+					) {
+					if (sd) clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
+					clif_skill_nodamage(src,bl,skill_id,skill_lv,0);
+					break;
 				}
 			}
-		}
-		break;
+			// 100% success rate at lv4 & 5, but lasts longer at lv5
+			if(!clif_skill_nodamage(src,bl,skill_id,skill_lv, sc_start(bl,type,(60+skill_lv*10),skill_lv, skill->get_time(skill_id,skill_lv)))) {
+				if (sd)
+					clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
+				if (skill->break_equip(bl, EQP_WEAPON, 10000, BCT_PARTY) && sd && sd != dstsd)
+					clif_displaymessage(sd->fd, msg_txt(669));
+			}
+			break;
 
-	case RG_CLOSECONFINE:
-		clif_skill_nodamage(src,bl,skill_id,skill_lv,
-			sc_start4(bl,type,100,skill_lv,src->id,0,0,skill->get_time(skill_id,skill_lv)));
-		break;
-	case SA_FLAMELAUNCHER:	// added failure chance and chance to break weapon if turned on [Valaris]
-	case SA_FROSTWEAPON:
-	case SA_LIGHTNINGLOADER:
-	case SA_SEISMICWEAPON:
-		if (dstsd) {
-			if(dstsd->status.weapon == W_FIST ||
-				(dstsd->sc.count && !dstsd->sc.data[type] &&
-				(	//Allow re-enchanting to lenghten time. [Skotlex]
-					dstsd->sc.data[SC_FIREWEAPON] ||
-					dstsd->sc.data[SC_WATERWEAPON] ||
-					dstsd->sc.data[SC_WINDWEAPON] ||
-					dstsd->sc.data[SC_EARTHWEAPON] ||
-					dstsd->sc.data[SC_SHADOWWEAPON] ||
-					dstsd->sc.data[SC_GHOSTWEAPON] ||
-					dstsd->sc.data[SC_ENCPOISON]
-				))
-				) {
-				if (sd) clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
+		case PR_ASPERSIO:
+			if (sd && dstmd) {
 				clif_skill_nodamage(src,bl,skill_id,skill_lv,0);
 				break;
 			}
-		}
-		// 100% success rate at lv4 & 5, but lasts longer at lv5
-		if(!clif_skill_nodamage(src,bl,skill_id,skill_lv, sc_start(bl,type,(60+skill_lv*10),skill_lv, skill->get_time(skill_id,skill_lv)))) {
-			if (sd)
-				clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
-			if (skill->break_equip(bl, EQP_WEAPON, 10000, BCT_PARTY) && sd && sd != dstsd)
-				clif_displaymessage(sd->fd, msg_txt(669));
-		}
-		break;
-
-	case PR_ASPERSIO:
-		if (sd && dstmd) {
-			clif_skill_nodamage(src,bl,skill_id,skill_lv,0);
+			clif_skill_nodamage(src,bl,skill_id,skill_lv,
+				sc_start(bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv)));
 			break;
-		}
-		clif_skill_nodamage(src,bl,skill_id,skill_lv,
-			sc_start(bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv)));
-		break;
 
-	case ITEM_ENCHANTARMS:
-		clif_skill_nodamage(src,bl,skill_id,skill_lv,
-			sc_start2(bl,type,100,skill_lv,
-				skill->get_ele(skill_id,skill_lv), skill->get_time(skill_id,skill_lv)));
-		break;
+		case ITEM_ENCHANTARMS:
+			clif_skill_nodamage(src,bl,skill_id,skill_lv,
+				sc_start2(bl,type,100,skill_lv,
+					skill->get_ele(skill_id,skill_lv), skill->get_time(skill_id,skill_lv)));
+			break;
 
-	case TK_SEVENWIND:
-		switch(skill->get_ele(skill_id,skill_lv)) {
-			case ELE_EARTH : type = SC_EARTHWEAPON;  break;
-			case ELE_WIND  : type = SC_WINDWEAPON;   break;
-			case ELE_WATER : type = SC_WATERWEAPON;  break;
-			case ELE_FIRE  : type = SC_FIREWEAPON;   break;
-			case ELE_GHOST : type = SC_GHOSTWEAPON;  break;
-			case ELE_DARK  : type = SC_SHADOWWEAPON; break;
-			case ELE_HOLY  : type = SC_ASPERSIO;     break;
-		}
-		clif_skill_nodamage(src,bl,skill_id,skill_lv,
-			sc_start(bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv)));
+		case TK_SEVENWIND:
+			switch(skill->get_ele(skill_id,skill_lv)) {
+				case ELE_EARTH : type = SC_EARTHWEAPON;  break;
+				case ELE_WIND  : type = SC_WINDWEAPON;   break;
+				case ELE_WATER : type = SC_WATERWEAPON;  break;
+				case ELE_FIRE  : type = SC_FIREWEAPON;   break;
+				case ELE_GHOST : type = SC_GHOSTWEAPON;  break;
+				case ELE_DARK  : type = SC_SHADOWWEAPON; break;
+				case ELE_HOLY  : type = SC_ASPERSIO;     break;
+			}
+			clif_skill_nodamage(src,bl,skill_id,skill_lv,
+				sc_start(bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv)));
 
-		sc_start(bl,SC_SEVENWIND,100,skill_lv,skill->get_time(skill_id,skill_lv));
+			sc_start(bl,SC_SEVENWIND,100,skill_lv,skill->get_time(skill_id,skill_lv));
 
-		break;
+			break;
 
-	case PR_KYRIE:
-	case MER_KYRIE:
-		clif_skill_nodamage(bl,bl,skill_id,skill_lv,
-			sc_start(bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv)));
-		break;
-	//Passive Magnum, should had been casted on yourself.
-	case SM_MAGNUM:
-	case MS_MAGNUM:
-		skill_area_temp[1] = 0;
-		map_foreachinrange(skill_area_sub, src, skill->get_splash(skill_id, skill_lv), BL_SKILL|BL_CHAR,
-			src,skill_id,skill_lv,tick, flag|BCT_ENEMY|1, skill->castend_damage_id);
-		clif_skill_nodamage (src,src,skill_id,skill_lv,1);
-		// Initiate 10% of your damage becomes fire element.
-		sc_start4(src,SC_WATK_ELEMENT,100,3,20,0,0,skill->get_time2(skill_id, skill_lv));
-		if( sd )
-			skill->blockpc_start(sd, skill_id, skill->get_time(skill_id, skill_lv), false);
-		else if( bl->type == BL_MER )
-			skill->blockmerc_start((TBL_MER*)bl, skill_id, skill->get_time(skill_id, skill_lv));
-		break;
+		case PR_KYRIE:
+		case MER_KYRIE:
+			clif_skill_nodamage(bl,bl,skill_id,skill_lv,
+				sc_start(bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv)));
+			break;
+		//Passive Magnum, should had been casted on yourself.
+		case SM_MAGNUM:
+		case MS_MAGNUM:
+			skill_area_temp[1] = 0;
+			map_foreachinrange(skill->area_sub, src, skill->get_splash(skill_id, skill_lv), BL_SKILL|BL_CHAR,
+				src,skill_id,skill_lv,tick, flag|BCT_ENEMY|1, skill->castend_damage_id);
+			clif_skill_nodamage (src,src,skill_id,skill_lv,1);
+			// Initiate 10% of your damage becomes fire element.
+			sc_start4(src,SC_WATK_ELEMENT,100,3,20,0,0,skill->get_time2(skill_id, skill_lv));
+			if( sd )
+				skill->blockpc_start(sd, skill_id, skill->get_time(skill_id, skill_lv), false);
+			else if( bl->type == BL_MER )
+				skill->blockmerc_start((TBL_MER*)bl, skill_id, skill->get_time(skill_id, skill_lv));
+			break;
 
-	case TK_JUMPKICK:
-		/* Check if the target is an enemy; if not, skill should fail so the character doesn't unit_movepos (exploitable) */
-		if( battle->check_target(src, bl, BCT_ENEMY) > 0 )
-		{
-			if( unit_movepos(src, bl->x, bl->y, 1, 1) )
+		case TK_JUMPKICK:
+			/* Check if the target is an enemy; if not, skill should fail so the character doesn't unit_movepos (exploitable) */
+			if( battle->check_target(src, bl, BCT_ENEMY) > 0 )
 			{
-				skill->attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
-				clif_slide(src,bl->x,bl->y);
+				if( unit_movepos(src, bl->x, bl->y, 1, 1) )
+				{
+					skill->attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
+					clif_slide(src,bl->x,bl->y);
+				}
 			}
-		}
-		else
-			clif_skill_fail(sd,skill_id,USESKILL_FAIL,0);
-		break;
-
-	case AL_INCAGI:
-	case AL_BLESSING:
-	case MER_INCAGI:
-	case MER_BLESSING:
-		if (dstsd != NULL && tsc->data[SC_CHANGEUNDEAD]) {
-			skill->attack(BF_MISC,src,src,bl,skill_id,skill_lv,tick,flag);
+			else
+				clif_skill_fail(sd,skill_id,USESKILL_FAIL,0);
 			break;
-		}
-	case PR_SLOWPOISON:
-	case PR_IMPOSITIO:
-	case PR_LEXAETERNA:
-	case PR_SUFFRAGIUM:
-	case PR_BENEDICTIO:
-	case LK_BERSERK:
-	case MS_BERSERK:
-	case KN_AUTOCOUNTER:
-	case KN_TWOHANDQUICKEN:
-	case KN_ONEHAND:
-	case MER_QUICKEN:
-	case CR_SPEARQUICKEN:
-	case CR_REFLECTSHIELD:
-	case MS_REFLECTSHIELD:
-	case AS_POISONREACT:
-	case MC_LOUD:
-	case MG_ENERGYCOAT:
-	case MO_EXPLOSIONSPIRITS:
-	case MO_STEELBODY:
-	case MO_BLADESTOP:
-	case LK_AURABLADE:
-	case LK_PARRYING:
-	case MS_PARRYING:
-	case LK_CONCENTRATION:
-	case WS_CARTBOOST:
-	case SN_SIGHT:
-	case WS_MELTDOWN:
-	case WS_OVERTHRUSTMAX:
-	case ST_REJECTSWORD:
-	case HW_MAGICPOWER:
-	case PF_MEMORIZE:
-	case PA_SACRIFICE:
-	case ASC_EDP:
-	case PF_DOUBLECASTING:
-	case SG_SUN_COMFORT:
-	case SG_MOON_COMFORT:
-	case SG_STAR_COMFORT:
-	case NPC_HALLUCINATION:
-	case GS_MADNESSCANCEL:
-	case GS_ADJUSTMENT:
-	case GS_INCREASING:
-	case NJ_KASUMIKIRI:
-	case NJ_UTSUSEMI:
-	case NJ_NEN:
-	case NPC_DEFENDER:
-	case NPC_MAGICMIRROR:
-	case ST_PRESERVE:
-	case NPC_INVINCIBLE:
-	case NPC_INVINCIBLEOFF:
-	case RK_DEATHBOUND:
-	case AB_RENOVATIO:
-	case AB_EXPIATIO:
-	case AB_DUPLELIGHT:
-	case AB_SECRAMENT:
-	case NC_ACCELERATION:
-	case NC_HOVERING:
-	case NC_SHAPESHIFT:
-	case WL_RECOGNIZEDSPELL:
-	case GC_VENOMIMPRESS:
-	case SC_DEADLYINFECT:
-	case LG_EXEEDBREAK:
-	case LG_PRESTIGE:
-	case SR_CRESCENTELBOW:
-	case SR_LIGHTNINGWALK:
-	case SR_GENTLETOUCH_ENERGYGAIN:
-	case GN_CARTBOOST:
-	case KO_MEIKYOUSISUI:
-		clif_skill_nodamage(src,bl,skill_id,skill_lv,
-			sc_start(bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv)));
-		break;
-
-	case SO_STRIKING:
-		if (sd) {
-			int bonus = 25 + 10 * skill_lv;
-			bonus += (pc_checkskill(sd, SA_FLAMELAUNCHER)+pc_checkskill(sd, SA_FROSTWEAPON)+pc_checkskill(sd, SA_LIGHTNINGLOADER)+pc_checkskill(sd, SA_SEISMICWEAPON))*5;
-			clif_skill_nodamage( src, bl, skill_id, skill_lv,
-								battle->check_target(src,bl,BCT_PARTY) ?
-								sc_start2(bl, type, 100, skill_lv, bonus, skill->get_time(skill_id,skill_lv)) :
-								0
-				);
-		}
-		break;
 
-	case NPC_STOP:
-		if( clif_skill_nodamage(src,bl,skill_id,skill_lv,
-			sc_start2(bl,type,100,skill_lv,src->id,skill->get_time(skill_id,skill_lv)) ) )
-			sc_start2(src,type,100,skill_lv,bl->id,skill->get_time(skill_id,skill_lv));
-		break;
-	case HP_ASSUMPTIO:
-		if( sd && dstmd )
-			clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
-		else
+		case AL_INCAGI:
+		case AL_BLESSING:
+		case MER_INCAGI:
+		case MER_BLESSING:
+			if (dstsd != NULL && tsc->data[SC_CHANGEUNDEAD]) {
+				skill->attack(BF_MISC,src,src,bl,skill_id,skill_lv,tick,flag);
+				break;
+			}
+		case PR_SLOWPOISON:
+		case PR_IMPOSITIO:
+		case PR_LEXAETERNA:
+		case PR_SUFFRAGIUM:
+		case PR_BENEDICTIO:
+		case LK_BERSERK:
+		case MS_BERSERK:
+		case KN_AUTOCOUNTER:
+		case KN_TWOHANDQUICKEN:
+		case KN_ONEHAND:
+		case MER_QUICKEN:
+		case CR_SPEARQUICKEN:
+		case CR_REFLECTSHIELD:
+		case MS_REFLECTSHIELD:
+		case AS_POISONREACT:
+		case MC_LOUD:
+		case MG_ENERGYCOAT:
+		case MO_EXPLOSIONSPIRITS:
+		case MO_STEELBODY:
+		case MO_BLADESTOP:
+		case LK_AURABLADE:
+		case LK_PARRYING:
+		case MS_PARRYING:
+		case LK_CONCENTRATION:
+		case WS_CARTBOOST:
+		case SN_SIGHT:
+		case WS_MELTDOWN:
+		case WS_OVERTHRUSTMAX:
+		case ST_REJECTSWORD:
+		case HW_MAGICPOWER:
+		case PF_MEMORIZE:
+		case PA_SACRIFICE:
+		case ASC_EDP:
+		case PF_DOUBLECASTING:
+		case SG_SUN_COMFORT:
+		case SG_MOON_COMFORT:
+		case SG_STAR_COMFORT:
+		case NPC_HALLUCINATION:
+		case GS_MADNESSCANCEL:
+		case GS_ADJUSTMENT:
+		case GS_INCREASING:
+		case NJ_KASUMIKIRI:
+		case NJ_UTSUSEMI:
+		case NJ_NEN:
+		case NPC_DEFENDER:
+		case NPC_MAGICMIRROR:
+		case ST_PRESERVE:
+		case NPC_INVINCIBLE:
+		case NPC_INVINCIBLEOFF:
+		case RK_DEATHBOUND:
+		case AB_RENOVATIO:
+		case AB_EXPIATIO:
+		case AB_DUPLELIGHT:
+		case AB_SECRAMENT:
+		case NC_ACCELERATION:
+		case NC_HOVERING:
+		case NC_SHAPESHIFT:
+		case WL_RECOGNIZEDSPELL:
+		case GC_VENOMIMPRESS:
+		case SC_DEADLYINFECT:
+		case LG_EXEEDBREAK:
+		case LG_PRESTIGE:
+		case SR_CRESCENTELBOW:
+		case SR_LIGHTNINGWALK:
+		case SR_GENTLETOUCH_ENERGYGAIN:
+		case GN_CARTBOOST:
+		case KO_MEIKYOUSISUI:
 			clif_skill_nodamage(src,bl,skill_id,skill_lv,
 				sc_start(bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv)));
-		break;
-	case MG_SIGHT:
-	case MER_SIGHT:
-	case AL_RUWACH:
-	case WZ_SIGHTBLASTER:
-	case NPC_WIDESIGHT:
-	case NPC_STONESKIN:
-	case NPC_ANTIMAGIC:
-		clif_skill_nodamage(src,bl,skill_id,skill_lv,
-			sc_start2(bl,type,100,skill_lv,skill_id,skill->get_time(skill_id,skill_lv)));
-		break;
-	case HLIF_AVOID:
-	case HAMI_DEFENCE:
-		i = skill->get_time(skill_id,skill_lv);
-		clif_skill_nodamage(bl,bl,skill_id,skill_lv,sc_start(bl,type,100,skill_lv,i)); // Master
-		clif_skill_nodamage(src,src,skill_id,skill_lv,sc_start(src,type,100,skill_lv,i)); // Homunc
-		break;
-	case NJ_BUNSINJYUTSU:
-		clif_skill_nodamage(src,bl,skill_id,skill_lv,
-			sc_start(bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv)));
-		status_change_end(bl, SC_NEN, INVALID_TIMER);
-		break;
-/* Was modified to only affect targetted char.	[Skotlex]
-	case HP_ASSUMPTIO:
-		if (flag&1)
-			sc_start(bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv));
-		else
-		{
-			map_foreachinrange(skill_area_sub, bl,
-				skill->get_splash(skill_id, skill_lv), BL_PC,
-				src, skill_id, skill_lv, tick, flag|BCT_ALL|1,
-				skill->castend_nodamage_id);
-			clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
-		}
-		break;
-*/
-	case SM_ENDURE:
-		clif_skill_nodamage(src,bl,skill_id,skill_lv,
-			sc_start(bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv)));
-		if (sd)
-			skill->blockpc_start (sd, skill_id, skill->get_time2(skill_id,skill_lv), false);
-		break;
+			break;
 
-	case AS_ENCHANTPOISON: // Prevent spamming [Valaris]
-		if (sd && dstsd && dstsd->sc.count) {
-			if (dstsd->sc.data[SC_FIREWEAPON] ||
-				dstsd->sc.data[SC_WATERWEAPON] ||
-				dstsd->sc.data[SC_WINDWEAPON] ||
-				dstsd->sc.data[SC_EARTHWEAPON] ||
-				dstsd->sc.data[SC_SHADOWWEAPON] ||
-				dstsd->sc.data[SC_GHOSTWEAPON]
-			//	dstsd->sc.data[SC_ENCPOISON] //People say you should be able to recast to lengthen the timer. [Skotlex]
-			) {
-					clif_skill_nodamage(src,bl,skill_id,skill_lv,0);
-					clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
-					break;
+		case SO_STRIKING:
+			if (sd) {
+				int bonus = 25 + 10 * skill_lv;
+				bonus += (pc_checkskill(sd, SA_FLAMELAUNCHER)+pc_checkskill(sd, SA_FROSTWEAPON)+pc_checkskill(sd, SA_LIGHTNINGLOADER)+pc_checkskill(sd, SA_SEISMICWEAPON))*5;
+				clif_skill_nodamage( src, bl, skill_id, skill_lv,
+									battle->check_target(src,bl,BCT_PARTY) ?
+									sc_start2(bl, type, 100, skill_lv, bonus, skill->get_time(skill_id,skill_lv)) :
+									0
+					);
 			}
-		}
-		clif_skill_nodamage(src,bl,skill_id,skill_lv,
-			sc_start(bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv)));
-		break;
-
-	case LK_TENSIONRELAX:
-		clif_skill_nodamage(src,bl,skill_id,skill_lv,
-			sc_start4(bl,type,100,skill_lv,0,0,skill->get_time2(skill_id,skill_lv),
-				skill->get_time(skill_id,skill_lv)));
-		break;
-
-	case MC_CHANGECART:
-		clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
-		break;
+			break;
 
-	case TK_MISSION:
-		if (sd) {
-			int id;
-			if (sd->mission_mobid && (sd->mission_count || rnd()%100)) { //Cannot change target when already have one
-				clif_mission_info(sd, sd->mission_mobid, sd->mission_count);
-				clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
-				break;
-			}
-			id = mob_get_random_id(0,0xF, sd->status.base_level);
-			if (!id) {
+		case NPC_STOP:
+			if( clif_skill_nodamage(src,bl,skill_id,skill_lv,
+				sc_start2(bl,type,100,skill_lv,src->id,skill->get_time(skill_id,skill_lv)) ) )
+				sc_start2(src,type,100,skill_lv,bl->id,skill->get_time(skill_id,skill_lv));
+			break;
+		case HP_ASSUMPTIO:
+			if( sd && dstmd )
 				clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
-				break;
+			else
+				clif_skill_nodamage(src,bl,skill_id,skill_lv,
+					sc_start(bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv)));
+			break;
+		case MG_SIGHT:
+		case MER_SIGHT:
+		case AL_RUWACH:
+		case WZ_SIGHTBLASTER:
+		case NPC_WIDESIGHT:
+		case NPC_STONESKIN:
+		case NPC_ANTIMAGIC:
+			clif_skill_nodamage(src,bl,skill_id,skill_lv,
+				sc_start2(bl,type,100,skill_lv,skill_id,skill->get_time(skill_id,skill_lv)));
+			break;
+		case HLIF_AVOID:
+		case HAMI_DEFENCE:
+			i = skill->get_time(skill_id,skill_lv);
+			clif_skill_nodamage(bl,bl,skill_id,skill_lv,sc_start(bl,type,100,skill_lv,i)); // Master
+			clif_skill_nodamage(src,src,skill_id,skill_lv,sc_start(src,type,100,skill_lv,i)); // Homunc
+			break;
+		case NJ_BUNSINJYUTSU:
+			clif_skill_nodamage(src,bl,skill_id,skill_lv,
+				sc_start(bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv)));
+			status_change_end(bl, SC_NEN, INVALID_TIMER);
+			break;
+		/* Was modified to only affect targetted char.	[Skotlex]
+		case HP_ASSUMPTIO:
+			if (flag&1)
+				sc_start(bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv));
+			else
+			{
+				map_foreachinrange(skill->area_sub, bl,
+					skill->get_splash(skill_id, skill_lv), BL_PC,
+					src, skill_id, skill_lv, tick, flag|BCT_ALL|1,
+					skill->castend_nodamage_id);
+				clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
 			}
-			sd->mission_mobid = id;
-			sd->mission_count = 0;
-			pc_setglobalreg(sd,"TK_MISSION_ID", id);
-			clif_mission_info(sd, id, 0);
-			clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
-		}
-		break;
+			break;
+		*/
+		case SM_ENDURE:
+			clif_skill_nodamage(src,bl,skill_id,skill_lv,
+				sc_start(bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv)));
+			if (sd)
+				skill->blockpc_start (sd, skill_id, skill->get_time2(skill_id,skill_lv), false);
+			break;
 
-	case AC_CONCENTRATION:
-		{
+		case AS_ENCHANTPOISON: // Prevent spamming [Valaris]
+			if (sd && dstsd && dstsd->sc.count) {
+				if (dstsd->sc.data[SC_FIREWEAPON] ||
+					dstsd->sc.data[SC_WATERWEAPON] ||
+					dstsd->sc.data[SC_WINDWEAPON] ||
+					dstsd->sc.data[SC_EARTHWEAPON] ||
+					dstsd->sc.data[SC_SHADOWWEAPON] ||
+					dstsd->sc.data[SC_GHOSTWEAPON]
+				//	dstsd->sc.data[SC_ENCPOISON] //People say you should be able to recast to lengthen the timer. [Skotlex]
+				) {
+						clif_skill_nodamage(src,bl,skill_id,skill_lv,0);
+						clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
+						break;
+				}
+			}
 			clif_skill_nodamage(src,bl,skill_id,skill_lv,
 				sc_start(bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv)));
-			map_foreachinrange( status_change_timer_sub, src,
-				skill->get_splash(skill_id, skill_lv), BL_CHAR,
-				src,NULL,type,tick);
-		}
-		break;
+			break;
 
-	case SM_PROVOKE:
-	case SM_SELFPROVOKE:
-	case MER_PROVOKE:
-		if( (tstatus->mode&MD_BOSS) || battle->check_undead(tstatus->race,tstatus->def_ele) )
-		{
-			map_freeblock_unlock();
-			return 1;
-		}
-		//TODO: How much does base level affects? Dummy value of 1% per level difference used. [Skotlex]
-		clif_skill_nodamage(src,bl,skill_id == SM_SELFPROVOKE ? SM_PROVOKE : skill_id,skill_lv,
-			(i = sc_start(bl,type, skill_id == SM_SELFPROVOKE ? 100:( 50 + 3*skill_lv + status_get_lv(src) - status_get_lv(bl)), skill_lv, skill->get_time(skill_id,skill_lv))));
-		if( !i )
-		{
-			if( sd )
-				clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
-			map_freeblock_unlock();
-			return 0;
-		}
-		unit_skillcastcancel(bl, 2);
+		case LK_TENSIONRELAX:
+			clif_skill_nodamage(src,bl,skill_id,skill_lv,
+				sc_start4(bl,type,100,skill_lv,0,0,skill->get_time2(skill_id,skill_lv),
+					skill->get_time(skill_id,skill_lv)));
+			break;
 
-		if( tsc && tsc->count )
-		{
-			status_change_end(bl, SC_FREEZE, INVALID_TIMER);
-			if( tsc->data[SC_STONE] && tsc->opt1 == OPT1_STONE )
-				status_change_end(bl, SC_STONE, INVALID_TIMER);
-			status_change_end(bl, SC_SLEEP, INVALID_TIMER);
-			status_change_end(bl, SC_TRICKDEAD, INVALID_TIMER);
-		}
+		case MC_CHANGECART:
+			clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
+			break;
 
-		if( dstmd )
-		{
-			dstmd->state.provoke_flag = src->id;
-			mob_target(dstmd, src, skill->get_range2(src,skill_id,skill_lv));
-		}
-		break;
+		case TK_MISSION:
+			if (sd) {
+				int id;
+				if (sd->mission_mobid && (sd->mission_count || rnd()%100)) { //Cannot change target when already have one
+					clif_mission_info(sd, sd->mission_mobid, sd->mission_count);
+					clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
+					break;
+				}
+				id = mob_get_random_id(0,0xF, sd->status.base_level);
+				if (!id) {
+					clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
+					break;
+				}
+				sd->mission_mobid = id;
+				sd->mission_count = 0;
+				pc_setglobalreg(sd,"TK_MISSION_ID", id);
+				clif_mission_info(sd, id, 0);
+				clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
+			}
+			break;
 
-	case ML_DEVOTION:
-	case CR_DEVOTION:
-		{
-			int count, lv;
-			if( !dstsd || (!sd && !mer) )
-			{ // Only players can be devoted
-				if( sd )
-					clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
-				break;
+		case AC_CONCENTRATION:
+			{
+				clif_skill_nodamage(src,bl,skill_id,skill_lv,
+					sc_start(bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv)));
+				map_foreachinrange( status_change_timer_sub, src,
+					skill->get_splash(skill_id, skill_lv), BL_CHAR,
+					src,NULL,type,tick);
 			}
+			break;
 
-			if( (lv = status_get_lv(src) - dstsd->status.base_level) < 0 )
-				lv = -lv;
-			if( lv > battle_config.devotion_level_difference || // Level difference requeriments
-				(dstsd->sc.data[type] && dstsd->sc.data[type]->val1 != src->id) || // Cannot Devote a player devoted from another source
-				(skill_id == ML_DEVOTION && (!mer || mer != dstsd->md)) || // Mercenary only can devote owner
-				(dstsd->class_&MAPID_UPPERMASK) == MAPID_CRUSADER || // Crusader Cannot be devoted
-				(dstsd->sc.data[SC_HELLPOWER])) // Players affected by SC_HELLPOWERR cannot be devoted.
+		case SM_PROVOKE:
+		case SM_SELFPROVOKE:
+		case MER_PROVOKE:
+			if( (tstatus->mode&MD_BOSS) || battle->check_undead(tstatus->race,tstatus->def_ele) )
+			{
+				map_freeblock_unlock();
+				return 1;
+			}
+			//TODO: How much does base level affects? Dummy value of 1% per level difference used. [Skotlex]
+			clif_skill_nodamage(src,bl,skill_id == SM_SELFPROVOKE ? SM_PROVOKE : skill_id,skill_lv,
+				(i = sc_start(bl,type, skill_id == SM_SELFPROVOKE ? 100:( 50 + 3*skill_lv + status_get_lv(src) - status_get_lv(bl)), skill_lv, skill->get_time(skill_id,skill_lv))));
+			if( !i )
 			{
 				if( sd )
 					clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
 				map_freeblock_unlock();
-				return 1;
+				return 0;
 			}
+			unit_skillcastcancel(bl, 2);
 
-			i = 0;
-			count = (sd)? min(skill_lv,5) : 1; // Mercenary only can Devote owner
-			if( sd )
-			{ // Player Devoting Player
-				ARR_FIND(0, count, i, sd->devotion[i] == bl->id );
-				if( i == count )
+			if( tsc && tsc->count )
+			{
+				status_change_end(bl, SC_FREEZE, INVALID_TIMER);
+				if( tsc->data[SC_STONE] && tsc->opt1 == OPT1_STONE )
+					status_change_end(bl, SC_STONE, INVALID_TIMER);
+				status_change_end(bl, SC_SLEEP, INVALID_TIMER);
+				status_change_end(bl, SC_TRICKDEAD, INVALID_TIMER);
+			}
+
+			if( dstmd )
+			{
+				dstmd->state.provoke_flag = src->id;
+				mob_target(dstmd, src, skill->get_range2(src,skill_id,skill_lv));
+			}
+			break;
+
+		case ML_DEVOTION:
+		case CR_DEVOTION:
+			{
+				int count, lv;
+				if( !dstsd || (!sd && !mer) )
+				{ // Only players can be devoted
+					if( sd )
+						clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
+					break;
+				}
+
+				if( (lv = status_get_lv(src) - dstsd->status.base_level) < 0 )
+					lv = -lv;
+				if( lv > battle_config.devotion_level_difference || // Level difference requeriments
+					(dstsd->sc.data[type] && dstsd->sc.data[type]->val1 != src->id) || // Cannot Devote a player devoted from another source
+					(skill_id == ML_DEVOTION && (!mer || mer != dstsd->md)) || // Mercenary only can devote owner
+					(dstsd->class_&MAPID_UPPERMASK) == MAPID_CRUSADER || // Crusader Cannot be devoted
+					(dstsd->sc.data[SC_HELLPOWER])) // Players affected by SC_HELLPOWERR cannot be devoted.
 				{
-					ARR_FIND(0, count, i, sd->devotion[i] == 0 );
+					if( sd )
+						clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
+					map_freeblock_unlock();
+					return 1;
+				}
+
+				i = 0;
+				count = (sd)? min(skill_lv,5) : 1; // Mercenary only can Devote owner
+				if( sd )
+				{ // Player Devoting Player
+					ARR_FIND(0, count, i, sd->devotion[i] == bl->id );
 					if( i == count )
-					{ // No free slots, skill Fail
-						clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
-						map_freeblock_unlock();
-						return 1;
+					{
+						ARR_FIND(0, count, i, sd->devotion[i] == 0 );
+						if( i == count )
+						{ // No free slots, skill Fail
+							clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
+							map_freeblock_unlock();
+							return 1;
+						}
 					}
+
+					sd->devotion[i] = bl->id;
 				}
+				else
+					mer->devotion_flag = 1; // Mercenary Devoting Owner
 
-				sd->devotion[i] = bl->id;
+				clif_skill_nodamage(src, bl, skill_id, skill_lv,
+					sc_start4(bl, type, 100, src->id, i, skill->get_range2(src,skill_id,skill_lv),0, skill->get_time2(skill_id, skill_lv)));
+				clif_devotion(src, NULL);
 			}
-			else
-				mer->devotion_flag = 1; // Mercenary Devoting Owner
-
-			clif_skill_nodamage(src, bl, skill_id, skill_lv,
-				sc_start4(bl, type, 100, src->id, i, skill->get_range2(src,skill_id,skill_lv),0, skill->get_time2(skill_id, skill_lv)));
-			clif_devotion(src, NULL);
-		}
-		break;
-
-	case MO_CALLSPIRITS:
-		if(sd) {
-			int limit = skill_lv;
-			if( sd->sc.data[SC_RAISINGDRAGON] )
-				limit += sd->sc.data[SC_RAISINGDRAGON]->val1;
-			clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
-			pc_addspiritball(sd,skill->get_time(skill_id,skill_lv),limit);
-		}
-		break;
+			break;
 
-	case CH_SOULCOLLECT:
-		if(sd) {
-			int limit = 5;
-			if( sd->sc.data[SC_RAISINGDRAGON] )
-				limit += sd->sc.data[SC_RAISINGDRAGON]->val1;
-			clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
-			for (i = 0; i < limit; i++)
+		case MO_CALLSPIRITS:
+			if(sd) {
+				int limit = skill_lv;
+				if( sd->sc.data[SC_RAISINGDRAGON] )
+					limit += sd->sc.data[SC_RAISINGDRAGON]->val1;
+				clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
 				pc_addspiritball(sd,skill->get_time(skill_id,skill_lv),limit);
-		}
-		break;
+			}
+			break;
 
-	case MO_KITRANSLATION:
-		if(dstsd && (dstsd->class_&MAPID_BASEMASK)!=MAPID_GUNSLINGER) {
-			pc_addspiritball(dstsd,skill->get_time(skill_id,skill_lv),5);
-		}
-		break;
+		case CH_SOULCOLLECT:
+			if(sd) {
+				int limit = 5;
+				if( sd->sc.data[SC_RAISINGDRAGON] )
+					limit += sd->sc.data[SC_RAISINGDRAGON]->val1;
+				clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
+				for (i = 0; i < limit; i++)
+					pc_addspiritball(sd,skill->get_time(skill_id,skill_lv),limit);
+			}
+			break;
 
-	case TK_TURNKICK:
-	case MO_BALKYOUNG: //Passive part of the attack. Splash knock-back+stun. [Skotlex]
-		if (skill_area_temp[1] != bl->id) {
-			skill->blown(src,bl,skill->get_blewcount(skill_id,skill_lv),-1,0);
-			skill->additional_effect(src,bl,skill_id,skill_lv,BF_MISC,ATK_DEF,tick); //Use Misc rather than weapon to signal passive pushback
-		}
-		break;
+		case MO_KITRANSLATION:
+			if(dstsd && (dstsd->class_&MAPID_BASEMASK)!=MAPID_GUNSLINGER) {
+				pc_addspiritball(dstsd,skill->get_time(skill_id,skill_lv),5);
+			}
+			break;
 
-	case MO_ABSORBSPIRITS:
-		i = 0;
-		if (dstsd && dstsd->spiritball && (sd == dstsd || map_flag_vs(src->m)) && (dstsd->class_&MAPID_BASEMASK)!=MAPID_GUNSLINGER)
-		{	// split the if for readability, and included gunslingers in the check so that their coins cannot be removed [Reddozen]
-			i = dstsd->spiritball * 7;
-			pc_delspiritball(dstsd,dstsd->spiritball,0);
-		} else if (dstmd && !(tstatus->mode&MD_BOSS) && rnd() % 100 < 20)
-		{	// check if target is a monster and not a Boss, for the 20% chance to absorb 2 SP per monster's level [Reddozen]
-			i = 2 * dstmd->level;
-			mob_target(dstmd,src,0);
-		}
-		if (i) status_heal(src, 0, i, 3);
-		clif_skill_nodamage(src,bl,skill_id,skill_lv,i?1:0);
-		break;
+		case TK_TURNKICK:
+		case MO_BALKYOUNG: //Passive part of the attack. Splash knock-back+stun. [Skotlex]
+			if (skill_area_temp[1] != bl->id) {
+				skill->blown(src,bl,skill->get_blewcount(skill_id,skill_lv),-1,0);
+				skill->additional_effect(src,bl,skill_id,skill_lv,BF_MISC,ATK_DEF,tick); //Use Misc rather than weapon to signal passive pushback
+			}
+			break;
 
-	case AC_MAKINGARROW:
-		if(sd) {
-			clif_arrow_create_list(sd);
-			clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
-		}
-		break;
+		case MO_ABSORBSPIRITS:
+			i = 0;
+			if (dstsd && dstsd->spiritball && (sd == dstsd || map_flag_vs(src->m)) && (dstsd->class_&MAPID_BASEMASK)!=MAPID_GUNSLINGER)
+			{	// split the if for readability, and included gunslingers in the check so that their coins cannot be removed [Reddozen]
+				i = dstsd->spiritball * 7;
+				pc_delspiritball(dstsd,dstsd->spiritball,0);
+			} else if (dstmd && !(tstatus->mode&MD_BOSS) && rnd() % 100 < 20)
+			{	// check if target is a monster and not a Boss, for the 20% chance to absorb 2 SP per monster's level [Reddozen]
+				i = 2 * dstmd->level;
+				mob_target(dstmd,src,0);
+			}
+			if (i) status_heal(src, 0, i, 3);
+			clif_skill_nodamage(src,bl,skill_id,skill_lv,i?1:0);
+			break;
+
+		case AC_MAKINGARROW:
+			if(sd) {
+				clif_arrow_create_list(sd);
+				clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
+			}
+			break;
 
-	case AM_PHARMACY:
-		if(sd) {
-			clif_skill_produce_mix_list(sd,skill_id,22);
-			clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
-		}
-		break;
-
-	case SA_CREATECON:
-		if(sd) {
-			clif_elementalconverter_list(sd);
-			clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
-		}
-		break;
-
-	case BS_HAMMERFALL:
-		clif_skill_nodamage(src,bl,skill_id,skill_lv,
-			sc_start(bl,SC_STUN,(20 + 10 * skill_lv),skill_lv,skill->get_time2(skill_id,skill_lv)));
-		break;
-	case RG_RAID:
-		skill_area_temp[1] = 0;
-		clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
-		map_foreachinrange(skill_area_sub, bl,
-			skill->get_splash(skill_id, skill_lv), splash_target(src),
-			src,skill_id,skill_lv,tick, flag|BCT_ENEMY|1,
-			skill->castend_damage_id);
-		status_change_end(src, SC_HIDING, INVALID_TIMER);
-		break;
+		case AM_PHARMACY:
+			if(sd) {
+				clif_skill_produce_mix_list(sd,skill_id,22);
+				clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
+			}
+			break;
 
-	case ASC_METEORASSAULT:
-	case GS_SPREADATTACK:
-	case RK_STORMBLAST:
-	case NC_AXETORNADO:
-	case GC_COUNTERSLASH:
-	case SR_SKYNETBLOW:
-	case SR_RAMPAGEBLASTER:
-	case SR_HOWLINGOFLION:
-	case KO_HAPPOKUNAI:
-		skill_area_temp[1] = 0;
-		clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
-		i = map_foreachinrange(skill_area_sub, bl, skill->get_splash(skill_id, skill_lv), splash_target(src),
-			src, skill_id, skill_lv, tick, flag|BCT_ENEMY|SD_SPLASH|1, skill->castend_damage_id);
-		if( !i && ( skill_id == NC_AXETORNADO || skill_id == SR_SKYNETBLOW || skill_id == KO_HAPPOKUNAI ) )
-			clif_skill_damage(src,src,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
-		break;
+		case SA_CREATECON:
+			if(sd) {
+				clif_elementalconverter_list(sd);
+				clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
+			}
+			break;
 
-	case NC_EMERGENCYCOOL:
-		clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
-		status_change_end(src,SC_OVERHEAT_LIMITPOINT,INVALID_TIMER);
-		status_change_end(src,SC_OVERHEAT,INVALID_TIMER);
-		break;
-	case SR_WINDMILL:
-	case GN_CART_TORNADO:
-		clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
-	case SR_EARTHSHAKER:
-	case NC_INFRAREDSCAN:
-	case NPC_EARTHQUAKE:
-	case NPC_VAMPIRE_GIFT:
-	case NPC_HELLJUDGEMENT:
-	case NPC_PULSESTRIKE:
-	case LG_MOONSLASHER:
-		skill->castend_damage_id(src, src, skill_id, skill_lv, tick, flag);
-		break;
+		case BS_HAMMERFALL:
+			clif_skill_nodamage(src,bl,skill_id,skill_lv,
+				sc_start(bl,SC_STUN,(20 + 10 * skill_lv),skill_lv,skill->get_time2(skill_id,skill_lv)));
+			break;
+		case RG_RAID:
+			skill_area_temp[1] = 0;
+			clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
+			map_foreachinrange(skill->area_sub, bl,
+				skill->get_splash(skill_id, skill_lv), splash_target(src),
+				src,skill_id,skill_lv,tick, flag|BCT_ENEMY|1,
+				skill->castend_damage_id);
+			status_change_end(src, SC_HIDING, INVALID_TIMER);
+			break;
 
-	case KN_BRANDISHSPEAR:
-	case ML_BRANDISH:
-		skill->brandishspear(src, bl, skill_id, skill_lv, tick, flag);
-		break;
+		case ASC_METEORASSAULT:
+		case GS_SPREADATTACK:
+		case RK_STORMBLAST:
+		case NC_AXETORNADO:
+		case GC_COUNTERSLASH:
+		case SR_SKYNETBLOW:
+		case SR_RAMPAGEBLASTER:
+		case SR_HOWLINGOFLION:
+		case KO_HAPPOKUNAI:
+			skill_area_temp[1] = 0;
+			clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
+			i = map_foreachinrange(skill->area_sub, bl, skill->get_splash(skill_id, skill_lv), splash_target(src),
+				src, skill_id, skill_lv, tick, flag|BCT_ENEMY|SD_SPLASH|1, skill->castend_damage_id);
+			if( !i && ( skill_id == NC_AXETORNADO || skill_id == SR_SKYNETBLOW || skill_id == KO_HAPPOKUNAI ) )
+				clif_skill_damage(src,src,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
+			break;
 
-	case WZ_SIGHTRASHER:
-		//Passive side of the attack.
-		status_change_end(src, SC_SIGHT, INVALID_TIMER);
-		clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
-		map_foreachinrange(skill_area_sub,src,
-			skill->get_splash(skill_id, skill_lv),BL_CHAR|BL_SKILL,
-			src,skill_id,skill_lv,tick, flag|BCT_ENEMY|1,
-			skill->castend_damage_id);
-		break;
+		case NC_EMERGENCYCOOL:
+			clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
+			status_change_end(src,SC_OVERHEAT_LIMITPOINT,INVALID_TIMER);
+			status_change_end(src,SC_OVERHEAT,INVALID_TIMER);
+			break;
+		case SR_WINDMILL:
+		case GN_CART_TORNADO:
+			clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
+		case SR_EARTHSHAKER:
+		case NC_INFRAREDSCAN:
+		case NPC_EARTHQUAKE:
+		case NPC_VAMPIRE_GIFT:
+		case NPC_HELLJUDGEMENT:
+		case NPC_PULSESTRIKE:
+		case LG_MOONSLASHER:
+			skill->castend_damage_id(src, src, skill_id, skill_lv, tick, flag);
+			break;
 
-	case NJ_HYOUSYOURAKU:
-	case NJ_RAIGEKISAI:
-	case WZ_FROSTNOVA:
-		clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
-		skill_area_temp[1] = 0;
-		map_foreachinrange(skill->attack_area, src,
-			skill->get_splash(skill_id, skill_lv), splash_target(src),
-			BF_MAGIC, src, src, skill_id, skill_lv, tick, flag, BCT_ENEMY);
-		break;
+		case KN_BRANDISHSPEAR:
+		case ML_BRANDISH:
+			skill->brandishspear(src, bl, skill_id, skill_lv, tick, flag);
+			break;
 
-	case HVAN_EXPLOSION:	//[orn]
-	case NPC_SELFDESTRUCTION:
-		//Self Destruction hits everyone in range (allies+enemies)
-		//Except for Summoned Marine spheres on non-versus maps, where it's just enemy.
-		i = ((!md || md->special_state.ai == 2) && !map_flag_vs(src->m))?
-			BCT_ENEMY:BCT_ALL;
-		clif_skill_nodamage(src, src, skill_id, -1, 1);
-		map_delblock(src); //Required to prevent chain-self-destructions hitting back.
-		map_foreachinrange(skill_area_sub, bl,
-			skill->get_splash(skill_id, skill_lv), splash_target(src),
-			src, skill_id, skill_lv, tick, flag|i,
-			skill->castend_damage_id);
-		map_addblock(src);
-		status_damage(src, src, sstatus->max_hp,0,0,1);
-		break;
+		case WZ_SIGHTRASHER:
+			//Passive side of the attack.
+			status_change_end(src, SC_SIGHT, INVALID_TIMER);
+			clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
+			map_foreachinrange(skill->area_sub,src,
+				skill->get_splash(skill_id, skill_lv),BL_CHAR|BL_SKILL,
+				src,skill_id,skill_lv,tick, flag|BCT_ENEMY|1,
+				skill->castend_damage_id);
+			break;
 
-	case AL_ANGELUS:
-	case PR_MAGNIFICAT:
-	case PR_GLORIA:
-	case SN_WINDWALK:
-	case CASH_BLESSING:
-	case CASH_INCAGI:
-	case CASH_ASSUMPTIO:
-		if( sd == NULL || sd->status.party_id == 0 || (flag & 1) )
-			clif_skill_nodamage(bl, bl, skill_id, skill_lv, sc_start(bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv)));
-		else if( sd )
-			party_foreachsamemap(skill_area_sub, sd, skill->get_splash(skill_id, skill_lv), src, skill_id, skill_lv, tick, flag|BCT_PARTY|1, skill->castend_nodamage_id);
-		break;
-	case MER_MAGNIFICAT:
-		if( mer != NULL )
-		{
-			clif_skill_nodamage(bl, bl, skill_id, skill_lv, sc_start(bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv)));
-			if( mer->master && mer->master->status.party_id != 0 && !(flag&1) )
-				party_foreachsamemap(skill_area_sub, mer->master, skill->get_splash(skill_id, skill_lv), src, skill_id, skill_lv, tick, flag|BCT_PARTY|1, skill->castend_nodamage_id);
-			else if( mer->master && !(flag&1) )
-				clif_skill_nodamage(src, &mer->master->bl, skill_id, skill_lv, sc_start(bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv)));
-		}
-		break;
+		case NJ_HYOUSYOURAKU:
+		case NJ_RAIGEKISAI:
+		case WZ_FROSTNOVA:
+			clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
+			skill_area_temp[1] = 0;
+			map_foreachinrange(skill->attack_area, src,
+				skill->get_splash(skill_id, skill_lv), splash_target(src),
+				BF_MAGIC, src, src, skill_id, skill_lv, tick, flag, BCT_ENEMY);
+			break;
+
+		case HVAN_EXPLOSION:	//[orn]
+		case NPC_SELFDESTRUCTION:
+			//Self Destruction hits everyone in range (allies+enemies)
+			//Except for Summoned Marine spheres on non-versus maps, where it's just enemy.
+			i = ((!md || md->special_state.ai == 2) && !map_flag_vs(src->m))?
+				BCT_ENEMY:BCT_ALL;
+			clif_skill_nodamage(src, src, skill_id, -1, 1);
+			map_delblock(src); //Required to prevent chain-self-destructions hitting back.
+			map_foreachinrange(skill->area_sub, bl,
+				skill->get_splash(skill_id, skill_lv), splash_target(src),
+				src, skill_id, skill_lv, tick, flag|i,
+				skill->castend_damage_id);
+			map_addblock(src);
+			status_damage(src, src, sstatus->max_hp,0,0,1);
+			break;
+
+		case AL_ANGELUS:
+		case PR_MAGNIFICAT:
+		case PR_GLORIA:
+		case SN_WINDWALK:
+		case CASH_BLESSING:
+		case CASH_INCAGI:
+		case CASH_ASSUMPTIO:
+			if( sd == NULL || sd->status.party_id == 0 || (flag & 1) )
+				clif_skill_nodamage(bl, bl, skill_id, skill_lv, sc_start(bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv)));
+			else if( sd )
+				party_foreachsamemap(skill->area_sub, sd, skill->get_splash(skill_id, skill_lv), src, skill_id, skill_lv, tick, flag|BCT_PARTY|1, skill->castend_nodamage_id);
+			break;
+		case MER_MAGNIFICAT:
+			if( mer != NULL )
+			{
+				clif_skill_nodamage(bl, bl, skill_id, skill_lv, sc_start(bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv)));
+				if( mer->master && mer->master->status.party_id != 0 && !(flag&1) )
+					party_foreachsamemap(skill->area_sub, mer->master, skill->get_splash(skill_id, skill_lv), src, skill_id, skill_lv, tick, flag|BCT_PARTY|1, skill->castend_nodamage_id);
+				else if( mer->master && !(flag&1) )
+					clif_skill_nodamage(src, &mer->master->bl, skill_id, skill_lv, sc_start(bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv)));
+			}
+			break;
 
-	case BS_ADRENALINE:
-	case BS_ADRENALINE2:
-	case BS_WEAPONPERFECT:
-	case BS_OVERTHRUST:
-		if (sd == NULL || sd->status.party_id == 0 || (flag & 1)) {
-			clif_skill_nodamage(bl,bl,skill_id,skill_lv,
-				sc_start2(bl,type,100,skill_lv,(src == bl)? 1:0,skill->get_time(skill_id,skill_lv)));
-		} else if (sd) {
-			party_foreachsamemap(skill_area_sub,
-				sd,skill->get_splash(skill_id, skill_lv),
-				src,skill_id,skill_lv,tick, flag|BCT_PARTY|1,
-				skill->castend_nodamage_id);
-		}
-		break;
+		case BS_ADRENALINE:
+		case BS_ADRENALINE2:
+		case BS_WEAPONPERFECT:
+		case BS_OVERTHRUST:
+			if (sd == NULL || sd->status.party_id == 0 || (flag & 1)) {
+				clif_skill_nodamage(bl,bl,skill_id,skill_lv,
+					sc_start2(bl,type,100,skill_lv,(src == bl)? 1:0,skill->get_time(skill_id,skill_lv)));
+			} else if (sd) {
+				party_foreachsamemap(skill->area_sub,
+					sd,skill->get_splash(skill_id, skill_lv),
+					src,skill_id,skill_lv,tick, flag|BCT_PARTY|1,
+					skill->castend_nodamage_id);
+			}
+			break;
 
-	case BS_MAXIMIZE:
-	case NV_TRICKDEAD:
-	case CR_DEFENDER:
-	case ML_DEFENDER:
-	case CR_AUTOGUARD:
-	case ML_AUTOGUARD:
-	case TK_READYSTORM:
-	case TK_READYDOWN:
-	case TK_READYTURN:
-	case TK_READYCOUNTER:
-	case TK_DODGE:
-	case CR_SHRINK:
-	case SG_FUSION:
-	case GS_GATLINGFEVER:
-		if( tsce )
-		{
-			clif_skill_nodamage(src,bl,skill_id,skill_lv,status_change_end(bl, type, INVALID_TIMER));
-			map_freeblock_unlock();
-			return 0;
-		}
-		clif_skill_nodamage(src,bl,skill_id,skill_lv,sc_start(bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv)));
-		break;
-	case SL_KAITE:
-	case SL_KAAHI:
-	case SL_KAIZEL:
-	case SL_KAUPE:
-		if (sd) {
-			if (!dstsd || !(
-				(sd->sc.data[SC_SPIRIT] && sd->sc.data[SC_SPIRIT]->val2 == SL_SOULLINKER) ||
-				(dstsd->class_&MAPID_UPPERMASK) == MAPID_SOUL_LINKER ||
-				dstsd->status.char_id == sd->status.char_id ||
-				dstsd->status.char_id == sd->status.partner_id ||
-				dstsd->status.char_id == sd->status.child
-			)) {
-				status_change_start(src,SC_STUN,10000,skill_lv,0,0,0,500,8);
-				clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
-				break;
+		case BS_MAXIMIZE:
+		case NV_TRICKDEAD:
+		case CR_DEFENDER:
+		case ML_DEFENDER:
+		case CR_AUTOGUARD:
+		case ML_AUTOGUARD:
+		case TK_READYSTORM:
+		case TK_READYDOWN:
+		case TK_READYTURN:
+		case TK_READYCOUNTER:
+		case TK_DODGE:
+		case CR_SHRINK:
+		case SG_FUSION:
+		case GS_GATLINGFEVER:
+			if( tsce )
+			{
+				clif_skill_nodamage(src,bl,skill_id,skill_lv,status_change_end(bl, type, INVALID_TIMER));
+				map_freeblock_unlock();
+				return 0;
 			}
-		}
-		clif_skill_nodamage(src,bl,skill_id,skill_lv,
-			sc_start(bl,type,100,skill_lv,skill->get_time(skill_id, skill_lv)));
-		break;
-	case SM_AUTOBERSERK:
-	case MER_AUTOBERSERK:
-		if( tsce )
-			i = status_change_end(bl, type, INVALID_TIMER);
-		else
-			i = sc_start(bl,type,100,skill_lv,60000);
-		clif_skill_nodamage(src,bl,skill_id,skill_lv,i);
-		break;
-	case TF_HIDING:
-	case ST_CHASEWALK:
-	case KO_YAMIKUMO:
-		if (tsce)
-		{
-			clif_skill_nodamage(src,bl,skill_id,-1,status_change_end(bl, type, INVALID_TIMER)); //Hide skill-scream animation.
-			map_freeblock_unlock();
-			return 0;
-		} else if( tsc && tsc->option&OPTION_MADOGEAR ) {
-			//Mado Gear cannot hide
-			if( sd ) clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
-			map_freeblock_unlock();
-			return 0;
-		}
-		clif_skill_nodamage(src,bl,skill_id,-1,sc_start(bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv)));
-		break;
-	case TK_RUN:
-		if (tsce)
-		{
-			clif_skill_nodamage(src,bl,skill_id,skill_lv,status_change_end(bl, type, INVALID_TIMER));
-			map_freeblock_unlock();
-			return 0;
-		}
-		clif_skill_nodamage(src,bl,skill_id,skill_lv,sc_start4(bl,type,100,skill_lv,unit_getdir(bl),0,0,0));
-		if (sd) // If the client receives a skill-use packet inmediately before a walkok packet, it will discard the walk packet! [Skotlex]
-			clif_walkok(sd); // So aegis has to resend the walk ok.
-		break;
-	case AS_CLOAKING:
-	case GC_CLOAKINGEXCEED:
-	case LG_FORCEOFVANGUARD:
-	case SC_REPRODUCE:
-	case SC_INVISIBILITY:
-		if (tsce) {
-			i = status_change_end(bl, type, INVALID_TIMER);
+			clif_skill_nodamage(src,bl,skill_id,skill_lv,sc_start(bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv)));
+			break;
+		case SL_KAITE:
+		case SL_KAAHI:
+		case SL_KAIZEL:
+		case SL_KAUPE:
+			if (sd) {
+				if (!dstsd || !(
+					(sd->sc.data[SC_SPIRIT] && sd->sc.data[SC_SPIRIT]->val2 == SL_SOULLINKER) ||
+					(dstsd->class_&MAPID_UPPERMASK) == MAPID_SOUL_LINKER ||
+					dstsd->status.char_id == sd->status.char_id ||
+					dstsd->status.char_id == sd->status.partner_id ||
+					dstsd->status.char_id == sd->status.child
+				)) {
+					status_change_start(src,SC_STUN,10000,skill_lv,0,0,0,500,8);
+					clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
+					break;
+				}
+			}
+			clif_skill_nodamage(src,bl,skill_id,skill_lv,
+				sc_start(bl,type,100,skill_lv,skill->get_time(skill_id, skill_lv)));
+			break;
+		case SM_AUTOBERSERK:
+		case MER_AUTOBERSERK:
+			if( tsce )
+				i = status_change_end(bl, type, INVALID_TIMER);
+			else
+				i = sc_start(bl,type,100,skill_lv,60000);
+			clif_skill_nodamage(src,bl,skill_id,skill_lv,i);
+			break;
+		case TF_HIDING:
+		case ST_CHASEWALK:
+		case KO_YAMIKUMO:
+			if (tsce)
+			{
+				clif_skill_nodamage(src,bl,skill_id,-1,status_change_end(bl, type, INVALID_TIMER)); //Hide skill-scream animation.
+				map_freeblock_unlock();
+				return 0;
+			} else if( tsc && tsc->option&OPTION_MADOGEAR ) {
+				//Mado Gear cannot hide
+				if( sd ) clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
+				map_freeblock_unlock();
+				return 0;
+			}
+			clif_skill_nodamage(src,bl,skill_id,-1,sc_start(bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv)));
+			break;
+		case TK_RUN:
+			if (tsce)
+			{
+				clif_skill_nodamage(src,bl,skill_id,skill_lv,status_change_end(bl, type, INVALID_TIMER));
+				map_freeblock_unlock();
+				return 0;
+			}
+			clif_skill_nodamage(src,bl,skill_id,skill_lv,sc_start4(bl,type,100,skill_lv,unit_getdir(bl),0,0,0));
+			if (sd) // If the client receives a skill-use packet inmediately before a walkok packet, it will discard the walk packet! [Skotlex]
+				clif_walkok(sd); // So aegis has to resend the walk ok.
+			break;
+		case AS_CLOAKING:
+		case GC_CLOAKINGEXCEED:
+		case LG_FORCEOFVANGUARD:
+		case SC_REPRODUCE:
+		case SC_INVISIBILITY:
+			if (tsce) {
+				i = status_change_end(bl, type, INVALID_TIMER);
+				if( i )
+					clif_skill_nodamage(src,bl,skill_id,( skill_id == LG_FORCEOFVANGUARD ) ? skill_lv : -1,i);
+				else if( sd )
+					clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
+				map_freeblock_unlock();
+				return 0;
+			}
+		case RA_CAMOUFLAGE:
+			i = sc_start(bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv));
 			if( i )
 				clif_skill_nodamage(src,bl,skill_id,( skill_id == LG_FORCEOFVANGUARD ) ? skill_lv : -1,i);
 			else if( sd )
 				clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
-			map_freeblock_unlock();
-			return 0;
-		}
-	case RA_CAMOUFLAGE:
-		i = sc_start(bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv));
-		if( i )
-			clif_skill_nodamage(src,bl,skill_id,( skill_id == LG_FORCEOFVANGUARD ) ? skill_lv : -1,i);
-		else if( sd )
-			clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
-		break;
+			break;
+
+		case BD_ADAPTATION:
+			if(tsc && tsc->data[SC_DANCING]){
+				clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
+				status_change_end(bl, SC_DANCING, INVALID_TIMER);
+			}
+			break;
 
-	case BD_ADAPTATION:
-		if(tsc && tsc->data[SC_DANCING]){
+		case BA_FROSTJOKER:
+		case DC_SCREAM:
 			clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
-			status_change_end(bl, SC_DANCING, INVALID_TIMER);
-		}
-		break;
+			skill->addtimerskill(src,tick+2000,bl->id,src->x,src->y,skill_id,skill_lv,0,flag);
 
-	case BA_FROSTJOKER:
-	case DC_SCREAM:
-		clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
-		skill->addtimerskill(src,tick+2000,bl->id,src->x,src->y,skill_id,skill_lv,0,flag);
-
-		if (md) {
-			// custom hack to make the mob display the skill, because these skills don't show the skill use text themselves
-			//NOTE: mobs don't have the sprite animation that is used when performing this skill (will cause glitches)
-			char temp[70];
-			snprintf(temp, sizeof(temp), "%s : %s !!",md->name,skill_db[skill_id].desc);
-			clif_message(&md->bl,temp);
-		}
-		break;
+			if (md) {
+				// custom hack to make the mob display the skill, because these skills don't show the skill use text themselves
+				//NOTE: mobs don't have the sprite animation that is used when performing this skill (will cause glitches)
+				char temp[70];
+				snprintf(temp, sizeof(temp), "%s : %s !!",md->name,skill_db[skill_id].desc);
+				clif_message(&md->bl,temp);
+			}
+			break;
 
-	case BA_PANGVOICE:
-		clif_skill_nodamage(src,bl,skill_id,skill_lv, sc_start(bl,SC_CONFUSION,50,7,skill->get_time(skill_id,skill_lv)));
-		break;
+		case BA_PANGVOICE:
+			clif_skill_nodamage(src,bl,skill_id,skill_lv, sc_start(bl,SC_CONFUSION,50,7,skill->get_time(skill_id,skill_lv)));
+			break;
 
-	case DC_WINKCHARM:
-		if( dstsd )
-			clif_skill_nodamage(src,bl,skill_id,skill_lv, sc_start(bl,SC_CONFUSION,30,7,skill->get_time2(skill_id,skill_lv)));
-		else
-		if( dstmd )
-		{
-			if( status_get_lv(src) > status_get_lv(bl)
-			&&  (tstatus->race == RC_DEMON || tstatus->race == RC_DEMIHUMAN || tstatus->race == RC_ANGEL)
-			&&  !(tstatus->mode&MD_BOSS) )
-				clif_skill_nodamage(src,bl,skill_id,skill_lv, sc_start2(bl,type,70,skill_lv,src->id,skill->get_time(skill_id,skill_lv)));
+		case DC_WINKCHARM:
+			if( dstsd )
+				clif_skill_nodamage(src,bl,skill_id,skill_lv, sc_start(bl,SC_CONFUSION,30,7,skill->get_time2(skill_id,skill_lv)));
 			else
+			if( dstmd )
 			{
-				clif_skill_nodamage(src,bl,skill_id,skill_lv,0);
-				if(sd) clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
+				if( status_get_lv(src) > status_get_lv(bl)
+				&&  (tstatus->race == RC_DEMON || tstatus->race == RC_DEMIHUMAN || tstatus->race == RC_ANGEL)
+				&&  !(tstatus->mode&MD_BOSS) )
+					clif_skill_nodamage(src,bl,skill_id,skill_lv, sc_start2(bl,type,70,skill_lv,src->id,skill->get_time(skill_id,skill_lv)));
+				else
+				{
+					clif_skill_nodamage(src,bl,skill_id,skill_lv,0);
+					if(sd) clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
+				}
 			}
-		}
-		break;
+			break;
 
-	case TF_STEAL:
-		if(sd) {
-			if(pc_steal_item(sd,bl,skill_lv))
-				clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
-			else
-				clif_skill_fail(sd,skill_id,USESKILL_FAIL,0);
-		}
-		break;
+		case TF_STEAL:
+			if(sd) {
+				if(pc_steal_item(sd,bl,skill_lv))
+					clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
+				else
+					clif_skill_fail(sd,skill_id,USESKILL_FAIL,0);
+			}
+			break;
+
+		case RG_STEALCOIN:
+			if(sd) {
+				if(pc_steal_coin(sd,bl))
+				{
+					dstmd->state.provoke_flag = src->id;
+					mob_target(dstmd, src, skill->get_range2(src,skill_id,skill_lv));
+					clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
+
+				}
+				else
+					clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
+			}
+			break;
 
-	case RG_STEALCOIN:
-		if(sd) {
-			if(pc_steal_coin(sd,bl))
+		case MG_STONECURSE:
 			{
-				dstmd->state.provoke_flag = src->id;
-				mob_target(dstmd, src, skill->get_range2(src,skill_id,skill_lv));
-				clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
+				int brate = 0;
+				if (tstatus->mode&MD_BOSS) {
+					if (sd) clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
+					break;
+				}
+				if(status_isimmune(bl) || !tsc)
+					break;
 
+				if (sd && sd->sc.data[SC_PETROLOGY_OPTION])
+					brate = sd->sc.data[SC_PETROLOGY_OPTION]->val3;
+
+				if (tsc->data[SC_STONE]) {
+					status_change_end(bl, SC_STONE, INVALID_TIMER);
+					if (sd) clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
+					break;
+				}
+				if (sc_start4(bl,SC_STONE,(skill_lv*4+20)+brate,
+					skill_lv, 0, 0, skill->get_time(skill_id, skill_lv),
+					skill->get_time2(skill_id,skill_lv)))
+						clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
+				else if(sd) {
+					clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
+					// Level 6-10 doesn't consume a red gem if it fails [celest]
+					if (skill_lv > 5)
+					{ // not to consume items
+						map_freeblock_unlock();
+						return 0;
+					}
+				}
 			}
-			else
-				clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
-		}
-		break;
+			break;
 
-	case MG_STONECURSE:
-		{
-			int brate = 0;
-			if (tstatus->mode&MD_BOSS) {
-				if (sd) clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
+		case NV_FIRSTAID:
+			clif_skill_nodamage(src,bl,skill_id,5,1);
+			status_heal(bl,5,0,0);
+			break;
+
+		case AL_CURE:
+			if(status_isimmune(bl)) {
+				clif_skill_nodamage(src,bl,skill_id,skill_lv,0);
 				break;
 			}
-			if(status_isimmune(bl) || !tsc)
-				break;
+			status_change_end(bl, SC_SILENCE, INVALID_TIMER);
+			status_change_end(bl, SC_BLIND, INVALID_TIMER);
+			status_change_end(bl, SC_CONFUSION, INVALID_TIMER);
+			clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
+			break;
 
-			if (sd && sd->sc.data[SC_PETROLOGY_OPTION])
-				brate = sd->sc.data[SC_PETROLOGY_OPTION]->val3;
+		case TF_DETOXIFY:
+			clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
+			status_change_end(bl, SC_POISON, INVALID_TIMER);
+			status_change_end(bl, SC_DPOISON, INVALID_TIMER);
+			break;
 
-			if (tsc->data[SC_STONE]) {
-				status_change_end(bl, SC_STONE, INVALID_TIMER);
-				if (sd) clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
+		case PR_STRECOVERY:
+			if(status_isimmune(bl)) {
+				clif_skill_nodamage(src,bl,skill_id,skill_lv,0);
 				break;
 			}
-			if (sc_start4(bl,SC_STONE,(skill_lv*4+20)+brate,
-				skill_lv, 0, 0, skill->get_time(skill_id, skill_lv),
-				skill->get_time2(skill_id,skill_lv)))
-					clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
-			else if(sd) {
-				clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
-				// Level 6-10 doesn't consume a red gem if it fails [celest]
-				if (skill_lv > 5)
-				{ // not to consume items
-					map_freeblock_unlock();
-					return 0;
-				}
+			if (tsc && tsc->opt1) {
+				status_change_end(bl, SC_FREEZE, INVALID_TIMER);
+				status_change_end(bl, SC_STONE, INVALID_TIMER);
+				status_change_end(bl, SC_SLEEP, INVALID_TIMER);
+				status_change_end(bl, SC_STUN, INVALID_TIMER);
+				status_change_end(bl, SC_WHITEIMPRISON, INVALID_TIMER);
 			}
-		}
-		break;
-
-	case NV_FIRSTAID:
-		clif_skill_nodamage(src,bl,skill_id,5,1);
-		status_heal(bl,5,0,0);
-		break;
-
-	case AL_CURE:
-		if(status_isimmune(bl)) {
-			clif_skill_nodamage(src,bl,skill_id,skill_lv,0);
+			//Is this equation really right? It looks so... special.
+			if( battle->check_undead(tstatus->race,tstatus->def_ele) ) {
+				status_change_start(bl, SC_BLIND,
+					100*(100-(tstatus->int_/2+tstatus->vit/3+tstatus->luk/10)),
+					1,0,0,0,
+					skill->get_time2(skill_id, skill_lv) * (100-(tstatus->int_+tstatus->vit)/2)/100,0);
+			}
+			clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
+			if(dstmd)
+				mob_unlocktarget(dstmd,tick);
 			break;
-		}
-		status_change_end(bl, SC_SILENCE, INVALID_TIMER);
-		status_change_end(bl, SC_BLIND, INVALID_TIMER);
-		status_change_end(bl, SC_CONFUSION, INVALID_TIMER);
-		clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
-		break;
-
-	case TF_DETOXIFY:
-		clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
-		status_change_end(bl, SC_POISON, INVALID_TIMER);
-		status_change_end(bl, SC_DPOISON, INVALID_TIMER);
-		break;
 
-	case PR_STRECOVERY:
-		if(status_isimmune(bl)) {
-			clif_skill_nodamage(src,bl,skill_id,skill_lv,0);
+		// Mercenary Supportive Skills
+		case MER_BENEDICTION:
+			status_change_end(bl, SC_CURSE, INVALID_TIMER);
+			status_change_end(bl, SC_BLIND, INVALID_TIMER);
+			clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
 			break;
-		}
-		if (tsc && tsc->opt1) {
-			status_change_end(bl, SC_FREEZE, INVALID_TIMER);
-			status_change_end(bl, SC_STONE, INVALID_TIMER);
+		case MER_COMPRESS:
+			status_change_end(bl, SC_BLEEDING, INVALID_TIMER);
+			clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
+			break;
+		case MER_MENTALCURE:
+			status_change_end(bl, SC_CONFUSION, INVALID_TIMER);
+			clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
+			break;
+		case MER_RECUPERATE:
+			status_change_end(bl, SC_POISON, INVALID_TIMER);
+			status_change_end(bl, SC_SILENCE, INVALID_TIMER);
+			clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
+			break;
+		case MER_REGAIN:
 			status_change_end(bl, SC_SLEEP, INVALID_TIMER);
 			status_change_end(bl, SC_STUN, INVALID_TIMER);
-			status_change_end(bl, SC_WHITEIMPRISON, INVALID_TIMER);
-		}
-		//Is this equation really right? It looks so... special.
-		if( battle->check_undead(tstatus->race,tstatus->def_ele) ) {
-			status_change_start(bl, SC_BLIND,
-				100*(100-(tstatus->int_/2+tstatus->vit/3+tstatus->luk/10)),
-				1,0,0,0,
-				skill->get_time2(skill_id, skill_lv) * (100-(tstatus->int_+tstatus->vit)/2)/100,0);
-		}
-		clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
-		if(dstmd)
-			mob_unlocktarget(dstmd,tick);
-		break;
-
-	// Mercenary Supportive Skills
-	case MER_BENEDICTION:
-		status_change_end(bl, SC_CURSE, INVALID_TIMER);
-		status_change_end(bl, SC_BLIND, INVALID_TIMER);
-		clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
-		break;
-	case MER_COMPRESS:
-		status_change_end(bl, SC_BLEEDING, INVALID_TIMER);
-		clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
-		break;
-	case MER_MENTALCURE:
-		status_change_end(bl, SC_CONFUSION, INVALID_TIMER);
-		clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
-		break;
-	case MER_RECUPERATE:
-		status_change_end(bl, SC_POISON, INVALID_TIMER);
-		status_change_end(bl, SC_SILENCE, INVALID_TIMER);
-		clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
-		break;
-	case MER_REGAIN:
-		status_change_end(bl, SC_SLEEP, INVALID_TIMER);
-		status_change_end(bl, SC_STUN, INVALID_TIMER);
-		clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
-		break;
-	case MER_TENDER:
-		status_change_end(bl, SC_FREEZE, INVALID_TIMER);
-		status_change_end(bl, SC_STONE, INVALID_TIMER);
-		clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
-		break;
-
-	case MER_SCAPEGOAT:
-		if( mer && mer->master )
-		{
-			status_heal(&mer->master->bl, mer->battle_status.hp, 0, 2);
-			status_damage(src, src, mer->battle_status.max_hp, 0, 0, 1);
-		}
-		break;
-
-	case MER_ESTIMATION:
-		if( !mer )
+			clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
 			break;
-		sd = mer->master;
-	case WZ_ESTIMATION:
-		if( sd == NULL )
+		case MER_TENDER:
+			status_change_end(bl, SC_FREEZE, INVALID_TIMER);
+			status_change_end(bl, SC_STONE, INVALID_TIMER);
+			clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
 			break;
-		if( dstsd )
-		{ // Fail on Players
-			clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
+
+		case MER_SCAPEGOAT:
+			if( mer && mer->master )
+			{
+				status_heal(&mer->master->bl, mer->battle_status.hp, 0, 2);
+				status_damage(src, src, mer->battle_status.max_hp, 0, 0, 1);
+			}
 			break;
-		}
-		if( dstmd && dstmd->class_ == MOBID_EMPERIUM )
-			break; // Cannot be Used on Emperium
 
-		clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
-		clif_skill_estimation(sd, bl);
-		if( skill_id == MER_ESTIMATION )
-			sd = NULL;
-		break;
+		case MER_ESTIMATION:
+			if( !mer )
+				break;
+			sd = mer->master;
+		case WZ_ESTIMATION:
+			if( sd == NULL )
+				break;
+			if( dstsd )
+			{ // Fail on Players
+				clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
+				break;
+			}
+			if( dstmd && dstmd->class_ == MOBID_EMPERIUM )
+				break; // Cannot be Used on Emperium
 
-	case BS_REPAIRWEAPON:
-		if(sd && dstsd)
-			clif_item_repair_list(sd,dstsd,skill_lv);
-		break;
+			clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
+			clif_skill_estimation(sd, bl);
+			if( skill_id == MER_ESTIMATION )
+				sd = NULL;
+			break;
 
-	case MC_IDENTIFY:
-		if(sd)
-			clif_item_identify_list(sd);
-		break;
+		case BS_REPAIRWEAPON:
+			if(sd && dstsd)
+				clif_item_repair_list(sd,dstsd,skill_lv);
+			break;
 
-	// Weapon Refining [Celest]
-	case WS_WEAPONREFINE:
-		if(sd)
-			clif_item_refine_list(sd);
-		break;
+		case MC_IDENTIFY:
+			if(sd)
+				clif_item_identify_list(sd);
+			break;
 
-	case MC_VENDING:
-		if(sd)
-		{	//Prevent vending of GMs with unnecessary Level to trade/drop. [Skotlex]
-			if ( !pc_can_give_items(sd) )
-				clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
-			else {
-				sd->state.prevend = 1;
-				clif_openvendingreq(sd,2+skill_lv);
-			}
-		}
-		break;
+		// Weapon Refining [Celest]
+		case WS_WEAPONREFINE:
+			if(sd)
+				clif_item_refine_list(sd);
+			break;
 
-	case AL_TELEPORT:
-		if(sd)
-		{
-			if (map[bl->m].flag.noteleport && skill_lv <= 2) {
-				clif_skill_teleportmessage(sd,0);
-				break;
-			}
-			if(!battle_config.duel_allow_teleport && sd->duel_group && skill_lv <= 2) { // duel restriction [LuzZza]
-				char output[128]; sprintf(output, msg_txt(365), skill->get_name(AL_TELEPORT));
-				clif_displaymessage(sd->fd, output); //"Duel: Can't use %s in duel."
-				break;
+		case MC_VENDING:
+			if(sd)
+			{	//Prevent vending of GMs with unnecessary Level to trade/drop. [Skotlex]
+				if ( !pc_can_give_items(sd) )
+					clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
+				else {
+					sd->state.prevend = 1;
+					clif_openvendingreq(sd,2+skill_lv);
+				}
 			}
+			break;
 
-			if( sd->state.autocast || ( (sd->skillitem == AL_TELEPORT || battle_config.skip_teleport_lv1_menu) && skill_lv == 1 ) || skill_lv == 3 )
+		case AL_TELEPORT:
+			if(sd)
 			{
+				if (map[bl->m].flag.noteleport && skill_lv <= 2) {
+					clif_skill_teleportmessage(sd,0);
+					break;
+				}
+				if(!battle_config.duel_allow_teleport && sd->duel_group && skill_lv <= 2) { // duel restriction [LuzZza]
+					char output[128]; sprintf(output, msg_txt(365), skill->get_name(AL_TELEPORT));
+					clif_displaymessage(sd->fd, output); //"Duel: Can't use %s in duel."
+					break;
+				}
+
+				if( sd->state.autocast || ( (sd->skillitem == AL_TELEPORT || battle_config.skip_teleport_lv1_menu) && skill_lv == 1 ) || skill_lv == 3 )
+				{
+					if( skill_lv == 1 )
+						pc_randomwarp(sd,CLR_TELEPORT);
+					else
+						pc_setpos(sd,sd->status.save_point.map,sd->status.save_point.x,sd->status.save_point.y,CLR_TELEPORT);
+					break;
+				}
+
+				clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
 				if( skill_lv == 1 )
-					pc_randomwarp(sd,CLR_TELEPORT);
+					clif_skill_warppoint(sd,skill_id,skill_lv, (unsigned short)-1,0,0,0);
 				else
-					pc_setpos(sd,sd->status.save_point.map,sd->status.save_point.x,sd->status.save_point.y,CLR_TELEPORT);
-				break;
-			}
+					clif_skill_warppoint(sd,skill_id,skill_lv, (unsigned short)-1,sd->status.save_point.map,0,0);
+			} else
+				unit_warp(bl,-1,-1,-1,CLR_TELEPORT);
+			break;
 
+		case NPC_EXPULSION:
 			clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
-			if( skill_lv == 1 )
-				clif_skill_warppoint(sd,skill_id,skill_lv, (unsigned short)-1,0,0,0);
-			else
-				clif_skill_warppoint(sd,skill_id,skill_lv, (unsigned short)-1,sd->status.save_point.map,0,0);
-		} else
 			unit_warp(bl,-1,-1,-1,CLR_TELEPORT);
-		break;
+			break;
 
-	case NPC_EXPULSION:
-		clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
-		unit_warp(bl,-1,-1,-1,CLR_TELEPORT);
-		break;
+		case AL_HOLYWATER:
+			if(sd) {
+				if (skill->produce_mix(sd, skill_id, 523, 0, 0, 0, 1))
+					clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
+				else
+					clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
+			}
+			break;
 
-	case AL_HOLYWATER:
-		if(sd) {
-			if (skill->produce_mix(sd, skill_id, 523, 0, 0, 0, 1))
+		case TF_PICKSTONE:
+			if(sd) {
+				int eflag;
+				struct item item_tmp;
+				struct block_list tbl;
 				clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
-			else
-				clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
-		}
-		break;
-
-	case TF_PICKSTONE:
-		if(sd) {
-			int eflag;
-			struct item item_tmp;
-			struct block_list tbl;
-			clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
-			memset(&item_tmp,0,sizeof(item_tmp));
-			memset(&tbl,0,sizeof(tbl)); // [MouseJstr]
-			item_tmp.nameid = ITEMID_STONE;
-			item_tmp.identify = 1;
-			tbl.id = 0;
-			clif_takeitem(&sd->bl,&tbl);
-			eflag = pc_additem(sd,&item_tmp,1,LOG_TYPE_PRODUCE);
-			if(eflag) {
-				clif_additem(sd,0,0,eflag);
-				map_addflooritem(&item_tmp,1,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,0);
+				memset(&item_tmp,0,sizeof(item_tmp));
+				memset(&tbl,0,sizeof(tbl)); // [MouseJstr]
+				item_tmp.nameid = ITEMID_STONE;
+				item_tmp.identify = 1;
+				tbl.id = 0;
+				clif_takeitem(&sd->bl,&tbl);
+				eflag = pc_additem(sd,&item_tmp,1,LOG_TYPE_PRODUCE);
+				if(eflag) {
+					clif_additem(sd,0,0,eflag);
+					map_addflooritem(&item_tmp,1,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,0);
+				}
 			}
-		}
-		break;
-	case ASC_CDP:
-     	if(sd) {
-			clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
-			skill->produce_mix(sd, skill_id, 678, 0, 0, 0, 1); //Produce a Deadly Poison Bottle.
-		}
-		break;
-
-	case RG_STRIPWEAPON:
-	case RG_STRIPSHIELD:
-	case RG_STRIPARMOR:
-	case RG_STRIPHELM:
-	case ST_FULLSTRIP:
-	case GC_WEAPONCRUSH:
-	case SC_STRIPACCESSARY: {
-		unsigned short location = 0;
-		int d = 0;
-
-		//Rate in percent
-		if ( skill_id == ST_FULLSTRIP ) {
-			i = 5 + 2*skill_lv + (sstatus->dex - tstatus->dex)/5;
-		} else if( skill_id == SC_STRIPACCESSARY ) {
-			i = 12 + 2 * skill_lv + (sstatus->dex - tstatus->dex)/5;
-		} else {
-			i = 5 + 5*skill_lv + (sstatus->dex - tstatus->dex)/5;
-		}
-
-		if (i < 5) i = 5; //Minimum rate 5%
-
-		//Duration in ms
-		if( skill_id == GC_WEAPONCRUSH){
-			d = skill->get_time(skill_id,skill_lv);
-			if(bl->type == BL_PC)
-				d += skill_lv * 15 + (sstatus->dex - tstatus->dex);
-			else
-				d += skill_lv * 30 + (sstatus->dex - tstatus->dex) / 2;
-		}else
-			d = skill->get_time(skill_id,skill_lv) + (sstatus->dex - tstatus->dex)*500;
-
-		if (d < 0) d = 0; //Minimum duration 0ms
+			break;
+		case ASC_CDP:
+			if(sd) {
+				clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
+				skill->produce_mix(sd, skill_id, 678, 0, 0, 0, 1); //Produce a Deadly Poison Bottle.
+			}
+			break;
 
-		switch (skill_id) {
 		case RG_STRIPWEAPON:
-		case GC_WEAPONCRUSH:
-			location = EQP_WEAPON;
-			break;
 		case RG_STRIPSHIELD:
-			location = EQP_SHIELD;
-			break;
 		case RG_STRIPARMOR:
-			location = EQP_ARMOR;
-			break;
 		case RG_STRIPHELM:
-			location = EQP_HELM;
-			break;
 		case ST_FULLSTRIP:
-			location = EQP_WEAPON|EQP_SHIELD|EQP_ARMOR|EQP_HELM;
-			break;
-		case SC_STRIPACCESSARY:
-			location = EQP_ACC;
-			break;
-		}
+		case GC_WEAPONCRUSH:
+		case SC_STRIPACCESSARY: {
+			unsigned short location = 0;
+			int d = 0;
+
+			//Rate in percent
+			if ( skill_id == ST_FULLSTRIP ) {
+				i = 5 + 2*skill_lv + (sstatus->dex - tstatus->dex)/5;
+			} else if( skill_id == SC_STRIPACCESSARY ) {
+				i = 12 + 2 * skill_lv + (sstatus->dex - tstatus->dex)/5;
+			} else {
+				i = 5 + 5*skill_lv + (sstatus->dex - tstatus->dex)/5;
+			}
 
-		//Special message when trying to use strip on FCP [Jobbie]
-		if( sd && skill_id == ST_FULLSTRIP && tsc && tsc->data[SC_CP_WEAPON] && tsc->data[SC_CP_HELM] && tsc->data[SC_CP_ARMOR] && tsc->data[SC_CP_SHIELD])
-		{
-			clif_gospel_info(sd, 0x28);
-			break;
-		}
+			if (i < 5) i = 5; //Minimum rate 5%
 
-		//Attempts to strip at rate i and duration d
-		if( (i = skill->strip_equip(bl, location, i, skill_lv, d)) || (skill_id != ST_FULLSTRIP && skill_id != GC_WEAPONCRUSH ) )
-			clif_skill_nodamage(src,bl,skill_id,skill_lv,i);
+			//Duration in ms
+			if( skill_id == GC_WEAPONCRUSH){
+				d = skill->get_time(skill_id,skill_lv);
+				if(bl->type == BL_PC)
+					d += skill_lv * 15 + (sstatus->dex - tstatus->dex);
+				else
+					d += skill_lv * 30 + (sstatus->dex - tstatus->dex) / 2;
+			}else
+				d = skill->get_time(skill_id,skill_lv) + (sstatus->dex - tstatus->dex)*500;
 
-		//Nothing stripped.
-		if( sd && !i )
-			clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
-		break;
-	}
+			if (d < 0) d = 0; //Minimum duration 0ms
 
-	case AM_BERSERKPITCHER:
-	case AM_POTIONPITCHER: {
-			int i,hp = 0,sp = 0;
-			if( dstmd && dstmd->class_ == MOBID_EMPERIUM ) {
-				map_freeblock_unlock();
-				return 1;
+			switch (skill_id) {
+			case RG_STRIPWEAPON:
+			case GC_WEAPONCRUSH:
+				location = EQP_WEAPON;
+				break;
+			case RG_STRIPSHIELD:
+				location = EQP_SHIELD;
+				break;
+			case RG_STRIPARMOR:
+				location = EQP_ARMOR;
+				break;
+			case RG_STRIPHELM:
+				location = EQP_HELM;
+				break;
+			case ST_FULLSTRIP:
+				location = EQP_WEAPON|EQP_SHIELD|EQP_ARMOR|EQP_HELM;
+				break;
+			case SC_STRIPACCESSARY:
+				location = EQP_ACC;
+				break;
 			}
-			if( sd ) {
-				int x,bonus=100;
-				x = skill_lv%11 - 1;
-				i = pc_search_inventory(sd,skill_db[skill_id].itemid[x]);
-				if( i < 0 || skill_db[skill_id].itemid[x] <= 0 ) {
-					clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
-					map_freeblock_unlock();
-					return 1;
-				}
-				if(sd->inventory_data[i] == NULL || sd->status.inventory[i].amount < skill_db[skill_id].amount[x]) {
-					clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
+
+			//Special message when trying to use strip on FCP [Jobbie]
+			if( sd && skill_id == ST_FULLSTRIP && tsc && tsc->data[SC_CP_WEAPON] && tsc->data[SC_CP_HELM] && tsc->data[SC_CP_ARMOR] && tsc->data[SC_CP_SHIELD])
+			{
+				clif_gospel_info(sd, 0x28);
+				break;
+			}
+
+			//Attempts to strip at rate i and duration d
+			if( (i = skill->strip_equip(bl, location, i, skill_lv, d)) || (skill_id != ST_FULLSTRIP && skill_id != GC_WEAPONCRUSH ) )
+				clif_skill_nodamage(src,bl,skill_id,skill_lv,i);
+
+			//Nothing stripped.
+			if( sd && !i )
+				clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
+			break;
+		}
+
+		case AM_BERSERKPITCHER:
+		case AM_POTIONPITCHER: {
+				int i,hp = 0,sp = 0;
+				if( dstmd && dstmd->class_ == MOBID_EMPERIUM ) {
 					map_freeblock_unlock();
 					return 1;
 				}
-				if( skill_id == AM_BERSERKPITCHER ) {
-					if( dstsd && dstsd->status.base_level < (unsigned int)sd->inventory_data[i]->elv ) {
+				if( sd ) {
+					int x,bonus=100;
+					x = skill_lv%11 - 1;
+					i = pc_search_inventory(sd,skill_db[skill_id].itemid[x]);
+					if( i < 0 || skill_db[skill_id].itemid[x] <= 0 ) {
 						clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
 						map_freeblock_unlock();
 						return 1;
 					}
-				}
-				potion_flag = 1;
-				potion_hp = potion_sp = potion_per_hp = potion_per_sp = 0;
-				potion_target = bl->id;
-				run_script(sd->inventory_data[i]->script,0,sd->bl.id,0);
-				potion_flag = potion_target = 0;
-				if( sd->sc.data[SC_SPIRIT] && sd->sc.data[SC_SPIRIT]->val2 == SL_ALCHEMIST )
-					bonus += sd->status.base_level;
-				if( potion_per_hp > 0 || potion_per_sp > 0 ) {
-					hp = tstatus->max_hp * potion_per_hp / 100;
-					hp = hp * (100 + pc_checkskill(sd,AM_POTIONPITCHER)*10 + pc_checkskill(sd,AM_LEARNINGPOTION)*5)*bonus/10000;
-					if( dstsd ) {
-						sp = dstsd->status.max_sp * potion_per_sp / 100;
-						sp = sp * (100 + pc_checkskill(sd,AM_POTIONPITCHER)*10 + pc_checkskill(sd,AM_LEARNINGPOTION)*5)*bonus/10000;
+					if(sd->inventory_data[i] == NULL || sd->status.inventory[i].amount < skill_db[skill_id].amount[x]) {
+						clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
+						map_freeblock_unlock();
+						return 1;
 					}
-				} 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( skill_id == AM_BERSERKPITCHER ) {
+						if( dstsd && dstsd->status.base_level < (unsigned int)sd->inventory_data[i]->elv ) {
+							clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
+							map_freeblock_unlock();
+							return 1;
+						}
+					}
+					potion_flag = 1;
+					potion_hp = potion_sp = potion_per_hp = potion_per_sp = 0;
+					potion_target = bl->id;
+					run_script(sd->inventory_data[i]->script,0,sd->bl.id,0);
+					potion_flag = potion_target = 0;
+					if( sd->sc.data[SC_SPIRIT] && sd->sc.data[SC_SPIRIT]->val2 == SL_ALCHEMIST )
+						bonus += sd->status.base_level;
+					if( potion_per_hp > 0 || potion_per_sp > 0 ) {
+						hp = tstatus->max_hp * potion_per_hp / 100;
+						hp = hp * (100 + pc_checkskill(sd,AM_POTIONPITCHER)*10 + pc_checkskill(sd,AM_LEARNINGPOTION)*5)*bonus/10000;
+						if( dstsd ) {
+							sp = dstsd->status.max_sp * potion_per_sp / 100;
+							sp = sp * (100 + pc_checkskill(sd,AM_POTIONPITCHER)*10 + pc_checkskill(sd,AM_LEARNINGPOTION)*5)*bonus/10000;
+						}
+					} else {
+						if( potion_hp > 0 ) {
+							hp = potion_hp * (100 + pc_checkskill(sd,AM_POTIONPITCHER)*10 + pc_checkskill(sd,AM_LEARNINGPOTION)*5)*bonus/10000;
+							hp = hp * (100 + (tstatus->vit<<1)) / 100;
+							if( dstsd )
+								hp = hp * (100 + pc_checkskill(dstsd,SM_RECOVERY)*10) / 100;
+						}
+						if( potion_sp > 0 ) {
+							sp = potion_sp * (100 + pc_checkskill(sd,AM_POTIONPITCHER)*10 + pc_checkskill(sd,AM_LEARNINGPOTION)*5)*bonus/10000;
+							sp = sp * (100 + (tstatus->int_<<1)) / 100;
+							if( dstsd )
+								sp = sp * (100 + pc_checkskill(dstsd,MG_SRECOVERY)*10) / 100;
+						}
 					}
-					if( potion_sp > 0 ) {
-						sp = potion_sp * (100 + pc_checkskill(sd,AM_POTIONPITCHER)*10 + pc_checkskill(sd,AM_LEARNINGPOTION)*5)*bonus/10000;
-						sp = sp * (100 + (tstatus->int_<<1)) / 100;
-						if( dstsd )
-							sp = sp * (100 + pc_checkskill(dstsd,MG_SRECOVERY)*10) / 100;
+
+					if (sd->itemgrouphealrate[IG_POTION]>0) {
+						hp += hp * sd->itemgrouphealrate[IG_POTION] / 100;
+						sp += sp * sd->itemgrouphealrate[IG_POTION] / 100;
 					}
-				}
 
-				if (sd->itemgrouphealrate[IG_POTION]>0) {
-					hp += hp * sd->itemgrouphealrate[IG_POTION] / 100;
-					sp += sp * sd->itemgrouphealrate[IG_POTION] / 100;
+					if( (i = pc_skillheal_bonus(sd, skill_id)) ) {
+						hp += hp * i / 100;
+						sp += sp * i / 100;
+					}
+				} else {
+					hp = (1 + rnd()%400) * (100 + skill_lv*10) / 100;
+					hp = hp * (100 + (tstatus->vit<<1)) / 100;
+					if( dstsd )
+						hp = hp * (100 + pc_checkskill(dstsd,SM_RECOVERY)*10) / 100;
 				}
-
-				if( (i = pc_skillheal_bonus(sd, skill_id)) ) {
+				if( dstsd && (i = pc_skillheal2_bonus(dstsd, skill_id)) ) {
 					hp += hp * i / 100;
 					sp += sp * i / 100;
 				}
-			} else {
-				hp = (1 + rnd()%400) * (100 + skill_lv*10) / 100;
-				hp = hp * (100 + (tstatus->vit<<1)) / 100;
-				if( dstsd )
-					hp = hp * (100 + pc_checkskill(dstsd,SM_RECOVERY)*10) / 100;
-			}
-			if( dstsd && (i = pc_skillheal2_bonus(dstsd, skill_id)) ) {
-				hp += hp * i / 100;
-				sp += sp * i / 100;
-			}
-			if( tsc && tsc->count ) {
-				if( tsc->data[SC_CRITICALWOUND] ) {
-					hp -= hp * tsc->data[SC_CRITICALWOUND]->val2 / 100;
-					sp -= sp * tsc->data[SC_CRITICALWOUND]->val2 / 100;
-				}
-				if( tsc->data[SC_DEATHHURT] ) {
-					hp -= hp * 20 / 100;
-					sp -= sp * 20 / 100;
-				}
-				if( tsc->data[SC_WATER_INSIGNIA] && tsc->data[SC_WATER_INSIGNIA]->val1 == 2 ) {
-					hp += hp / 10;
-					sp += sp / 10;
+				if( tsc && tsc->count ) {
+					if( tsc->data[SC_CRITICALWOUND] ) {
+						hp -= hp * tsc->data[SC_CRITICALWOUND]->val2 / 100;
+						sp -= sp * tsc->data[SC_CRITICALWOUND]->val2 / 100;
+					}
+					if( tsc->data[SC_DEATHHURT] ) {
+						hp -= hp * 20 / 100;
+						sp -= sp * 20 / 100;
+					}
+					if( tsc->data[SC_WATER_INSIGNIA] && tsc->data[SC_WATER_INSIGNIA]->val1 == 2 ) {
+						hp += hp / 10;
+						sp += sp / 10;
+					}
 				}
+				clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
+				if( hp > 0 || (skill_id == AM_POTIONPITCHER && sp <= 0) )
+					clif_skill_nodamage(NULL,bl,AL_HEAL,hp,1);
+				if( sp > 0 )
+					clif_skill_nodamage(NULL,bl,MG_SRECOVERY,sp,1);
+		#ifdef RENEWAL
+				if( tsc && tsc->data[SC_EXTREMITYFIST2] )
+					sp = 0;
+		#endif
+				status_heal(bl,hp,sp,0);
 			}
-			clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
-			if( hp > 0 || (skill_id == AM_POTIONPITCHER && sp <= 0) )
-				clif_skill_nodamage(NULL,bl,AL_HEAL,hp,1);
-			if( sp > 0 )
-				clif_skill_nodamage(NULL,bl,MG_SRECOVERY,sp,1);
-#ifdef RENEWAL
-			if( tsc && tsc->data[SC_EXTREMITYFIST2] )
-				sp = 0;
-#endif
-			status_heal(bl,hp,sp,0);
-		}
-		break;
-	case AM_CP_WEAPON:
-	case AM_CP_SHIELD:
-	case AM_CP_ARMOR:
-	case AM_CP_HELM:
-		{
-			unsigned int equip[] = {EQP_WEAPON, EQP_SHIELD, EQP_ARMOR, EQP_HEAD_TOP};
+			break;
+		case AM_CP_WEAPON:
+		case AM_CP_SHIELD:
+		case AM_CP_ARMOR:
+		case AM_CP_HELM:
+			{
+				unsigned int equip[] = {EQP_WEAPON, EQP_SHIELD, EQP_ARMOR, EQP_HEAD_TOP};
 
-			if( sd && ( bl->type != BL_PC || ( dstsd && pc_checkequip(dstsd,equip[skill_id - AM_CP_WEAPON]) < 0 ) ) ){
-				clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
-				map_freeblock_unlock(); // Don't consume item requirements
-				return 0;
-			}
+				if( sd && ( bl->type != BL_PC || ( dstsd && pc_checkequip(dstsd,equip[skill_id - AM_CP_WEAPON]) < 0 ) ) ){
+					clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
+					map_freeblock_unlock(); // Don't consume item requirements
+					return 0;
+				}
 
-			clif_skill_nodamage(src,bl,skill_id,skill_lv,
-				sc_start(bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv)));
-		}
-		break;
-	case AM_TWILIGHT1:
-		if (sd) {
-			clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
-			//Prepare 200 White Potions.
-			if (!skill->produce_mix(sd, skill_id, 504, 0, 0, 0, 200))
-				clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
-		}
-		break;
-	case AM_TWILIGHT2:
-		if (sd) {
-			clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
-			//Prepare 200 Slim White Potions.
-			if (!skill->produce_mix(sd, skill_id, 547, 0, 0, 0, 200))
-				clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
-		}
-		break;
-	case AM_TWILIGHT3:
-		if (sd) {
-			int ebottle = pc_search_inventory(sd,713);
-			if( ebottle >= 0 )
-				ebottle = sd->status.inventory[ebottle].amount;
-			//check if you can produce all three, if not, then fail:
-			if (!skill->can_produce_mix(sd,970,-1, 100) //100 Alcohol
-				|| !skill->can_produce_mix(sd,7136,-1, 50) //50 Acid Bottle
-				|| !skill->can_produce_mix(sd,7135,-1, 50) //50 Flame Bottle
-				|| ebottle < 200 //200 empty bottle are required at total.
-			) {
-				clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
-				break;
+				clif_skill_nodamage(src,bl,skill_id,skill_lv,
+					sc_start(bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv)));
 			}
-			clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
-			skill->produce_mix(sd, skill_id, 970, 0, 0, 0, 100);
-			skill->produce_mix(sd, skill_id, 7136, 0, 0, 0, 50);
-			skill->produce_mix(sd, skill_id, 7135, 0, 0, 0, 50);
-		}
-		break;
-	case SA_DISPELL:
-		if (flag&1 || (i = skill->get_splash(skill_id, skill_lv)) < 1)
-		{
-			clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
-			if((dstsd && (dstsd->class_&MAPID_UPPERMASK) == MAPID_SOUL_LINKER)
-				|| (tsc && tsc->data[SC_SPIRIT] && tsc->data[SC_SPIRIT]->val2 == SL_ROGUE) //Rogue's spirit defends againt dispel.
-				|| rnd()%100 >= 50+10*skill_lv
-				|| ( tsc && tsc->option&OPTION_MADOGEAR ) )//Mado Gear is immune to dispell according to bug report 49 [Ind]
-			{
-				if (sd)
+			break;
+		case AM_TWILIGHT1:
+			if (sd) {
+				clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
+				//Prepare 200 White Potions.
+				if (!skill->produce_mix(sd, skill_id, 504, 0, 0, 0, 200))
 					clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
-				break;
 			}
-			if(status_isimmune(bl) || !tsc || !tsc->count)
-				break;
-			
-			if( sd && dstsd && !map_flag_vs(sd->bl.m) && sd->status.guild_id == dstsd->status.guild_id ) {
-				clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
-				break;
+			break;
+		case AM_TWILIGHT2:
+			if (sd) {
+				clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
+				//Prepare 200 Slim White Potions.
+				if (!skill->produce_mix(sd, skill_id, 547, 0, 0, 0, 200))
+					clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
 			}
-			
-			for(i=0;i<SC_MAX;i++)
-			{
-				if (!tsc->data[i])
-					continue;
-				switch (i) {
-				case SC_WEIGHT50:		case SC_WEIGHT90:		case SC_HALLUCINATION:
-				case SC_STRIPWEAPON:	case SC_STRIPSHIELD:	case SC_STRIPARMOR:
-				case SC_STRIPHELM:		case SC_CP_WEAPON:		case SC_CP_SHIELD:
-				case SC_CP_ARMOR:		case SC_CP_HELM:		case SC_COMBO:
-				case SC_STRFOOD:		case SC_AGIFOOD:		case SC_VITFOOD:
-				case SC_INTFOOD:		case SC_DEXFOOD:		case SC_LUKFOOD:
-				case SC_HITFOOD:		case SC_FLEEFOOD:		case SC_BATKFOOD:
-				case SC_WATKFOOD:		case SC_MATKFOOD:		case SC_DANCING:
-				case SC_EDP:			case SC_AUTOBERSERK:
-				case SC_CARTBOOST:		case SC_MELTDOWN:		case SC_SAFETYWALL:
-				case SC_SMA:			case SC_SPEEDUP0:		case SC_NOCHAT:
-				case SC_ANKLE:			case SC_SPIDERWEB:		case SC_JAILED:
-				case SC_ITEMBOOST:		case SC_EXPBOOST:		case SC_LIFEINSURANCE:
-				case SC_BOSSMAPINFO:	case SC_PNEUMA:			case SC_AUTOSPELL:
-				case SC_INCHITRATE:		case SC_INCATKRATE:		case SC_NEN:
-				case SC_READYSTORM:		case SC_READYDOWN:		case SC_READYTURN:
-				case SC_READYCOUNTER:	case SC_DODGE:			case SC_WARM:
-				case SC_SPEEDUP1:		case SC_AUTOTRADE:		case SC_CRITICALWOUND:
-				case SC_JEXPBOOST:		case SC_INVINCIBLE:		case SC_INVINCIBLEOFF:
-				case SC_HELLPOWER:		case SC_MANU_ATK:		case SC_MANU_DEF:
-				case SC_SPL_ATK:		case SC_SPL_DEF:		case SC_MANU_MATK:
-				case SC_SPL_MATK:		case SC_RICHMANKIM:		case SC_ETERNALCHAOS:
-				case SC_DRUMBATTLE:		case SC_NIBELUNGEN:		case SC_ROKISWEIL:
-				case SC_INTOABYSS:		case SC_SIEGFRIED:		case SC_FOOD_STR_CASH:
-				case SC_FOOD_AGI_CASH:	case SC_FOOD_VIT_CASH:	case SC_FOOD_DEX_CASH:
-				case SC_FOOD_INT_CASH:	case SC_FOOD_LUK_CASH:	case SC_SEVENWIND:
-				case SC_MIRACLE:		case SC_S_LIFEPOTION:	case SC_L_LIFEPOTION:
-				case SC_INCHEALRATE:	case SC_ELECTRICSHOCKER:		case SC__STRIPACCESSORY:
-				//case SC_SAVAGE_STEAK:			case SC_COCKTAIL_WARG_BLOOD:		case SC_MINOR_BBQ:
-				//case SC_SIROMA_ICE_TEA:			case SC_DROCERA_HERB_STEAMED:		case SC_PUTTI_TAILS_NOODLES:
-				case SC_NEUTRALBARRIER_MASTER:		case SC_NEUTRALBARRIER:			case SC_STEALTHFIELD_MASTER:
-				case SC_STEALTHFIELD:	case SC_GIANTGROWTH:	case SC_MILLENNIUMSHIELD:
-				case SC_REFRESH:		case SC_STONEHARDSKIN:	case SC_VITALITYACTIVATION:
-				case SC_FIGHTINGSPIRIT:	case SC_ABUNDANCE:		case SC__SHADOWFORM:
-				case SC_LEADERSHIP:		case SC_GLORYWOUNDS:	case SC_SOULCOLD:
-				case SC_HAWKEYES:		case SC_GUILDAURA:		case SC_PUSH_CART:
-				case SC_RAISINGDRAGON:	case SC_GT_ENERGYGAIN:	case SC_GT_CHANGE:
-				case SC_GT_REVITALIZE:	case SC_REFLECTDAMAGE:	case SC_INSPIRATION:
-				case SC_EXEEDBREAK:		case SC_FORCEOFVANGUARD:	case SC_BANDING:
-				case SC_DUPLELIGHT:		case SC_EXPIATIO:		case SC_LAUDAAGNUS:
-				case SC_LAUDARAMUS:		case SC_GATLINGFEVER:	case SC_INCREASING:
-				case SC_ADJUSTMENT:		case SC_MADNESSCANCEL:
-#ifdef RENEWAL
-				case SC_EXTREMITYFIST2:
-#endif
-					continue;
-				/**
-				 * bugreport:4888 these songs may only be dispelled if you're not in their song area anymore
-				 **/
-				case SC_WHISTLE:
-				case SC_ASSNCROS:
-				case SC_POEMBRAGI:
-				case SC_APPLEIDUN:
-				case SC_HUMMING:
-				case SC_DONTFORGETME:
-				case SC_FORTUNE:
-				case SC_SERVICE4U:
-					if( tsc->data[i]->val4 ) //val4 = out-of-song-area
-						continue;
-					break;
-				case SC_ASSUMPTIO:
-					if( bl->type == BL_MOB )
-						continue;
+			break;
+		case AM_TWILIGHT3:
+			if (sd) {
+				int ebottle = pc_search_inventory(sd,713);
+				if( ebottle >= 0 )
+					ebottle = sd->status.inventory[ebottle].amount;
+				//check if you can produce all three, if not, then fail:
+				if (!skill->can_produce_mix(sd,970,-1, 100) //100 Alcohol
+					|| !skill->can_produce_mix(sd,7136,-1, 50) //50 Acid Bottle
+					|| !skill->can_produce_mix(sd,7135,-1, 50) //50 Flame Bottle
+					|| ebottle < 200 //200 empty bottle are required at total.
+				) {
+					clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
 					break;
 				}
-				if(i==SC_BERSERK || i==SC_SATURDAYNIGHTFEVER) tsc->data[i]->val2=0; //Mark a dispelled berserk to avoid setting hp to 100 by setting hp penalty to 0.
-				status_change_end(bl, (sc_type)i, INVALID_TIMER);
+				clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
+				skill->produce_mix(sd, skill_id, 970, 0, 0, 0, 100);
+				skill->produce_mix(sd, skill_id, 7136, 0, 0, 0, 50);
+				skill->produce_mix(sd, skill_id, 7135, 0, 0, 0, 50);
 			}
 			break;
-		}
-		//Affect all targets on splash area.
-		map_foreachinrange(skill_area_sub, bl, i, BL_CHAR,
-			src, skill_id, skill_lv, tick, flag|1,
-			skill->castend_damage_id);
-		break;
-
-	case TF_BACKSLIDING: //This is the correct implementation as per packet logging information. [Skotlex]
-		clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
-		skill->blown(src,bl,skill->get_blewcount(skill_id,skill_lv),unit_getdir(bl),0);
-		break;
-
-	case TK_HIGHJUMP:
-		{
-			int x,y, dir = unit_getdir(src);
-
-			//Fails on noteleport maps, except for GvG and BG maps [Skotlex]
-			if( map[src->m].flag.noteleport &&
-				!(map[src->m].flag.battleground || map_flag_gvg2(src->m) )
-			) {
-				x = src->x;
-				y = src->y;
-			} else {
-				x = src->x + dirx[dir]*skill_lv*2;
-				y = src->y + diry[dir]*skill_lv*2;
-			}
-
-			clif_skill_nodamage(src,bl,TK_HIGHJUMP,skill_lv,1);
-			if(!map_count_oncell(src->m,x,y,BL_PC|BL_NPC|BL_MOB) && map_getcell(src->m,x,y,CELL_CHKREACH)) {
-				clif_slide(src,x,y);
-				unit_movepos(src, x, y, 1, 0);
-			}
-		}
-		break;
-
-	case SA_CASTCANCEL:
-	case SO_SPELLFIST:
-		clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
-		unit_skillcastcancel(src,1);
-		if(sd) {
-			int sp = skill->get_sp(sd->skill_id_old,sd->skill_lv_old);
-			if( skill_id == SO_SPELLFIST ){
-				sc_start4(src,type,100,skill_lv+1,skill_lv,sd->skill_id_old,sd->skill_lv_old,skill->get_time(skill_id,skill_lv));
-				sd->skill_id_old = sd->skill_lv_old = 0;
-				break;
-			}
-			sp = sp * (90 - (skill_lv-1)*20) / 100;
-			if(sp < 0) sp = 0;
-			status_zap(src, 0, sp);
-		}
-		break;
-	case SA_SPELLBREAKER:
-		{
-			int sp;
-			if(tsc && tsc->data[SC_MAGICROD]) {
-				sp = skill->get_sp(skill_id,skill_lv);
-				sp = sp * tsc->data[SC_MAGICROD]->val2 / 100;
-				if(sp < 1) sp = 1;
-				status_heal(bl,0,sp,2);
-				status_percent_damage(bl, src, 0, -20, false); //20% max SP damage.
-			} else {
-				struct unit_data *ud = unit_bl2ud(bl);
-				int bl_skill_id=0,bl_skill_lv=0,hp = 0;
-				if (!ud || ud->skilltimer == INVALID_TIMER)
-					break; //Nothing to cancel.
-				bl_skill_id = ud->skill_id;
-				bl_skill_lv = ud->skill_lv;
-				if (tstatus->mode & MD_BOSS)
-				{	//Only 10% success chance against bosses. [Skotlex]
-					if (rnd()%100 < 90)
-					{
-						if (sd) clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
+		case SA_DISPELL:
+			if (flag&1 || (i = skill->get_splash(skill_id, skill_lv)) < 1)
+			{
+				clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
+				if((dstsd && (dstsd->class_&MAPID_UPPERMASK) == MAPID_SOUL_LINKER)
+					|| (tsc && tsc->data[SC_SPIRIT] && tsc->data[SC_SPIRIT]->val2 == SL_ROGUE) //Rogue's spirit defends againt dispel.
+					|| rnd()%100 >= 50+10*skill_lv
+					|| ( tsc && tsc->option&OPTION_MADOGEAR ) )//Mado Gear is immune to dispell according to bug report 49 [Ind]
+				{
+					if (sd)
+						clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
+					break;
+				}
+				if(status_isimmune(bl) || !tsc || !tsc->count)
+					break;
+				
+				if( sd && dstsd && !map_flag_vs(sd->bl.m) && sd->status.guild_id == dstsd->status.guild_id ) {
+					clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
+					break;
+				}
+				
+				for(i=0;i<SC_MAX;i++)
+				{
+					if (!tsc->data[i])
+						continue;
+					switch (i) {
+					case SC_WEIGHT50:		case SC_WEIGHT90:		case SC_HALLUCINATION:
+					case SC_STRIPWEAPON:	case SC_STRIPSHIELD:	case SC_STRIPARMOR:
+					case SC_STRIPHELM:		case SC_CP_WEAPON:		case SC_CP_SHIELD:
+					case SC_CP_ARMOR:		case SC_CP_HELM:		case SC_COMBO:
+					case SC_STRFOOD:		case SC_AGIFOOD:		case SC_VITFOOD:
+					case SC_INTFOOD:		case SC_DEXFOOD:		case SC_LUKFOOD:
+					case SC_HITFOOD:		case SC_FLEEFOOD:		case SC_BATKFOOD:
+					case SC_WATKFOOD:		case SC_MATKFOOD:		case SC_DANCING:
+					case SC_EDP:			case SC_AUTOBERSERK:
+					case SC_CARTBOOST:		case SC_MELTDOWN:		case SC_SAFETYWALL:
+					case SC_SMA:			case SC_SPEEDUP0:		case SC_NOCHAT:
+					case SC_ANKLE:			case SC_SPIDERWEB:		case SC_JAILED:
+					case SC_ITEMBOOST:		case SC_EXPBOOST:		case SC_LIFEINSURANCE:
+					case SC_BOSSMAPINFO:	case SC_PNEUMA:			case SC_AUTOSPELL:
+					case SC_INCHITRATE:		case SC_INCATKRATE:		case SC_NEN:
+					case SC_READYSTORM:		case SC_READYDOWN:		case SC_READYTURN:
+					case SC_READYCOUNTER:	case SC_DODGE:			case SC_WARM:
+					case SC_SPEEDUP1:		case SC_AUTOTRADE:		case SC_CRITICALWOUND:
+					case SC_JEXPBOOST:		case SC_INVINCIBLE:		case SC_INVINCIBLEOFF:
+					case SC_HELLPOWER:		case SC_MANU_ATK:		case SC_MANU_DEF:
+					case SC_SPL_ATK:		case SC_SPL_DEF:		case SC_MANU_MATK:
+					case SC_SPL_MATK:		case SC_RICHMANKIM:		case SC_ETERNALCHAOS:
+					case SC_DRUMBATTLE:		case SC_NIBELUNGEN:		case SC_ROKISWEIL:
+					case SC_INTOABYSS:		case SC_SIEGFRIED:		case SC_FOOD_STR_CASH:
+					case SC_FOOD_AGI_CASH:	case SC_FOOD_VIT_CASH:	case SC_FOOD_DEX_CASH:
+					case SC_FOOD_INT_CASH:	case SC_FOOD_LUK_CASH:	case SC_SEVENWIND:
+					case SC_MIRACLE:		case SC_S_LIFEPOTION:	case SC_L_LIFEPOTION:
+					case SC_INCHEALRATE:	case SC_ELECTRICSHOCKER:		case SC__STRIPACCESSORY:
+					//case SC_SAVAGE_STEAK:			case SC_COCKTAIL_WARG_BLOOD:		case SC_MINOR_BBQ:
+					//case SC_SIROMA_ICE_TEA:			case SC_DROCERA_HERB_STEAMED:		case SC_PUTTI_TAILS_NOODLES:
+					case SC_NEUTRALBARRIER_MASTER:		case SC_NEUTRALBARRIER:			case SC_STEALTHFIELD_MASTER:
+					case SC_STEALTHFIELD:	case SC_GIANTGROWTH:	case SC_MILLENNIUMSHIELD:
+					case SC_REFRESH:		case SC_STONEHARDSKIN:	case SC_VITALITYACTIVATION:
+					case SC_FIGHTINGSPIRIT:	case SC_ABUNDANCE:		case SC__SHADOWFORM:
+					case SC_LEADERSHIP:		case SC_GLORYWOUNDS:	case SC_SOULCOLD:
+					case SC_HAWKEYES:		case SC_GUILDAURA:		case SC_PUSH_CART:
+					case SC_RAISINGDRAGON:	case SC_GT_ENERGYGAIN:	case SC_GT_CHANGE:
+					case SC_GT_REVITALIZE:	case SC_REFLECTDAMAGE:	case SC_INSPIRATION:
+					case SC_EXEEDBREAK:		case SC_FORCEOFVANGUARD:	case SC_BANDING:
+					case SC_DUPLELIGHT:		case SC_EXPIATIO:		case SC_LAUDAAGNUS:
+					case SC_LAUDARAMUS:		case SC_GATLINGFEVER:	case SC_INCREASING:
+					case SC_ADJUSTMENT:		case SC_MADNESSCANCEL:
+		#ifdef RENEWAL
+					case SC_EXTREMITYFIST2:
+		#endif
+						continue;
+					/**
+					 * bugreport:4888 these songs may only be dispelled if you're not in their song area anymore
+					 **/
+					case SC_WHISTLE:
+					case SC_ASSNCROS:
+					case SC_POEMBRAGI:
+					case SC_APPLEIDUN:
+					case SC_HUMMING:
+					case SC_DONTFORGETME:
+					case SC_FORTUNE:
+					case SC_SERVICE4U:
+						if( tsc->data[i]->val4 ) //val4 = out-of-song-area
+							continue;
+						break;
+					case SC_ASSUMPTIO:
+						if( bl->type == BL_MOB )
+							continue;
 						break;
 					}
-				} 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]
+					if(i==SC_BERSERK || i==SC_SATURDAYNIGHTFEVER) tsc->data[i]->val2=0; //Mark a dispelled berserk to avoid setting hp to 100 by setting hp penalty to 0.
+					status_change_end(bl, (sc_type)i, INVALID_TIMER);
+				}
+				break;
+			}
+			//Affect all targets on splash area.
+			map_foreachinrange(skill->area_sub, bl, i, BL_CHAR,
+				src, skill_id, skill_lv, tick, flag|1,
+				skill->castend_damage_id);
+			break;
 
-				clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
-				unit_skillcastcancel(bl,0);
-				sp = skill->get_sp(bl_skill_id,bl_skill_lv);
-				status_zap(bl, hp, sp);
+		case TF_BACKSLIDING: //This is the correct implementation as per packet logging information. [Skotlex]
+			clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
+			skill->blown(src,bl,skill->get_blewcount(skill_id,skill_lv),unit_getdir(bl),0);
+			break;
 
-				if (hp && skill_lv >= 5)
-					hp>>=1;	//Recover half damaged HP at level 5 [Skotlex]
-				else
-					hp = 0;
+		case TK_HIGHJUMP:
+			{
+				int x,y, dir = unit_getdir(src);
 
-				if (sp) //Recover some of the SP used
-					sp = sp*(25*(skill_lv-1))/100;
+				//Fails on noteleport maps, except for GvG and BG maps [Skotlex]
+				if( map[src->m].flag.noteleport &&
+					!(map[src->m].flag.battleground || map_flag_gvg2(src->m) )
+				) {
+					x = src->x;
+					y = src->y;
+				} else {
+					x = src->x + dirx[dir]*skill_lv*2;
+					y = src->y + diry[dir]*skill_lv*2;
+				}
 
-				if(hp || sp)
-					status_heal(src, hp, sp, 2);
+				clif_skill_nodamage(src,bl,TK_HIGHJUMP,skill_lv,1);
+				if(!map_count_oncell(src->m,x,y,BL_PC|BL_NPC|BL_MOB) && map_getcell(src->m,x,y,CELL_CHKREACH)) {
+					clif_slide(src,x,y);
+					unit_movepos(src, x, y, 1, 0);
+				}
 			}
-		}
-		break;
-	case SA_MAGICROD:
-		clif_skill_nodamage(src,src,SA_MAGICROD,skill_lv,1);
-		sc_start(bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv));
-		break;
-	case SA_AUTOSPELL:
-		clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
-		if(sd)
-			clif_autospell(sd,skill_lv);
-		else {
-			int maxlv=1,spellid=0;
-			static const int spellarray[3] = { MG_COLDBOLT,MG_FIREBOLT,MG_LIGHTNINGBOLT };
-			if(skill_lv >= 10) {
-				spellid = MG_FROSTDIVER;
-//				if (tsc && tsc->data[SC_SPIRIT] && tsc->data[SC_SPIRIT]->val2 == SA_SAGE)
-//					maxlv = 10;
-//				else
-					maxlv = skill_lv - 9;
-			}
-			else if(skill_lv >=8) {
-				spellid = MG_FIREBALL;
-				maxlv = skill_lv - 7;
-			}
-			else if(skill_lv >=5) {
-				spellid = MG_SOULSTRIKE;
-				maxlv = skill_lv - 4;
-			}
-			else if(skill_lv >=2) {
-				int i = rnd()%3;
-				spellid = spellarray[i];
-				maxlv = skill_lv - 1;
-			}
-			else if(skill_lv > 0) {
-				spellid = MG_NAPALMBEAT;
-				maxlv = 3;
-			}
-			if(spellid > 0)
-				sc_start4(src,SC_AUTOSPELL,100,skill_lv,spellid,maxlv,0,
-					skill->get_time(SA_AUTOSPELL,skill_lv));
-		}
-		break;
+			break;
 
-	case BS_GREED:
-		if(sd){
+		case SA_CASTCANCEL:
+		case SO_SPELLFIST:
 			clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
-			map_foreachinrange(skill_greed,bl,
-				skill->get_splash(skill_id, skill_lv),BL_ITEM,bl);
-		}
-		break;
+			unit_skillcastcancel(src,1);
+			if(sd) {
+				int sp = skill->get_sp(sd->skill_id_old,sd->skill_lv_old);
+				if( skill_id == SO_SPELLFIST ){
+					sc_start4(src,type,100,skill_lv+1,skill_lv,sd->skill_id_old,sd->skill_lv_old,skill->get_time(skill_id,skill_lv));
+					sd->skill_id_old = sd->skill_lv_old = 0;
+					break;
+				}
+				sp = sp * (90 - (skill_lv-1)*20) / 100;
+				if(sp < 0) sp = 0;
+				status_zap(src, 0, sp);
+			}
+			break;
+		case SA_SPELLBREAKER:
+			{
+				int sp;
+				if(tsc && tsc->data[SC_MAGICROD]) {
+					sp = skill->get_sp(skill_id,skill_lv);
+					sp = sp * tsc->data[SC_MAGICROD]->val2 / 100;
+					if(sp < 1) sp = 1;
+					status_heal(bl,0,sp,2);
+					status_percent_damage(bl, src, 0, -20, false); //20% max SP damage.
+				} else {
+					struct unit_data *ud = unit_bl2ud(bl);
+					int bl_skill_id=0,bl_skill_lv=0,hp = 0;
+					if (!ud || ud->skilltimer == INVALID_TIMER)
+						break; //Nothing to cancel.
+					bl_skill_id = ud->skill_id;
+					bl_skill_lv = ud->skill_lv;
+					if (tstatus->mode & MD_BOSS)
+					{	//Only 10% success chance against bosses. [Skotlex]
+						if (rnd()%100 < 90)
+						{
+							if (sd) clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
+							break;
+						}
+					} else if (!dstsd || map_flag_vs(bl->m)) //HP damage only on pvp-maps when against players.
+						hp = tstatus->max_hp/50; //Recover 2% HP [Skotlex]
 
-	case SA_ELEMENTWATER:
-	case SA_ELEMENTFIRE:
-	case SA_ELEMENTGROUND:
-	case SA_ELEMENTWIND:
-		if(sd && !dstmd) //Only works on monsters.
-			break;
-		if(tstatus->mode&MD_BOSS)
-			break;
-	case NPC_ATTRICHANGE:
-	case NPC_CHANGEWATER:
-	case NPC_CHANGEGROUND:
-	case NPC_CHANGEFIRE:
-	case NPC_CHANGEWIND:
-	case NPC_CHANGEPOISON:
-	case NPC_CHANGEHOLY:
-	case NPC_CHANGEDARKNESS:
-	case NPC_CHANGETELEKINESIS:
-		clif_skill_nodamage(src,bl,skill_id,skill_lv,
-			sc_start2(bl, type, 100, skill_lv, skill->get_ele(skill_id,skill_lv),
-				skill->get_time(skill_id, skill_lv)));
-		break;
-	case NPC_CHANGEUNDEAD:
-		//This skill should fail if target is wearing bathory/evil druid card [Brainstorm]
-		//TO-DO This is ugly, fix it
-		if(tstatus->def_ele==ELE_UNDEAD || tstatus->def_ele==ELE_DARK) break;
-		clif_skill_nodamage(src,bl,skill_id,skill_lv,
-			sc_start2(bl, type, 100, skill_lv, skill->get_ele(skill_id,skill_lv),
-				skill->get_time(skill_id, skill_lv)));
-		break;
+					clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
+					unit_skillcastcancel(bl,0);
+					sp = skill->get_sp(bl_skill_id,bl_skill_lv);
+					status_zap(bl, hp, sp);
 
-	case NPC_PROVOCATION:
-		clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
-		if (md) mob_unlocktarget(md, tick);
-		break;
+					if (hp && skill_lv >= 5)
+						hp>>=1;	//Recover half damaged HP at level 5 [Skotlex]
+					else
+						hp = 0;
 
-	case NPC_KEEPING:
-	case NPC_BARRIER:
-		{
-			int skill_time = skill->get_time(skill_id,skill_lv);
-			struct unit_data *ud = unit_bl2ud(bl);
-			if (clif_skill_nodamage(src,bl,skill_id,skill_lv,
-					sc_start(bl,type,100,skill_lv,skill_time))
-			&& ud) {	//Disable attacking/acting/moving for skill's duration.
-				ud->attackabletime =
-				ud->canact_tick =
-				ud->canmove_tick = tick + skill_time;
-			}
-		}
-		break;
+					if (sp) //Recover some of the SP used
+						sp = sp*(25*(skill_lv-1))/100;
 
-	case NPC_REBIRTH:
-		if( md && md->state.rebirth )
-			break; // only works once
-		sc_start(bl,type,100,skill_lv,-1);
-		break;
+					if(hp || sp)
+						status_heal(src, hp, sp, 2);
+				}
+			}
+			break;
+		case SA_MAGICROD:
+			clif_skill_nodamage(src,src,SA_MAGICROD,skill_lv,1);
+			sc_start(bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv));
+			break;
+		case SA_AUTOSPELL:
+			clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
+			if(sd)
+				clif_autospell(sd,skill_lv);
+			else {
+				int maxlv=1,spellid=0;
+				static const int spellarray[3] = { MG_COLDBOLT,MG_FIREBOLT,MG_LIGHTNINGBOLT };
+				if(skill_lv >= 10) {
+					spellid = MG_FROSTDIVER;
+		//				if (tsc && tsc->data[SC_SPIRIT] && tsc->data[SC_SPIRIT]->val2 == SA_SAGE)
+		//					maxlv = 10;
+		//				else
+						maxlv = skill_lv - 9;
+				}
+				else if(skill_lv >=8) {
+					spellid = MG_FIREBALL;
+					maxlv = skill_lv - 7;
+				}
+				else if(skill_lv >=5) {
+					spellid = MG_SOULSTRIKE;
+					maxlv = skill_lv - 4;
+				}
+				else if(skill_lv >=2) {
+					int i = rnd()%3;
+					spellid = spellarray[i];
+					maxlv = skill_lv - 1;
+				}
+				else if(skill_lv > 0) {
+					spellid = MG_NAPALMBEAT;
+					maxlv = 3;
+				}
+				if(spellid > 0)
+					sc_start4(src,SC_AUTOSPELL,100,skill_lv,spellid,maxlv,0,
+						skill->get_time(SA_AUTOSPELL,skill_lv));
+			}
+			break;
 
-	case NPC_DARKBLESSING:
-		clif_skill_nodamage(src,bl,skill_id,skill_lv,
-			sc_start2(bl,type,(50+skill_lv*5),skill_lv,skill_lv,skill->get_time2(skill_id,skill_lv)));
-		break;
+		case BS_GREED:
+			if(sd){
+				clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
+				map_foreachinrange(skill->greed,bl,
+					skill->get_splash(skill_id, skill_lv),BL_ITEM,bl);
+			}
+			break;
 
-	case NPC_LICK:
-		status_zap(bl, 0, 100);
-		clif_skill_nodamage(src,bl,skill_id,skill_lv,
-			sc_start(bl,type,(skill_lv*5),skill_lv,skill->get_time2(skill_id,skill_lv)));
-		break;
+		case SA_ELEMENTWATER:
+		case SA_ELEMENTFIRE:
+		case SA_ELEMENTGROUND:
+		case SA_ELEMENTWIND:
+			if(sd && !dstmd) //Only works on monsters.
+				break;
+			if(tstatus->mode&MD_BOSS)
+				break;
+		case NPC_ATTRICHANGE:
+		case NPC_CHANGEWATER:
+		case NPC_CHANGEGROUND:
+		case NPC_CHANGEFIRE:
+		case NPC_CHANGEWIND:
+		case NPC_CHANGEPOISON:
+		case NPC_CHANGEHOLY:
+		case NPC_CHANGEDARKNESS:
+		case NPC_CHANGETELEKINESIS:
+			clif_skill_nodamage(src,bl,skill_id,skill_lv,
+				sc_start2(bl, type, 100, skill_lv, skill->get_ele(skill_id,skill_lv),
+					skill->get_time(skill_id, skill_lv)));
+			break;
+		case NPC_CHANGEUNDEAD:
+			//This skill should fail if target is wearing bathory/evil druid card [Brainstorm]
+			//TO-DO This is ugly, fix it
+			if(tstatus->def_ele==ELE_UNDEAD || tstatus->def_ele==ELE_DARK) break;
+			clif_skill_nodamage(src,bl,skill_id,skill_lv,
+				sc_start2(bl, type, 100, skill_lv, skill->get_ele(skill_id,skill_lv),
+					skill->get_time(skill_id, skill_lv)));
+			break;
 
-	case NPC_SUICIDE:
-		clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
-		status_kill(src); //When suiciding, neither exp nor drops is given.
-		break;
+		case NPC_PROVOCATION:
+			clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
+			if (md) mob_unlocktarget(md, tick);
+			break;
 
-	case NPC_SUMMONSLAVE:
-	case NPC_SUMMONMONSTER:
-		if(md && md->skill_idx >= 0)
-			mob_summonslave(md,md->db->skill[md->skill_idx].val,skill_lv,skill_id);
-		break;
+		case NPC_KEEPING:
+		case NPC_BARRIER:
+			{
+				int skill_time = skill->get_time(skill_id,skill_lv);
+				struct unit_data *ud = unit_bl2ud(bl);
+				if (clif_skill_nodamage(src,bl,skill_id,skill_lv,
+						sc_start(bl,type,100,skill_lv,skill_time))
+				&& ud) {	//Disable attacking/acting/moving for skill's duration.
+					ud->attackabletime =
+					ud->canact_tick =
+					ud->canmove_tick = tick + skill_time;
+				}
+			}
+			break;
 
-	case NPC_CALLSLAVE:
-		mob_warpslave(src,MOB_SLAVEDISTANCE);
-		break;
+		case NPC_REBIRTH:
+			if( md && md->state.rebirth )
+				break; // only works once
+			sc_start(bl,type,100,skill_lv,-1);
+			break;
 
-	case NPC_RANDOMMOVE:
-		if (md) {
-			md->next_walktime = tick - 1;
-			mob_randomwalk(md,tick);
-		}
-		break;
+		case NPC_DARKBLESSING:
+			clif_skill_nodamage(src,bl,skill_id,skill_lv,
+				sc_start2(bl,type,(50+skill_lv*5),skill_lv,skill_lv,skill->get_time2(skill_id,skill_lv)));
+			break;
 
-	case NPC_SPEEDUP:
-		{
-			// or does it increase casting rate? just a guess xD
-			int i = SC_ASPDPOTION0 + skill_lv - 1;
-			if (i > SC_ASPDPOTION3)
-				i = SC_ASPDPOTION3;
+		case NPC_LICK:
+			status_zap(bl, 0, 100);
 			clif_skill_nodamage(src,bl,skill_id,skill_lv,
-				sc_start(bl,(sc_type)i,100,skill_lv,skill_lv * 60000));
-		}
-		break;
+				sc_start(bl,type,(skill_lv*5),skill_lv,skill->get_time2(skill_id,skill_lv)));
+			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->get_targeted(mbl)) == NULL)
-				break;
-			md->state.provoke_flag = tbl->id;
-			mob_target(md, tbl, sstatus->rhw.range);
-		}
-		break;
+		case NPC_SUICIDE:
+			clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
+			status_kill(src); //When suiciding, neither exp nor drops is given.
+			break;
 
-	case NPC_RUN:
-		{
-			const int mask[8][2] = {{0,-1},{1,-1},{1,0},{1,1},{0,1},{-1,1},{-1,0},{-1,-1}};
-			uint8 dir = (bl == src)?unit_getdir(src):map_calc_dir(src,bl->x,bl->y); //If cast on self, run forward, else run away.
-			unit_stop_attack(src);
-			//Run skillv tiles overriding the can-move check.
-			if (unit_walktoxy(src, src->x + skill_lv * mask[dir][0], src->y + skill_lv * mask[dir][1], 2) && md)
-				md->state.skillstate = MSS_WALK; //Otherwise it isn't updated in the ai.
-		}
-		break;
+		case NPC_SUMMONSLAVE:
+		case NPC_SUMMONMONSTER:
+			if(md && md->skill_idx >= 0)
+				mob_summonslave(md,md->db->skill[md->skill_idx].val,skill_lv,skill_id);
+			break;
 
-	case NPC_TRANSFORMATION:
-	case NPC_METAMORPHOSIS:
-		if(md && md->skill_idx >= 0) {
-			int class_ = mob_random_class (md->db->skill[md->skill_idx].val,0);
-			if (skill_lv > 1) //Multiply the rest of mobs. [Skotlex]
-				mob_summonslave(md,md->db->skill[md->skill_idx].val,skill_lv-1,skill_id);
-			if (class_) mob_class_change(md, class_);
-		}
-		break;
+		case NPC_CALLSLAVE:
+			mob_warpslave(src,MOB_SLAVEDISTANCE);
+			break;
 
-	case NPC_EMOTION_ON:
-	case NPC_EMOTION:
-		//va[0] is the emotion to use.
-		//NPC_EMOTION & NPC_EMOTION_ON can change a mob's mode 'permanently' [Skotlex]
-		//val[1] 'sets' the mode
-		//val[2] adds to the current mode
-		//val[3] removes from the current mode
-		//val[4] if set, asks to delete the previous mode change.
-		if(md && md->skill_idx >= 0 && tsc)
-		{
-			clif_emotion(bl, md->db->skill[md->skill_idx].val[0]);
-			if(md->db->skill[md->skill_idx].val[4] && tsce)
-				status_change_end(bl, type, INVALID_TIMER);
+		case NPC_RANDOMMOVE:
+			if (md) {
+				md->next_walktime = tick - 1;
+				mob_randomwalk(md,tick);
+			}
+			break;
 
-			if(md->db->skill[md->skill_idx].val[1] || md->db->skill[md->skill_idx].val[2])
-				sc_start4(src, type, 100, skill_lv,
-					md->db->skill[md->skill_idx].val[1],
-					md->db->skill[md->skill_idx].val[2],
-					md->db->skill[md->skill_idx].val[3],
-					skill->get_time(skill_id, skill_lv));
-		}
-		break;
+		case NPC_SPEEDUP:
+			{
+				// or does it increase casting rate? just a guess xD
+				int i = SC_ASPDPOTION0 + skill_lv - 1;
+				if (i > SC_ASPDPOTION3)
+					i = SC_ASPDPOTION3;
+				clif_skill_nodamage(src,bl,skill_id,skill_lv,
+					sc_start(bl,(sc_type)i,100,skill_lv,skill_lv * 60000));
+			}
+			break;
 
-	case NPC_POWERUP:
-		sc_start(bl,SC_INCATKRATE,100,200,skill->get_time(skill_id, skill_lv));
-		clif_skill_nodamage(src,bl,skill_id,skill_lv,
-			sc_start(bl,type,100,100,skill->get_time(skill_id, skill_lv)));
-		break;
+		case NPC_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->get_targeted(mbl)) == NULL)
+					break;
+				md->state.provoke_flag = tbl->id;
+				mob_target(md, tbl, sstatus->rhw.range);
+			}
+			break;
 
-	case NPC_AGIUP:
-		sc_start(bl,SC_SPEEDUP1,100,skill_lv,skill->get_time(skill_id, skill_lv));
-		clif_skill_nodamage(src,bl,skill_id,skill_lv,
-			sc_start(bl,type,100,100,skill->get_time(skill_id, skill_lv)));
-		break;
+		case NPC_RUN:
+			{
+				const int mask[8][2] = {{0,-1},{1,-1},{1,0},{1,1},{0,1},{-1,1},{-1,0},{-1,-1}};
+				uint8 dir = (bl == src)?unit_getdir(src):map_calc_dir(src,bl->x,bl->y); //If cast on self, run forward, else run away.
+				unit_stop_attack(src);
+				//Run skillv tiles overriding the can-move check.
+				if (unit_walktoxy(src, src->x + skill_lv * mask[dir][0], src->y + skill_lv * mask[dir][1], 2) && md)
+					md->state.skillstate = MSS_WALK; //Otherwise it isn't updated in the ai.
+			}
+			break;
+
+		case NPC_TRANSFORMATION:
+		case NPC_METAMORPHOSIS:
+			if(md && md->skill_idx >= 0) {
+				int class_ = mob_random_class (md->db->skill[md->skill_idx].val,0);
+				if (skill_lv > 1) //Multiply the rest of mobs. [Skotlex]
+					mob_summonslave(md,md->db->skill[md->skill_idx].val,skill_lv-1,skill_id);
+				if (class_) mob_class_change(md, class_);
+			}
+			break;
+
+		case NPC_EMOTION_ON:
+		case NPC_EMOTION:
+			//va[0] is the emotion to use.
+			//NPC_EMOTION & NPC_EMOTION_ON can change a mob's mode 'permanently' [Skotlex]
+			//val[1] 'sets' the mode
+			//val[2] adds to the current mode
+			//val[3] removes from the current mode
+			//val[4] if set, asks to delete the previous mode change.
+			if(md && md->skill_idx >= 0 && tsc)
+			{
+				clif_emotion(bl, md->db->skill[md->skill_idx].val[0]);
+				if(md->db->skill[md->skill_idx].val[4] && tsce)
+					status_change_end(bl, type, INVALID_TIMER);
 
-	case NPC_INVISIBLE:
-		//Have val4 passed as 6 is for "infinite cloak" (do not end on attack/skill use).
-		clif_skill_nodamage(src,bl,skill_id,skill_lv,
-			sc_start4(bl,type,100,skill_lv,0,0,6,skill->get_time(skill_id,skill_lv)));
-		break;
+				if(md->db->skill[md->skill_idx].val[1] || md->db->skill[md->skill_idx].val[2])
+					sc_start4(src, type, 100, skill_lv,
+						md->db->skill[md->skill_idx].val[1],
+						md->db->skill[md->skill_idx].val[2],
+						md->db->skill[md->skill_idx].val[3],
+						skill->get_time(skill_id, skill_lv));
+			}
+			break;
 
-	case NPC_SIEGEMODE:
-		// not sure what it does
-		clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
-		break;
+		case NPC_POWERUP:
+			sc_start(bl,SC_INCATKRATE,100,200,skill->get_time(skill_id, skill_lv));
+			clif_skill_nodamage(src,bl,skill_id,skill_lv,
+				sc_start(bl,type,100,100,skill->get_time(skill_id, skill_lv)));
+			break;
 
-	case WE_MALE:
-		{
-			int hp_rate=(!skill_lv)? 0:skill_db[skill_id].hp_rate[skill_lv-1];
-			int gain_hp= tstatus->max_hp*abs(hp_rate)/100; // The earned is the same % of the target HP than it costed the caster. [Skotlex]
-			clif_skill_nodamage(src,bl,skill_id,status_heal(bl, gain_hp, 0, 0),1);
-		}
-		break;
-	case WE_FEMALE:
-		{
-			int sp_rate=(!skill_lv)? 0:skill_db[skill_id].sp_rate[skill_lv-1];
-			int gain_sp=tstatus->max_sp*abs(sp_rate)/100;// The earned is the same % of the target SP than it costed the caster. [Skotlex]
-			clif_skill_nodamage(src,bl,skill_id,status_heal(bl, 0, gain_sp, 0),1);
-		}
-		break;
+		case NPC_AGIUP:
+			sc_start(bl,SC_SPEEDUP1,100,skill_lv,skill->get_time(skill_id, skill_lv));
+			clif_skill_nodamage(src,bl,skill_id,skill_lv,
+				sc_start(bl,type,100,100,skill->get_time(skill_id, skill_lv)));
+			break;
 
-	// parent-baby skills
-	case WE_BABY:
-		if(sd){
-			struct map_session_data *f_sd = pc_get_father(sd);
-			struct map_session_data *m_sd = pc_get_mother(sd);
-			// if neither was found
-			if(!f_sd && !m_sd){
-				clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
-				map_freeblock_unlock();
-				return 0;
-			}
-			status_change_start(bl,SC_STUN,10000,skill_lv,0,0,0,skill->get_time2(skill_id,skill_lv),8);
-			if (f_sd) sc_start(&f_sd->bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv));
-			if (m_sd) sc_start(&m_sd->bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv));
-		}
-		break;
+		case NPC_INVISIBLE:
+			//Have val4 passed as 6 is for "infinite cloak" (do not end on attack/skill use).
+			clif_skill_nodamage(src,bl,skill_id,skill_lv,
+				sc_start4(bl,type,100,skill_lv,0,0,6,skill->get_time(skill_id,skill_lv)));
+			break;
 
-	case PF_HPCONVERSION:
-		{
-			int hp, sp;
-			hp = sstatus->max_hp/10;
-			sp = hp * 10 * skill_lv / 100;
-			if (!status_charge(src,hp,0)) {
-				if (sd) clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
-				break;
+		case NPC_SIEGEMODE:
+			// not sure what it does
+			clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
+			break;
+
+		case WE_MALE:
+			{
+				int hp_rate=(!skill_lv)? 0:skill_db[skill_id].hp_rate[skill_lv-1];
+				int gain_hp= tstatus->max_hp*abs(hp_rate)/100; // The earned is the same % of the target HP than it costed the caster. [Skotlex]
+				clif_skill_nodamage(src,bl,skill_id,status_heal(bl, gain_hp, 0, 0),1);
 			}
-			clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
-			status_heal(bl,0,sp,2);
-		}
-		break;
+			break;
+		case WE_FEMALE:
+			{
+				int sp_rate=(!skill_lv)? 0:skill_db[skill_id].sp_rate[skill_lv-1];
+				int gain_sp=tstatus->max_sp*abs(sp_rate)/100;// The earned is the same % of the target SP than it costed the caster. [Skotlex]
+				clif_skill_nodamage(src,bl,skill_id,status_heal(bl, 0, gain_sp, 0),1);
+			}
+			break;
 
-	case MA_REMOVETRAP:
-	case HT_REMOVETRAP:
-		{
-			struct skill_unit* su;
-			struct skill_unit_group* sg;
-			su = BL_CAST(BL_SKILL, bl);
+		// parent-baby skills
+		case WE_BABY:
+			if(sd){
+				struct map_session_data *f_sd = pc_get_father(sd);
+				struct map_session_data *m_sd = pc_get_mother(sd);
+				// if neither was found
+				if(!f_sd && !m_sd){
+					clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
+					map_freeblock_unlock();
+					return 0;
+				}
+				status_change_start(bl,SC_STUN,10000,skill_lv,0,0,0,skill->get_time2(skill_id,skill_lv),8);
+				if (f_sd) sc_start(&f_sd->bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv));
+				if (m_sd) sc_start(&m_sd->bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv));
+			}
+			break;
 
-			// Mercenaries can remove any trap
-			// Players can only remove their own traps or traps on Vs maps.
-			if( su && (sg = su->group) && (src->type == BL_MER || sg->src_id == src->id || map_flag_vs(bl->m)) && (skill->get_inf2(sg->skill_id)&INF2_TRAP) )
+		case PF_HPCONVERSION:
 			{
+				int hp, sp;
+				hp = sstatus->max_hp/10;
+				sp = hp * 10 * skill_lv / 100;
+				if (!status_charge(src,hp,0)) {
+					if (sd) clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
+					break;
+				}
 				clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
-				if( sd && !(sg->unit_id == UNT_USED_TRAPS || (sg->unit_id == UNT_ANKLESNARE && sg->val2 != 0 )) )
-				{ // prevent picking up expired traps
-					if( battle_config.skill_removetrap_type )
-					{ // get back all items used to deploy the trap
-						for( i = 0; i < 10; i++ )
-						{
-							if( skill_db[su->group->skill_id].itemid[i] > 0 )
+				status_heal(bl,0,sp,2);
+			}
+			break;
+
+		case MA_REMOVETRAP:
+		case HT_REMOVETRAP:
+			{
+				struct skill_unit* su;
+				struct skill_unit_group* sg;
+				su = BL_CAST(BL_SKILL, bl);
+
+				// Mercenaries can remove any trap
+				// Players can only remove their own traps or traps on Vs maps.
+				if( su && (sg = su->group) && (src->type == BL_MER || sg->src_id == src->id || map_flag_vs(bl->m)) && (skill->get_inf2(sg->skill_id)&INF2_TRAP) )
+				{
+					clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
+					if( sd && !(sg->unit_id == UNT_USED_TRAPS || (sg->unit_id == UNT_ANKLESNARE && sg->val2 != 0 )) )
+					{ // prevent picking up expired traps
+						if( battle_config.skill_removetrap_type )
+						{ // get back all items used to deploy the trap
+							for( i = 0; i < 10; i++ )
 							{
-								int flag;
-								struct item item_tmp;
-								memset(&item_tmp,0,sizeof(item_tmp));
-								item_tmp.nameid = skill_db[su->group->skill_id].itemid[i];
-								item_tmp.identify = 1;
-								if( item_tmp.nameid && (flag=pc_additem(sd,&item_tmp,skill_db[su->group->skill_id].amount[i],LOG_TYPE_OTHER)) )
+								if( skill_db[su->group->skill_id].itemid[i] > 0 )
 								{
-									clif_additem(sd,0,0,flag);
-									map_addflooritem(&item_tmp,skill_db[su->group->skill_id].amount[i],sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,0);
+									int flag;
+									struct item item_tmp;
+									memset(&item_tmp,0,sizeof(item_tmp));
+									item_tmp.nameid = skill_db[su->group->skill_id].itemid[i];
+									item_tmp.identify = 1;
+									if( item_tmp.nameid && (flag=pc_additem(sd,&item_tmp,skill_db[su->group->skill_id].amount[i],LOG_TYPE_OTHER)) )
+									{
+										clif_additem(sd,0,0,flag);
+										map_addflooritem(&item_tmp,skill_db[su->group->skill_id].amount[i],sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,0);
+									}
 								}
 							}
 						}
-					}
-					else
-					{ // get back 1 trap
-						struct item item_tmp;
-						memset(&item_tmp,0,sizeof(item_tmp));
-						item_tmp.nameid = su->group->item_id?su->group->item_id:ITEMID_TRAP;
-						item_tmp.identify = 1;
-						if( item_tmp.nameid && (flag=pc_additem(sd,&item_tmp,1,LOG_TYPE_OTHER)) )
-						{
-							clif_additem(sd,0,0,flag);
-							map_addflooritem(&item_tmp,1,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,0);
+						else
+						{ // get back 1 trap
+							struct item item_tmp;
+							memset(&item_tmp,0,sizeof(item_tmp));
+							item_tmp.nameid = su->group->item_id?su->group->item_id:ITEMID_TRAP;
+							item_tmp.identify = 1;
+							if( item_tmp.nameid && (flag=pc_additem(sd,&item_tmp,1,LOG_TYPE_OTHER)) )
+							{
+								clif_additem(sd,0,0,flag);
+								map_addflooritem(&item_tmp,1,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,0);
+							}
 						}
 					}
-				}
-				skill->delunit(su);
-			}else if(sd)
-				clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
+					skill->delunit(su);
+				}else if(sd)
+					clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
 
-		}
-		break;
-	case HT_SPRINGTRAP:
-		clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
-		{
-			struct skill_unit *su=NULL;
-			if((bl->type==BL_SKILL) && (su=(struct skill_unit *)bl) && (su->group) ){
-				switch(su->group->unit_id){
-					case UNT_ANKLESNARE:	// ankle snare
-						if (su->group->val2 != 0)
-							// if it is already trapping something don't spring it,
-							// remove trap should be used instead
-							break;
-						// otherwise fallthrough to below
-					case UNT_BLASTMINE:
-					case UNT_SKIDTRAP:
-					case UNT_LANDMINE:
-					case UNT_SHOCKWAVE:
-					case UNT_SANDMAN:
-					case UNT_FLASHER:
-					case UNT_FREEZINGTRAP:
-					case UNT_CLAYMORETRAP:
-					case UNT_TALKIEBOX:
-						su->group->unit_id = UNT_USED_TRAPS;
-						clif_changetraplook(bl, UNT_USED_TRAPS);
-						su->group->limit=DIFF_TICK(tick+1500,su->group->tick);
-						su->limit=DIFF_TICK(tick+1500,su->group->tick);
+			}
+			break;
+		case HT_SPRINGTRAP:
+			clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
+			{
+				struct skill_unit *su=NULL;
+				if((bl->type==BL_SKILL) && (su=(struct skill_unit *)bl) && (su->group) ){
+					switch(su->group->unit_id){
+						case UNT_ANKLESNARE:	// ankle snare
+							if (su->group->val2 != 0)
+								// if it is already trapping something don't spring it,
+								// remove trap should be used instead
+								break;
+							// otherwise fallthrough to below
+						case UNT_BLASTMINE:
+						case UNT_SKIDTRAP:
+						case UNT_LANDMINE:
+						case UNT_SHOCKWAVE:
+						case UNT_SANDMAN:
+						case UNT_FLASHER:
+						case UNT_FREEZINGTRAP:
+						case UNT_CLAYMORETRAP:
+						case UNT_TALKIEBOX:
+							su->group->unit_id = UNT_USED_TRAPS;
+							clif_changetraplook(bl, UNT_USED_TRAPS);
+							su->group->limit=DIFF_TICK(tick+1500,su->group->tick);
+							su->limit=DIFF_TICK(tick+1500,su->group->tick);
+					}
 				}
 			}
-		}
-		break;
-	case BD_ENCORE:
-		clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
-		if(sd)
-			unit_skilluse_id(src,src->id,sd->skill_id_dance,sd->skill_lv_dance);
-		break;
+			break;
+		case BD_ENCORE:
+			clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
+			if(sd)
+				unit_skilluse_id(src,src->id,sd->skill_id_dance,sd->skill_lv_dance);
+			break;
 
-	case AS_SPLASHER:
-		if(tstatus->mode&MD_BOSS
-	/**
-	 * Renewal dropped the 3/4 hp requirement
-	 **/
-	#ifndef RENEWAL
-			|| tstatus-> hp > tstatus->max_hp*3/4
-	#endif
-				) {
-			if (sd) clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
-			map_freeblock_unlock();
-			return 1;
-		}
-		clif_skill_nodamage(src,bl,skill_id,skill_lv,
-			sc_start4(bl,type,100,skill_lv,skill_id,src->id,skill->get_time(skill_id,skill_lv),1000));
-#ifndef RENEWAL
-		if (sd) skill->blockpc_start (sd, skill_id, skill->get_time(skill_id, skill_lv)+3000, false);
-#endif
-		break;
-
-	case PF_MINDBREAKER:
-		{
-			if(tstatus->mode&MD_BOSS || battle->check_undead(tstatus->race,tstatus->def_ele) ) {
-				map_freeblock_unlock();
-				return 1;
-			}
-
-			if (tsce)
-			{	//HelloKitty2 (?) explained that this silently fails when target is
-				//already inflicted. [Skotlex]
+		case AS_SPLASHER:
+			if(tstatus->mode&MD_BOSS
+		/**
+		 * Renewal dropped the 3/4 hp requirement
+		 **/
+		#ifndef RENEWAL
+				|| tstatus-> hp > tstatus->max_hp*3/4
+		#endif
+					) {
+				if (sd) clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
 				map_freeblock_unlock();
 				return 1;
 			}
+			clif_skill_nodamage(src,bl,skill_id,skill_lv,
+				sc_start4(bl,type,100,skill_lv,skill_id,src->id,skill->get_time(skill_id,skill_lv),1000));
+		#ifndef RENEWAL
+			if (sd) skill->blockpc_start (sd, skill_id, skill->get_time(skill_id, skill_lv)+3000, false);
+		#endif
+			break;
 
-			//Has a 55% + skill_lv*5% success chance.
-			if (!clif_skill_nodamage(src,bl,skill_id,skill_lv,
-				sc_start(bl,type,55+5*skill_lv,skill_lv,skill->get_time(skill_id,skill_lv))))
+		case PF_MINDBREAKER:
 			{
-				if (sd) clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
-				map_freeblock_unlock();
-				return 0;
-			}
+				if(tstatus->mode&MD_BOSS || battle->check_undead(tstatus->race,tstatus->def_ele) ) {
+					map_freeblock_unlock();
+					return 1;
+				}
 
-			unit_skillcastcancel(bl,0);
+				if (tsce)
+				{	//HelloKitty2 (?) explained that this silently fails when target is
+					//already inflicted. [Skotlex]
+					map_freeblock_unlock();
+					return 1;
+				}
 
-			if(tsc && tsc->count){
-				status_change_end(bl, SC_FREEZE, INVALID_TIMER);
-				if(tsc->data[SC_STONE] && tsc->opt1 == OPT1_STONE)
-					status_change_end(bl, SC_STONE, INVALID_TIMER);
-				status_change_end(bl, SC_SLEEP, INVALID_TIMER);
-			}
+				//Has a 55% + skill_lv*5% success chance.
+				if (!clif_skill_nodamage(src,bl,skill_id,skill_lv,
+					sc_start(bl,type,55+5*skill_lv,skill_lv,skill->get_time(skill_id,skill_lv))))
+				{
+					if (sd) clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
+					map_freeblock_unlock();
+					return 0;
+				}
 
-			if(dstmd)
-				mob_target(dstmd,src,skill->get_range2(src,skill_id,skill_lv));
-		}
-		break;
+				unit_skillcastcancel(bl,0);
 
-	case PF_SOULCHANGE:
-		{
-			unsigned int sp1 = 0, sp2 = 0;
-			if (dstmd) {
-				if (dstmd->state.soul_change_flag) {
-					if(sd) clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
+				if(tsc && tsc->count){
+					status_change_end(bl, SC_FREEZE, INVALID_TIMER);
+					if(tsc->data[SC_STONE] && tsc->opt1 == OPT1_STONE)
+						status_change_end(bl, SC_STONE, INVALID_TIMER);
+					status_change_end(bl, SC_SLEEP, INVALID_TIMER);
+				}
+
+				if(dstmd)
+					mob_target(dstmd,src,skill->get_range2(src,skill_id,skill_lv));
+			}
+			break;
+
+		case PF_SOULCHANGE:
+			{
+				unsigned int sp1 = 0, sp2 = 0;
+				if (dstmd) {
+					if (dstmd->state.soul_change_flag) {
+						if(sd) clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
+						break;
+					}
+					dstmd->state.soul_change_flag = 1;
+					sp2 = sstatus->max_sp * 3 /100;
+					status_heal(src, 0, sp2, 2);
+					clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
 					break;
 				}
-				dstmd->state.soul_change_flag = 1;
-				sp2 = sstatus->max_sp * 3 /100;
-				status_heal(src, 0, sp2, 2);
+				sp1 = sstatus->sp;
+				sp2 = tstatus->sp;
+				#ifdef	RENEWAL
+					sp1 = sp1 / 2;
+					sp2 = sp2 / 2;
+					if( tsc && tsc->data[SC_EXTREMITYFIST2] )
+						sp1 = tstatus->sp;
+				#endif
+				status_set_sp(src, sp2, 3);
+				status_set_sp(bl, sp1, 3);
 				clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
-				break;
 			}
-			sp1 = sstatus->sp;
-			sp2 = tstatus->sp;
-			#ifdef	RENEWAL
-				sp1 = sp1 / 2;
-				sp2 = sp2 / 2;
-				if( tsc && tsc->data[SC_EXTREMITYFIST2] )
-					sp1 = tstatus->sp;
-			#endif
-			status_set_sp(src, sp2, 3);
-			status_set_sp(bl, sp1, 3);
-			clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
-		}
-		break;
-
-	// Slim Pitcher
-	case CR_SLIMPITCHER:
-		// Updated to block Slim Pitcher from working on barricades and guardian stones.
-		if( dstmd && (dstmd->class_ == MOBID_EMPERIUM || (dstmd->class_ >= MOBID_BARRICADE1 && dstmd->class_ <= MOBID_GUARIDAN_STONE2)) )
 			break;
-		if (potion_hp || potion_sp) {
-			int hp = potion_hp, sp = potion_sp;
-			hp = hp * (100 + (tstatus->vit<<1))/100;
-			sp = sp * (100 + (tstatus->int_<<1))/100;
-			if (dstsd) {
-				if (hp)
-					hp = hp * (100 + pc_checkskill(dstsd,SM_RECOVERY)*10 + pc_skillheal2_bonus(dstsd, skill_id))/100;
-				if (sp)
-					sp = sp * (100 + pc_checkskill(dstsd,MG_SRECOVERY)*10 + pc_skillheal2_bonus(dstsd, skill_id))/100;
-			}
-			if( tsc && tsc->count ) {
-				if (tsc->data[SC_CRITICALWOUND]) {
-					hp -= hp * tsc->data[SC_CRITICALWOUND]->val2 / 100;
-					sp -= sp * tsc->data[SC_CRITICALWOUND]->val2 / 100;
-				}
-				if (tsc->data[SC_DEATHHURT]) {
-					hp -= hp * 20 / 100;
-					sp -= sp * 20 / 100;
-				}
-				if( tsc->data[SC_WATER_INSIGNIA] && tsc->data[SC_WATER_INSIGNIA]->val1 == 2) {
-					hp += hp / 10;
-					sp += sp / 10;
-				}
-			}
-			if(hp > 0)
-				clif_skill_nodamage(NULL,bl,AL_HEAL,hp,1);
-			if(sp > 0)
-				clif_skill_nodamage(NULL,bl,MG_SRECOVERY,sp,1);
-			status_heal(bl,hp,sp,0);
-		}
-		break;
-	// Full Chemical Protection
-	case CR_FULLPROTECTION:
-		{
-			unsigned int equip[] = {EQP_WEAPON, EQP_SHIELD, EQP_ARMOR, EQP_HEAD_TOP};
-			int i, s = 0, skilltime = skill->get_time(skill_id,skill_lv);
 
-			for (i=0 ; i<4; i++) {
-				if( bl->type != BL_PC || ( dstsd && pc_checkequip(dstsd,equip[i]) < 0 ) )
-					continue;
-				sc_start(bl,(sc_type)(SC_CP_WEAPON + i),100,skill_lv,skilltime);
-				s++;
+		// Slim Pitcher
+		case CR_SLIMPITCHER:
+			// Updated to block Slim Pitcher from working on barricades and guardian stones.
+			if( dstmd && (dstmd->class_ == MOBID_EMPERIUM || (dstmd->class_ >= MOBID_BARRICADE1 && dstmd->class_ <= MOBID_GUARIDAN_STONE2)) )
+				break;
+			if (potion_hp || potion_sp) {
+				int hp = potion_hp, sp = potion_sp;
+				hp = hp * (100 + (tstatus->vit<<1))/100;
+				sp = sp * (100 + (tstatus->int_<<1))/100;
+				if (dstsd) {
+					if (hp)
+						hp = hp * (100 + pc_checkskill(dstsd,SM_RECOVERY)*10 + pc_skillheal2_bonus(dstsd, skill_id))/100;
+					if (sp)
+						sp = sp * (100 + pc_checkskill(dstsd,MG_SRECOVERY)*10 + pc_skillheal2_bonus(dstsd, skill_id))/100;
+				}
+				if( tsc && tsc->count ) {
+					if (tsc->data[SC_CRITICALWOUND]) {
+						hp -= hp * tsc->data[SC_CRITICALWOUND]->val2 / 100;
+						sp -= sp * tsc->data[SC_CRITICALWOUND]->val2 / 100;
+					}
+					if (tsc->data[SC_DEATHHURT]) {
+						hp -= hp * 20 / 100;
+						sp -= sp * 20 / 100;
+					}
+					if( tsc->data[SC_WATER_INSIGNIA] && tsc->data[SC_WATER_INSIGNIA]->val1 == 2) {
+						hp += hp / 10;
+						sp += sp / 10;
+					}
+				}
+				if(hp > 0)
+					clif_skill_nodamage(NULL,bl,AL_HEAL,hp,1);
+				if(sp > 0)
+					clif_skill_nodamage(NULL,bl,MG_SRECOVERY,sp,1);
+				status_heal(bl,hp,sp,0);
 			}
-			if( sd && !s ){
-				clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
-				map_freeblock_unlock(); // Don't consume item requirements
-				return 0;
+			break;
+		// Full Chemical Protection
+		case CR_FULLPROTECTION:
+			{
+				unsigned int equip[] = {EQP_WEAPON, EQP_SHIELD, EQP_ARMOR, EQP_HEAD_TOP};
+				int i, s = 0, skilltime = skill->get_time(skill_id,skill_lv);
+
+				for (i=0 ; i<4; i++) {
+					if( bl->type != BL_PC || ( dstsd && pc_checkequip(dstsd,equip[i]) < 0 ) )
+						continue;
+					sc_start(bl,(sc_type)(SC_CP_WEAPON + i),100,skill_lv,skilltime);
+					s++;
+				}
+				if( sd && !s ){
+					clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
+					map_freeblock_unlock(); // Don't consume item requirements
+					return 0;
+				}
+				clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
 			}
-			clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
-		}
-		break;
+			break;
 
-	case RG_CLEANER:	//AppleGirl
-		clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
-		break;
+		case RG_CLEANER:	//AppleGirl
+			clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
+			break;
 
-	case CG_LONGINGFREEDOM:
-		{
-			if (tsc && !tsce && (tsce=tsc->data[SC_DANCING]) && tsce->val4
-				&& (tsce->val1&0xFFFF) != CG_MOONLIT) //Can't use Longing for Freedom while under Moonlight Petals. [Skotlex]
+		case CG_LONGINGFREEDOM:
 			{
-				clif_skill_nodamage(src,bl,skill_id,skill_lv,
-					sc_start(bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv)));
+				if (tsc && !tsce && (tsce=tsc->data[SC_DANCING]) && tsce->val4
+					&& (tsce->val1&0xFFFF) != CG_MOONLIT) //Can't use Longing for Freedom while under Moonlight Petals. [Skotlex]
+				{
+					clif_skill_nodamage(src,bl,skill_id,skill_lv,
+						sc_start(bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv)));
+				}
 			}
-		}
-		break;
+			break;
 
-	case CG_TAROTCARD:
-		{
-			int eff, count = -1;
-			if( rnd() % 100 > skill_lv * 8 || (dstmd && ((dstmd->guardian_data && dstmd->class_ == MOBID_EMPERIUM) || mob_is_battleground(dstmd))) )
+		case CG_TAROTCARD:
 			{
-				if( sd )
-					clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
-
-				map_freeblock_unlock();
-				return 0;
-			}
-			status_zap(src,0,skill_db[skill->get_index(skill_id)].sp[skill_lv]); // consume sp only if succeeded [Inkfish]
-			do {
-				eff = rnd() % 14;
-				clif_specialeffect(bl, 523 + eff, AREA);
-				switch (eff)
+				int eff, count = -1;
+				if( rnd() % 100 > skill_lv * 8 || (dstmd && ((dstmd->guardian_data && dstmd->class_ == MOBID_EMPERIUM) || mob_is_battleground(dstmd))) )
 				{
-				case 0:	// heals SP to 0
-					status_percent_damage(src, bl, 0, 100, false);
-					break;
-				case 1:	// matk halved
-					sc_start(bl,SC_INCMATKRATE,100,-50,skill->get_time2(skill_id,skill_lv));
-					break;
-				case 2:	// all buffs removed
-					status_change_clear_buffs(bl,1);
-					break;
-				case 3:	// 1000 damage, random armor destroyed
+					if( sd )
+						clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
+
+					map_freeblock_unlock();
+					return 0;
+				}
+				status_zap(src,0,skill_db[skill->get_index(skill_id)].sp[skill_lv]); // consume sp only if succeeded [Inkfish]
+				do {
+					eff = rnd() % 14;
+					clif_specialeffect(bl, 523 + eff, AREA);
+					switch (eff)
 					{
-						status_fix_damage(src, bl, 1000, 0);
-						clif_damage(src,bl,tick,0,0,1000,0,0,0);
-						if( !status_isdead(bl) ) {
-							int where[] = { EQP_ARMOR, EQP_SHIELD, EQP_HELM, EQP_SHOES, EQP_GARMENT };
-							skill->break_equip(bl, where[rnd()%5], 10000, BCT_ENEMY);
+					case 0:	// heals SP to 0
+						status_percent_damage(src, bl, 0, 100, false);
+						break;
+					case 1:	// matk halved
+						sc_start(bl,SC_INCMATKRATE,100,-50,skill->get_time2(skill_id,skill_lv));
+						break;
+					case 2:	// all buffs removed
+						status_change_clear_buffs(bl,1);
+						break;
+					case 3:	// 1000 damage, random armor destroyed
+						{
+							status_fix_damage(src, bl, 1000, 0);
+							clif_damage(src,bl,tick,0,0,1000,0,0,0);
+							if( !status_isdead(bl) ) {
+								int where[] = { EQP_ARMOR, EQP_SHIELD, EQP_HELM, EQP_SHOES, EQP_GARMENT };
+								skill->break_equip(bl, where[rnd()%5], 10000, BCT_ENEMY);
+							}
 						}
+						break;
+					case 4:	// atk halved
+						sc_start(bl,SC_INCATKRATE,100,-50,skill->get_time2(skill_id,skill_lv));
+						break;
+					case 5:	// 2000HP heal, random teleported
+						status_heal(src, 2000, 0, 0);
+						if( !map_flag_vs(bl->m) )
+							unit_warp(bl, -1,-1,-1, CLR_TELEPORT);
+						break;
+					case 6:	// random 2 other effects
+						if (count == -1)
+							count = 3;
+						else
+							count++; //Should not retrigger this one.
+						break;
+					case 7:	// stop freeze or stoned
+						{
+							enum sc_type sc[] = { SC_STOP, SC_FREEZE, SC_STONE };
+							sc_start(bl,sc[rnd()%3],100,skill_lv,skill->get_time2(skill_id,skill_lv));
+						}
+						break;
+					case 8:	// curse coma and poison
+						sc_start(bl,SC_COMA,100,skill_lv,skill->get_time2(skill_id,skill_lv));
+						sc_start(bl,SC_CURSE,100,skill_lv,skill->get_time2(skill_id,skill_lv));
+						sc_start(bl,SC_POISON,100,skill_lv,skill->get_time2(skill_id,skill_lv));
+						break;
+					case 9:	// confusion
+						sc_start(bl,SC_CONFUSION,100,skill_lv,skill->get_time2(skill_id,skill_lv));
+						break;
+					case 10:	// 6666 damage, atk matk halved, cursed
+						status_fix_damage(src, bl, 6666, 0);
+						clif_damage(src,bl,tick,0,0,6666,0,0,0);
+						sc_start(bl,SC_INCATKRATE,100,-50,skill->get_time2(skill_id,skill_lv));
+						sc_start(bl,SC_INCMATKRATE,100,-50,skill->get_time2(skill_id,skill_lv));
+						sc_start(bl,SC_CURSE,skill_lv,100,skill->get_time2(skill_id,skill_lv));
+						break;
+					case 11:	// 4444 damage
+						status_fix_damage(src, bl, 4444, 0);
+						clif_damage(src,bl,tick,0,0,4444,0,0,0);
+						break;
+					case 12:	// stun
+						sc_start(bl,SC_STUN,100,skill_lv,5000);
+						break;
+					case 13:	// atk,matk,hit,flee,def reduced
+						sc_start(bl,SC_INCATKRATE,100,-20,skill->get_time2(skill_id,skill_lv));
+						sc_start(bl,SC_INCMATKRATE,100,-20,skill->get_time2(skill_id,skill_lv));
+						sc_start(bl,SC_INCHITRATE,100,-20,skill->get_time2(skill_id,skill_lv));
+						sc_start(bl,SC_INCFLEERATE,100,-20,skill->get_time2(skill_id,skill_lv));
+						sc_start(bl,SC_INCDEFRATE,100,-20,skill->get_time2(skill_id,skill_lv));
+						break;
+					default:
+						break;
 					}
-					break;
-				case 4:	// atk halved
-					sc_start(bl,SC_INCATKRATE,100,-50,skill->get_time2(skill_id,skill_lv));
-					break;
-				case 5:	// 2000HP heal, random teleported
-					status_heal(src, 2000, 0, 0);
-					if( !map_flag_vs(bl->m) )
-						unit_warp(bl, -1,-1,-1, CLR_TELEPORT);
-					break;
-				case 6:	// random 2 other effects
-					if (count == -1)
-						count = 3;
-					else
-						count++; //Should not retrigger this one.
-					break;
-				case 7:	// stop freeze or stoned
-					{
-						enum sc_type sc[] = { SC_STOP, SC_FREEZE, SC_STONE };
-						sc_start(bl,sc[rnd()%3],100,skill_lv,skill->get_time2(skill_id,skill_lv));
-					}
-					break;
-				case 8:	// curse coma and poison
-					sc_start(bl,SC_COMA,100,skill_lv,skill->get_time2(skill_id,skill_lv));
-					sc_start(bl,SC_CURSE,100,skill_lv,skill->get_time2(skill_id,skill_lv));
-					sc_start(bl,SC_POISON,100,skill_lv,skill->get_time2(skill_id,skill_lv));
-					break;
-				case 9:	// confusion
-					sc_start(bl,SC_CONFUSION,100,skill_lv,skill->get_time2(skill_id,skill_lv));
-					break;
-				case 10:	// 6666 damage, atk matk halved, cursed
-					status_fix_damage(src, bl, 6666, 0);
-					clif_damage(src,bl,tick,0,0,6666,0,0,0);
-					sc_start(bl,SC_INCATKRATE,100,-50,skill->get_time2(skill_id,skill_lv));
-					sc_start(bl,SC_INCMATKRATE,100,-50,skill->get_time2(skill_id,skill_lv));
-					sc_start(bl,SC_CURSE,skill_lv,100,skill->get_time2(skill_id,skill_lv));
-					break;
-				case 11:	// 4444 damage
-					status_fix_damage(src, bl, 4444, 0);
-					clif_damage(src,bl,tick,0,0,4444,0,0,0);
-					break;
-				case 12:	// stun
-					sc_start(bl,SC_STUN,100,skill_lv,5000);
-					break;
-				case 13:	// atk,matk,hit,flee,def reduced
-					sc_start(bl,SC_INCATKRATE,100,-20,skill->get_time2(skill_id,skill_lv));
-					sc_start(bl,SC_INCMATKRATE,100,-20,skill->get_time2(skill_id,skill_lv));
-					sc_start(bl,SC_INCHITRATE,100,-20,skill->get_time2(skill_id,skill_lv));
-					sc_start(bl,SC_INCFLEERATE,100,-20,skill->get_time2(skill_id,skill_lv));
-					sc_start(bl,SC_INCDEFRATE,100,-20,skill->get_time2(skill_id,skill_lv));
-					break;
-				default:
-					break;
-				}
-			} while ((--count) > 0);
-			clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
-		}
-		break;
-
-	case SL_ALCHEMIST:
-	case SL_ASSASIN:
-	case SL_BARDDANCER:
-	case SL_BLACKSMITH:
-	case SL_CRUSADER:
-	case SL_HUNTER:
-	case SL_KNIGHT:
-	case SL_MONK:
-	case SL_PRIEST:
-	case SL_ROGUE:
-	case SL_SAGE:
-	case SL_SOULLINKER:
-	case SL_STAR:
-	case SL_SUPERNOVICE:
-	case SL_WIZARD:
-		//NOTE: here, 'type' has the value of the associated MAPID, not of the SC_SPIRIT constant.
-		if (sd && !(dstsd && (dstsd->class_&MAPID_UPPERMASK) == type)) {
-			clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
-			break;
-		}
-		if (skill_id == SL_SUPERNOVICE && dstsd && dstsd->die_counter && !(rnd()%100))
-		{	//Erase death count 1% of the casts
-			dstsd->die_counter = 0;
-			pc_setglobalreg(dstsd,"PC_DIE_COUNTER", 0);
-			clif_specialeffect(bl, 0x152, AREA);
-			//SC_SPIRIT invokes status_calc_pc for us.
-		}
-		clif_skill_nodamage(src,bl,skill_id,skill_lv,
-			sc_start4(bl,SC_SPIRIT,100,skill_lv,skill_id,0,0,skill->get_time(skill_id,skill_lv)));
-		sc_start(src,SC_SMA,100,skill_lv,skill->get_time(SL_SMA,skill_lv));
-		break;
-	case SL_HIGH:
-		if (sd && !(dstsd && (dstsd->class_&JOBL_UPPER) && !(dstsd->class_&JOBL_2) && dstsd->status.base_level < 70)) {
-			clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
+				} while ((--count) > 0);
+				clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
+			}
 			break;
-		}
-		clif_skill_nodamage(src,bl,skill_id,skill_lv,
-			sc_start4(bl,type,100,skill_lv,skill_id,0,0,skill->get_time(skill_id,skill_lv)));
-		sc_start(src,SC_SMA,100,skill_lv,skill->get_time(SL_SMA,skill_lv));
-		break;
 
-	case SL_SWOO:
-		if (tsce) {
-			if(sd)
+		case SL_ALCHEMIST:
+		case SL_ASSASIN:
+		case SL_BARDDANCER:
+		case SL_BLACKSMITH:
+		case SL_CRUSADER:
+		case SL_HUNTER:
+		case SL_KNIGHT:
+		case SL_MONK:
+		case SL_PRIEST:
+		case SL_ROGUE:
+		case SL_SAGE:
+		case SL_SOULLINKER:
+		case SL_STAR:
+		case SL_SUPERNOVICE:
+		case SL_WIZARD:
+			//NOTE: here, 'type' has the value of the associated MAPID, not of the SC_SPIRIT constant.
+			if (sd && !(dstsd && (dstsd->class_&MAPID_UPPERMASK) == type)) {
 				clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
-			status_change_start(src,SC_STUN,10000,skill_lv,0,0,0,10000,8);
-			status_change_end(bl, SC_SWOO, INVALID_TIMER);
-			break;
-		}
-	case SL_SKA: // [marquis007]
-	case SL_SKE:
-		if (sd && !battle_config.allow_es_magic_pc && bl->type != BL_MOB) {
-			clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
-			status_change_start(src,SC_STUN,10000,skill_lv,0,0,0,500,10);
+				break;
+			}
+			if (skill_id == SL_SUPERNOVICE && dstsd && dstsd->die_counter && !(rnd()%100))
+			{	//Erase death count 1% of the casts
+				dstsd->die_counter = 0;
+				pc_setglobalreg(dstsd,"PC_DIE_COUNTER", 0);
+				clif_specialeffect(bl, 0x152, AREA);
+				//SC_SPIRIT invokes status_calc_pc for us.
+			}
+			clif_skill_nodamage(src,bl,skill_id,skill_lv,
+				sc_start4(bl,SC_SPIRIT,100,skill_lv,skill_id,0,0,skill->get_time(skill_id,skill_lv)));
+			sc_start(src,SC_SMA,100,skill_lv,skill->get_time(SL_SMA,skill_lv));
 			break;
-		}
-		clif_skill_nodamage(src,bl,skill_id,skill_lv,sc_start(bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv)));
-		if (skill_id == SL_SKE)
+		case SL_HIGH:
+			if (sd && !(dstsd && (dstsd->class_&JOBL_UPPER) && !(dstsd->class_&JOBL_2) && dstsd->status.base_level < 70)) {
+				clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
+				break;
+			}
+			clif_skill_nodamage(src,bl,skill_id,skill_lv,
+				sc_start4(bl,type,100,skill_lv,skill_id,0,0,skill->get_time(skill_id,skill_lv)));
 			sc_start(src,SC_SMA,100,skill_lv,skill->get_time(SL_SMA,skill_lv));
-		break;
+			break;
 
-	// New guild skills [Celest]
-	case GD_BATTLEORDER:
-		if(flag&1) {
-			if (status_get_guild_id(src) == status_get_guild_id(bl))
-				sc_start(bl,type,100,skill_lv,skill->get_time(skill_id, skill_lv));
-		} else if (status_get_guild_id(src)) {
-			clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
-			map_foreachinrange(skill_area_sub, src,
-				skill->get_splash(skill_id, skill_lv), BL_PC,
-				src,skill_id,skill_lv,tick, flag|BCT_GUILD|1,
-				skill->castend_nodamage_id);
-			if (sd)
-				guild_block_skill(sd,skill->get_time2(skill_id,skill_lv));
-		}
-		break;
-	case GD_REGENERATION:
-		if(flag&1) {
-			if (status_get_guild_id(src) == status_get_guild_id(bl))
-				sc_start(bl,type,100,skill_lv,skill->get_time(skill_id, skill_lv));
-		} else if (status_get_guild_id(src)) {
-			clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
-			map_foreachinrange(skill_area_sub, src,
-				skill->get_splash(skill_id, skill_lv), BL_PC,
-				src,skill_id,skill_lv,tick, flag|BCT_GUILD|1,
-				skill->castend_nodamage_id);
-			if (sd)
-				guild_block_skill(sd,skill->get_time2(skill_id,skill_lv));
-		}
-		break;
-	case GD_RESTORE:
-		if(flag&1) {
-			if (status_get_guild_id(src) == status_get_guild_id(bl))
-				clif_skill_nodamage(src,bl,AL_HEAL,status_percent_heal(bl,90,90),1);
-		} else if (status_get_guild_id(src)) {
-			clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
-			map_foreachinrange(skill_area_sub, src,
-				skill->get_splash(skill_id, skill_lv), BL_PC,
-				src,skill_id,skill_lv,tick, flag|BCT_GUILD|1,
-				skill->castend_nodamage_id);
-			if (sd)
-				guild_block_skill(sd,skill->get_time2(skill_id,skill_lv));
-		}
-		break;
-	case GD_EMERGENCYCALL:
-		{
-			int dx[9]={-1, 1, 0, 0,-1, 1,-1, 1, 0};
-			int dy[9]={ 0, 0, 1,-1, 1,-1,-1, 1, 0};
-			int j = 0;
-			struct guild *g;
-			// 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)
+		case SL_SWOO:
+			if (tsce) {
+				if(sd)
+					clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
+				status_change_start(src,SC_STUN,10000,skill_lv,0,0,0,10000,8);
+				status_change_end(bl, SC_SWOO, INVALID_TIMER);
 				break;
-			clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
-			for(i = 0; i < g->max_member; i++, j++) {
-				if (j>8) j=0;
-				if ((dstsd = g->member[i].sd) != NULL && sd != dstsd && !dstsd->state.autotrade && !pc_isdead(dstsd)) {
-					if (map[dstsd->bl.m].flag.nowarp && !map_flag_gvg2(dstsd->bl.m))
-						continue;
-					if(map_getcell(src->m,src->x+dx[j],src->y+dy[j],CELL_CHKNOREACH))
-						dx[j] = dy[j] = 0;
-					pc_setpos(dstsd, map_id2index(src->m), src->x+dx[j], src->y+dy[j], CLR_RESPAWN);
-				}
 			}
-			if (sd)
-				guild_block_skill(sd,skill->get_time2(skill_id,skill_lv));
-		}
-		break;
-
-	case SG_FEEL:
-		//AuronX reported you CAN memorize the same map as all three. [Skotlex]
-		if (sd) {
-			if(!sd->feel_map[skill_lv-1].index)
-				clif_feel_req(sd->fd,sd, skill_lv);
-			else
-				clif_feel_info(sd, skill_lv-1, 1);
-		}
-		break;
-
-	case SG_HATE:
-		if (sd) {
-			clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
-			if (!pc_set_hate_mob(sd, skill_lv-1, bl))
-				clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
-		}
-		break;
-
-	case GS_GLITTERING:
-		if(sd) {
-			clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
-			if(rnd()%100 < (20+10*skill_lv))
-				pc_addspiritball(sd,skill->get_time(skill_id,skill_lv),10);
-			else if(sd->spiritball > 0)
-				pc_delspiritball(sd,1,0);
-		}
-		break;
-
-	case GS_CRACKER:
-		/* per official standards, this skill works on players and mobs. */
-		if (sd && (dstsd || dstmd))
-		{
-			i =65 -5*distance_bl(src,bl); //Base rate
-			if (i < 30) i = 30;
-			clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
-			sc_start(bl,SC_STUN, i,skill_lv,skill->get_time2(skill_id,skill_lv));
-		}
-		break;
-
-	case AM_CALLHOMUN:	//[orn]
-		if (sd && !merc_call_homunculus(sd))
-			clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
-		break;
-
-	case AM_REST:
-		if (sd) {
-			if (merc_hom_vaporize(sd,1))
-				clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
-			else
+		case SL_SKA: // [marquis007]
+		case SL_SKE:
+			if (sd && !battle_config.allow_es_magic_pc && bl->type != BL_MOB) {
 				clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
-		}
-		break;
-
-	case HAMI_CASTLE:	//[orn]
-		if(rnd()%100 < 20*skill_lv && src != bl)
-		{
-			int x,y;
-			x = src->x;
-			y = src->y;
-			if (hd)
-				skill->blockhomun_start(hd, skill_id, skill->get_time2(skill_id,skill_lv));
-
-			if (unit_movepos(src,bl->x,bl->y,0,0)) {
-				clif_skill_nodamage(src,src,skill_id,skill_lv,1); // Homunc
-				clif_slide(src,bl->x,bl->y) ;
-				if (unit_movepos(bl,x,y,0,0))
-				{
-					clif_skill_nodamage(bl,bl,skill_id,skill_lv,1); // Master
-					clif_slide(bl,x,y) ;
-				}
-
-				//TODO: Shouldn't also players and the like switch targets?
-				map_foreachinrange(skill->chastle_mob_changetarget,src,
-					AREA_SIZE, BL_MOB, bl, src);
+				status_change_start(src,SC_STUN,10000,skill_lv,0,0,0,500,10);
+				break;
 			}
-		}
-		// Failed
-		else if (hd && hd->master)
-			clif_skill_fail(hd->master, skill_id, USESKILL_FAIL_LEVEL, 0);
-		else if (sd)
-			clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
-		break;
-	case HVAN_CHAOTIC:	//[orn]
-		{
-			static const int per[5][2]={{20,50},{50,60},{25,75},{60,64},{34,67}};
-			int r = rnd()%100;
-			i = (skill_lv-1)%5;
-			if(r<per[i][0]) //Self
-				bl = src;
-			else if(r<per[i][1]) //Master
-				bl = battle->get_master(src);
-			else //Enemy
-				bl = map_id2bl(battle->get_target(src));
-
-			if (!bl) bl = src;
-			i = skill->calc_heal(src, bl, skill_id, 1+rnd()%skill_lv, true);
-			//Eh? why double skill packet?
-			clif_skill_nodamage(src,bl,AL_HEAL,i,1);
-			clif_skill_nodamage(src,bl,skill_id,i,1);
-			status_heal(bl, i, 0, 0);
-		}
-		break;
-	//Homun single-target support skills [orn]
-	case HAMI_BLOODLUST:
-	case HFLI_FLEET:
-	case HFLI_SPEED:
-	case HLIF_CHANGE:
-	case MH_ANGRIFFS_MODUS:
-	case MH_GOLDENE_FERSE:
-		clif_skill_nodamage(src,bl,skill_id,skill_lv,
-			sc_start(bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv)));
-		if (hd)
-			skill->blockhomun_start(hd, skill_id, skill->get_time2(skill_id,skill_lv));
-		break;
+			clif_skill_nodamage(src,bl,skill_id,skill_lv,sc_start(bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv)));
+			if (skill_id == SL_SKE)
+				sc_start(src,SC_SMA,100,skill_lv,skill->get_time(SL_SMA,skill_lv));
+			break;
 
-	case NPC_DRAGONFEAR:
-		if (flag&1) {
-			const enum sc_type sc[] = { SC_STUN, SC_SILENCE, SC_CONFUSION, SC_BLEEDING };
-			int j;
-			j = i = rnd()%ARRAYLENGTH(sc);
-			while ( !sc_start2(bl,sc[i],100,skill_lv,src->id,skill->get_time2(skill_id,i+1)) ) {
-				i++;
-				if ( i == ARRAYLENGTH(sc) )
-					i = 0;
-				if (i == j)
-					break;
+		// New guild skills [Celest]
+		case GD_BATTLEORDER:
+			if(flag&1) {
+				if (status_get_guild_id(src) == status_get_guild_id(bl))
+					sc_start(bl,type,100,skill_lv,skill->get_time(skill_id, skill_lv));
+			} else if (status_get_guild_id(src)) {
+				clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
+				map_foreachinrange(skill->area_sub, src,
+					skill->get_splash(skill_id, skill_lv), BL_PC,
+					src,skill_id,skill_lv,tick, flag|BCT_GUILD|1,
+					skill->castend_nodamage_id);
+				if (sd)
+					guild_block_skill(sd,skill->get_time2(skill_id,skill_lv));
 			}
 			break;
-		}
-	case NPC_WIDEBLEEDING:
-	case NPC_WIDECONFUSE:
-	case NPC_WIDECURSE:
-	case NPC_WIDEFREEZE:
-	case NPC_WIDESLEEP:
-	case NPC_WIDESILENCE:
-	case NPC_WIDESTONE:
-	case NPC_WIDESTUN:
-	case NPC_SLOWCAST:
-	case NPC_WIDEHELLDIGNITY:
-		if (flag&1)
-			sc_start2(bl,type,100,skill_lv,src->id,skill->get_time2(skill_id,skill_lv));
-		else {
-			skill_area_temp[2] = 0; //For SD_PREAMBLE
-			clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
-			map_foreachinrange(skill_area_sub, bl,
-				skill->get_splash(skill_id, skill_lv),BL_CHAR,
-				src,skill_id,skill_lv,tick, flag|BCT_ENEMY|SD_PREAMBLE|1,
-				skill->castend_nodamage_id);
-		}
-		break;
-	case NPC_WIDESOULDRAIN:
-		if (flag&1)
-			status_percent_damage(src,bl,0,((skill_lv-1)%5+1)*20,false);
-		else {
-			skill_area_temp[2] = 0; //For SD_PREAMBLE
-			clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
-			map_foreachinrange(skill_area_sub, bl,
-				skill->get_splash(skill_id, skill_lv),BL_CHAR,
-				src,skill_id,skill_lv,tick, flag|BCT_ENEMY|SD_PREAMBLE|1,
-				skill->castend_nodamage_id);
-		}
-		break;
-	case ALL_PARTYFLEE:
-		if( sd  && !(flag&1) )
-		{
-			if( !sd->status.party_id )
+		case GD_REGENERATION:
+			if(flag&1) {
+				if (status_get_guild_id(src) == status_get_guild_id(bl))
+					sc_start(bl,type,100,skill_lv,skill->get_time(skill_id, skill_lv));
+			} else if (status_get_guild_id(src)) {
+				clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
+				map_foreachinrange(skill->area_sub, src,
+					skill->get_splash(skill_id, skill_lv), BL_PC,
+					src,skill_id,skill_lv,tick, flag|BCT_GUILD|1,
+					skill->castend_nodamage_id);
+				if (sd)
+					guild_block_skill(sd,skill->get_time2(skill_id,skill_lv));
+			}
+			break;
+		case GD_RESTORE:
+			if(flag&1) {
+				if (status_get_guild_id(src) == status_get_guild_id(bl))
+					clif_skill_nodamage(src,bl,AL_HEAL,status_percent_heal(bl,90,90),1);
+			} else if (status_get_guild_id(src)) {
+				clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
+				map_foreachinrange(skill->area_sub, src,
+					skill->get_splash(skill_id, skill_lv), BL_PC,
+					src,skill_id,skill_lv,tick, flag|BCT_GUILD|1,
+					skill->castend_nodamage_id);
+				if (sd)
+					guild_block_skill(sd,skill->get_time2(skill_id,skill_lv));
+			}
+			break;
+		case GD_EMERGENCYCALL:
 			{
-				clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
-				break;
+				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;
+				// i don't know if it actually summons in a circle, but oh well. ;P
+				g = sd?sd->state.gmaster_flag:guild_search(status_get_guild_id(src));
+				if (!g)
+					break;
+				clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
+				for(i = 0; i < g->max_member; i++, j++) {
+					if (j>8) j=0;
+					if ((dstsd = g->member[i].sd) != NULL && sd != dstsd && !dstsd->state.autotrade && !pc_isdead(dstsd)) {
+						if (map[dstsd->bl.m].flag.nowarp && !map_flag_gvg2(dstsd->bl.m))
+							continue;
+						if(map_getcell(src->m,src->x+dx[j],src->y+dy[j],CELL_CHKNOREACH))
+							dx[j] = dy[j] = 0;
+						pc_setpos(dstsd, map_id2index(src->m), src->x+dx[j], src->y+dy[j], CLR_RESPAWN);
+					}
+				}
+				if (sd)
+					guild_block_skill(sd,skill->get_time2(skill_id,skill_lv));
 			}
-			party_foreachsamemap(skill_area_sub, sd, skill->get_splash(skill_id, skill_lv), src, skill_id, skill_lv, tick, flag|BCT_PARTY|1, skill->castend_nodamage_id);
-		}
-		else
-			clif_skill_nodamage(src,bl,skill_id,skill_lv,sc_start(bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv)));
-		break;
-	case NPC_TALK:
-	case ALL_WEWISH:
-		clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
-		break;
-	case ALL_BUYING_STORE:
-		if( sd )
-		{// players only, skill allows 5 buying slots
-			clif_skill_nodamage(src, bl, skill_id, skill_lv, buyingstore_setup(sd, MAX_BUYINGSTORE_SLOTS));
-		}
-		break;
-	case RK_ENCHANTBLADE:
-		clif_skill_nodamage(src,bl,skill_id,skill_lv,// formula not confirmed
-			sc_start2(bl,type,100,skill_lv,100+20*skill_lv/*+sstatus->int_/2+status_get_lv(bl)/10*/,skill->get_time(skill_id,skill_lv)));
-		break;
-	case RK_DRAGONHOWLING:
-		if( flag&1)
-			sc_start(bl,type,50 + 6 * skill_lv,skill_lv,skill->get_time(skill_id,skill_lv));
-		else
-		{
-			skill_area_temp[2] = 0;
-			clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
-			map_foreachinrange(skill_area_sub, src,
-				skill->get_splash(skill_id,skill_lv),BL_CHAR,
-				src,skill_id,skill_lv,tick,flag|BCT_ENEMY|SD_PREAMBLE|1,
-				skill->castend_nodamage_id);
-		}
-		break;
-	case RK_IGNITIONBREAK:
-	case LG_EARTHDRIVE:
-			clif_skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
-			i = skill->get_splash(skill_id,skill_lv);
-			if( skill_id == LG_EARTHDRIVE ) {
-				int dummy = 1;
-				map_foreachinarea(skill_cell_overlap, src->m, src->x-i, src->y-i, src->x+i, src->y+i, BL_SKILL, LG_EARTHDRIVE, &dummy, src);
+			break;
+
+		case SG_FEEL:
+			//AuronX reported you CAN memorize the same map as all three. [Skotlex]
+			if (sd) {
+				if(!sd->feel_map[skill_lv-1].index)
+					clif_feel_req(sd->fd,sd, skill_lv);
+				else
+					clif_feel_info(sd, skill_lv-1, 1);
 			}
-			map_foreachinrange(skill_area_sub, bl,i,BL_CHAR,
-				src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill->castend_damage_id);
-		break;
-	case RK_STONEHARDSKIN:
-		if( sd && pc_checkskill(sd,RK_RUNEMASTERY) >= 4 )
-		{
-			int heal = sstatus->hp / 4; // 25% HP
-			if( status_charge(bl,heal,0) )
-				clif_skill_nodamage(src,bl,skill_id,skill_lv,sc_start2(bl,type,100,skill_lv,heal,skill->get_time(skill_id,skill_lv)));
-			else
-				clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
-		}
-		break;
-	case RK_REFRESH:
-		if( sd && pc_checkskill(sd,RK_RUNEMASTERY) >= 8 )
-		{
-			int heal = status_get_max_hp(bl) * 25 / 100;
-			clif_skill_nodamage(src,bl,skill_id,skill_lv,
-				sc_start(bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv)));
-			status_heal(bl,heal,0,1);
-			status_change_clear_buffs(bl,4);
-		}
-		break;
+			break;
 
-	case RK_MILLENNIUMSHIELD:
-		if( sd && pc_checkskill(sd,RK_RUNEMASTERY) >= 9 )
-		{
-			short shields = (rnd()%100<50) ? 4 : ((rnd()%100<80) ? 3 : 2);
-			sc_start4(bl,type,100,skill_lv,shields,1000,0,skill->get_time(skill_id,skill_lv));
-			clif_millenniumshield(sd,shields);
-			clif_skill_nodamage(src,bl,skill_id,1,1);
-		}
-		break;
+		case SG_HATE:
+			if (sd) {
+				clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
+				if (!pc_set_hate_mob(sd, skill_lv-1, bl))
+					clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
+			}
+			break;
 
-	case RK_GIANTGROWTH:
-	case RK_VITALITYACTIVATION:
-	case RK_ABUNDANCE:
-	case RK_CRUSHSTRIKE:
-		if( sd )
-		{
-			int lv = 1; // RK_GIANTGROWTH
-			if( skill_id == RK_VITALITYACTIVATION )
-				lv = 2;
-			else if( skill_id == RK_ABUNDANCE )
-				lv = 6;
-			else if( skill_id == RK_CRUSHSTRIKE )
-				lv = 7;
-			if( pc_checkskill(sd,RK_RUNEMASTERY) >= lv )
-				clif_skill_nodamage(src,bl,skill_id,skill_lv,sc_start(bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv)));
-		}
-		break;
+		case GS_GLITTERING:
+			if(sd) {
+				clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
+				if(rnd()%100 < (20+10*skill_lv))
+					pc_addspiritball(sd,skill->get_time(skill_id,skill_lv),10);
+				else if(sd->spiritball > 0)
+					pc_delspiritball(sd,1,0);
+			}
+			break;
 
-	case RK_FIGHTINGSPIRIT:
-		if( flag&1 ) {
-			if( src == bl )
-				sc_start2(bl,type,100,skill_area_temp[5],10*(sd?pc_checkskill(sd,RK_RUNEMASTERY):10),skill->get_time(skill_id,skill_lv));
-			else
-				sc_start(bl,type,100,skill_area_temp[5]/4,skill->get_time(skill_id,skill_lv));
-		} else if( sd && pc_checkskill(sd,RK_RUNEMASTERY) >= 5 ) {
-			if( sd->status.party_id ) {
-				i = party_foreachsamemap(skill_area_sub,sd,skill->get_splash(skill_id,skill_lv),src,skill_id,skill_lv,tick,BCT_PARTY,skill_area_sub_count);
-				skill_area_temp[5] = 7 * i; // ATK
-				party_foreachsamemap(skill_area_sub,sd,skill->get_splash(skill_id,skill_lv),src,skill_id,skill_lv,tick,flag|BCT_PARTY|1,skill->castend_nodamage_id);
-			} else
-				sc_start2(bl,type,100,7,5,skill->get_time(skill_id,skill_lv));
-		}
-		clif_skill_nodamage(src,bl,skill_id,1,1);
-		break;
-	/**
-	 * Guilotine Cross
-	 **/
-	case GC_ROLLINGCUTTER:
-		{
-			short count = 1;
-			skill_area_temp[2] = 0;
-			map_foreachinrange(skill_area_sub,src,skill->get_splash(skill_id,skill_lv),BL_CHAR,src,skill_id,skill_lv,tick,flag|BCT_ENEMY|SD_PREAMBLE|SD_SPLASH|1,skill->castend_damage_id);
-			if( tsc && tsc->data[SC_ROLLINGCUTTER] )
-			{ // Every time the skill is casted the status change is reseted adding a counter.
-				count += (short)tsc->data[SC_ROLLINGCUTTER]->val1;
-				if( count > 10 )
-					count = 10; // Max coounter
-				status_change_end(bl, SC_ROLLINGCUTTER, INVALID_TIMER);
-			}
-			sc_start(bl,SC_ROLLINGCUTTER,100,count,skill->get_time(skill_id,skill_lv));
-			clif_skill_nodamage(src,src,skill_id,skill_lv,1);
-		}
-		break;
+		case GS_CRACKER:
+			/* per official standards, this skill works on players and mobs. */
+			if (sd && (dstsd || dstmd))
+			{
+				i =65 -5*distance_bl(src,bl); //Base rate
+				if (i < 30) i = 30;
+				clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
+				sc_start(bl,SC_STUN, i,skill_lv,skill->get_time2(skill_id,skill_lv));
+			}
+			break;
 
-	case GC_WEAPONBLOCKING:
-		if( tsc && tsc->data[SC_WEAPONBLOCKING] )
-			status_change_end(bl, SC_WEAPONBLOCKING, INVALID_TIMER);
-		else
-			sc_start(bl,SC_WEAPONBLOCKING,100,skill_lv,skill->get_time(skill_id,skill_lv));
-		clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
-		break;
+		case AM_CALLHOMUN:	//[orn]
+			if (sd && !merc_call_homunculus(sd))
+				clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
+			break;
 
-	case GC_CREATENEWPOISON:
-		if( sd )
-		{
-			clif_skill_produce_mix_list(sd,skill_id,25);
-			clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
-		}
-		break;
+		case AM_REST:
+			if (sd) {
+				if (merc_hom_vaporize(sd,1))
+					clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
+				else
+					clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
+			}
+			break;
 
-	case GC_POISONINGWEAPON:
-		if( sd ) {
-			clif_poison_list(sd,skill_lv);
-			clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
-		}
-		break;
+		case HAMI_CASTLE:	//[orn]
+			if(rnd()%100 < 20*skill_lv && src != bl)
+			{
+				int x,y;
+				x = src->x;
+				y = src->y;
+				if (hd)
+					skill->blockhomun_start(hd, skill_id, skill->get_time2(skill_id,skill_lv));
 
-	case GC_ANTIDOTE:
-		clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
-		if( tsc )
-		{
-			status_change_end(bl, SC_PARALYSE, INVALID_TIMER);
-			status_change_end(bl, SC_PYREXIA, INVALID_TIMER);
-			status_change_end(bl, SC_DEATHHURT, INVALID_TIMER);
-			status_change_end(bl, SC_LEECHESEND, INVALID_TIMER);
-			status_change_end(bl, SC_VENOMBLEED, INVALID_TIMER);
-			status_change_end(bl, SC_MAGICMUSHROOM, INVALID_TIMER);
-			status_change_end(bl, SC_TOXIN, INVALID_TIMER);
-			status_change_end(bl, SC_OBLIVIONCURSE, INVALID_TIMER);
-		}
-		break;
+				if (unit_movepos(src,bl->x,bl->y,0,0)) {
+					clif_skill_nodamage(src,src,skill_id,skill_lv,1); // Homunc
+					clif_slide(src,bl->x,bl->y) ;
+					if (unit_movepos(bl,x,y,0,0))
+					{
+						clif_skill_nodamage(bl,bl,skill_id,skill_lv,1); // Master
+						clif_slide(bl,x,y) ;
+					}
 
-	case GC_PHANTOMMENACE:
-		clif_skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
-		clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
-		map_foreachinrange(skill_area_sub,src,skill->get_splash(skill_id,skill_lv),BL_CHAR,
-			src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill->castend_damage_id);
-		break;
+					//TODO: Shouldn't also players and the like switch targets?
+					map_foreachinrange(skill->chastle_mob_changetarget,src,
+						AREA_SIZE, BL_MOB, bl, src);
+				}
+			}
+			// Failed
+			else if (hd && hd->master)
+				clif_skill_fail(hd->master, skill_id, USESKILL_FAIL_LEVEL, 0);
+			else if (sd)
+				clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
+			break;
+		case HVAN_CHAOTIC:	//[orn]
+			{
+				static const int per[5][2]={{20,50},{50,60},{25,75},{60,64},{34,67}};
+				int r = rnd()%100;
+				i = (skill_lv-1)%5;
+				if(r<per[i][0]) //Self
+					bl = src;
+				else if(r<per[i][1]) //Master
+					bl = battle->get_master(src);
+				else //Enemy
+					bl = map_id2bl(battle->get_target(src));
+
+				if (!bl) bl = src;
+				i = skill->calc_heal(src, bl, skill_id, 1+rnd()%skill_lv, true);
+				//Eh? why double skill packet?
+				clif_skill_nodamage(src,bl,AL_HEAL,i,1);
+				clif_skill_nodamage(src,bl,skill_id,i,1);
+				status_heal(bl, i, 0, 0);
+			}
+			break;
+		//Homun single-target support skills [orn]
+		case HAMI_BLOODLUST:
+		case HFLI_FLEET:
+		case HFLI_SPEED:
+		case HLIF_CHANGE:
+		case MH_ANGRIFFS_MODUS:
+		case MH_GOLDENE_FERSE:
+			clif_skill_nodamage(src,bl,skill_id,skill_lv,
+				sc_start(bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv)));
+			if (hd)
+				skill->blockhomun_start(hd, skill_id, skill->get_time2(skill_id,skill_lv));
+			break;
 
-	case GC_HALLUCINATIONWALK:
-		{
-			int heal = status_get_max_hp(bl) / 10;
-			if( status_get_hp(bl) < heal ) { // if you haven't enough HP skill fails.
-				if( sd ) clif_skill_fail(sd,skill_id,USESKILL_FAIL_HP_INSUFFICIENT,0);
+		case NPC_DRAGONFEAR:
+			if (flag&1) {
+				const enum sc_type sc[] = { SC_STUN, SC_SILENCE, SC_CONFUSION, SC_BLEEDING };
+				int j;
+				j = i = rnd()%ARRAYLENGTH(sc);
+				while ( !sc_start2(bl,sc[i],100,skill_lv,src->id,skill->get_time2(skill_id,i+1)) ) {
+					i++;
+					if ( i == ARRAYLENGTH(sc) )
+						i = 0;
+					if (i == j)
+						break;
+				}
 				break;
 			}
-			if( !status_charge(bl,heal,0) )
+		case NPC_WIDEBLEEDING:
+		case NPC_WIDECONFUSE:
+		case NPC_WIDECURSE:
+		case NPC_WIDEFREEZE:
+		case NPC_WIDESLEEP:
+		case NPC_WIDESILENCE:
+		case NPC_WIDESTONE:
+		case NPC_WIDESTUN:
+		case NPC_SLOWCAST:
+		case NPC_WIDEHELLDIGNITY:
+			if (flag&1)
+				sc_start2(bl,type,100,skill_lv,src->id,skill->get_time2(skill_id,skill_lv));
+			else {
+				skill_area_temp[2] = 0; //For SD_PREAMBLE
+				clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
+				map_foreachinrange(skill->area_sub, bl,
+					skill->get_splash(skill_id, skill_lv),BL_CHAR,
+					src,skill_id,skill_lv,tick, flag|BCT_ENEMY|SD_PREAMBLE|1,
+					skill->castend_nodamage_id);
+			}
+			break;
+		case NPC_WIDESOULDRAIN:
+			if (flag&1)
+				status_percent_damage(src,bl,0,((skill_lv-1)%5+1)*20,false);
+			else {
+				skill_area_temp[2] = 0; //For SD_PREAMBLE
+				clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
+				map_foreachinrange(skill->area_sub, bl,
+					skill->get_splash(skill_id, skill_lv),BL_CHAR,
+					src,skill_id,skill_lv,tick, flag|BCT_ENEMY|SD_PREAMBLE|1,
+					skill->castend_nodamage_id);
+			}
+			break;
+		case ALL_PARTYFLEE:
+			if( sd  && !(flag&1) )
 			{
-				if( sd ) clif_skill_fail(sd,skill_id,USESKILL_FAIL_HP_INSUFFICIENT,0);
-				break;
+				if( !sd->status.party_id )
+				{
+					clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
+					break;
+				}
+				party_foreachsamemap(skill->area_sub, sd, skill->get_splash(skill_id, skill_lv), src, skill_id, skill_lv, tick, flag|BCT_PARTY|1, skill->castend_nodamage_id);
 			}
-			clif_skill_nodamage(src,bl,skill_id,skill_lv,sc_start(bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv)));
-		}
-		break;
-	/**
-	 * Arch Bishop
-	 **/
-	case AB_ANCILLA:
-	 	if( sd ) {
+			else
+				clif_skill_nodamage(src,bl,skill_id,skill_lv,sc_start(bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv)));
+			break;
+		case NPC_TALK:
+		case ALL_WEWISH:
 			clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
-			skill->produce_mix(sd, skill_id, ITEMID_ANCILLA, 0, 0, 0, 1);
-		}
-		break;
+			break;
+		case ALL_BUYING_STORE:
+			if( sd )
+			{// players only, skill allows 5 buying slots
+				clif_skill_nodamage(src, bl, skill_id, skill_lv, buyingstore_setup(sd, MAX_BUYINGSTORE_SLOTS));
+			}
+			break;
+		case RK_ENCHANTBLADE:
+			clif_skill_nodamage(src,bl,skill_id,skill_lv,// formula not confirmed
+				sc_start2(bl,type,100,skill_lv,100+20*skill_lv/*+sstatus->int_/2+status_get_lv(bl)/10*/,skill->get_time(skill_id,skill_lv)));
+			break;
+		case RK_DRAGONHOWLING:
+			if( flag&1)
+				sc_start(bl,type,50 + 6 * skill_lv,skill_lv,skill->get_time(skill_id,skill_lv));
+			else
+			{
+				skill_area_temp[2] = 0;
+				clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
+				map_foreachinrange(skill->area_sub, src,
+					skill->get_splash(skill_id,skill_lv),BL_CHAR,
+					src,skill_id,skill_lv,tick,flag|BCT_ENEMY|SD_PREAMBLE|1,
+					skill->castend_nodamage_id);
+			}
+			break;
+		case RK_IGNITIONBREAK:
+		case LG_EARTHDRIVE:
+				clif_skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
+				i = skill->get_splash(skill_id,skill_lv);
+				if( skill_id == LG_EARTHDRIVE ) {
+					int dummy = 1;
+					map_foreachinarea(skill->cell_overlap, src->m, src->x-i, src->y-i, src->x+i, src->y+i, BL_SKILL, LG_EARTHDRIVE, &dummy, src);
+				}
+				map_foreachinrange(skill->area_sub, bl,i,BL_CHAR,
+					src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill->castend_damage_id);
+			break;
+		case RK_STONEHARDSKIN:
+			if( sd && pc_checkskill(sd,RK_RUNEMASTERY) >= 4 )
+			{
+				int heal = sstatus->hp / 4; // 25% HP
+				if( status_charge(bl,heal,0) )
+					clif_skill_nodamage(src,bl,skill_id,skill_lv,sc_start2(bl,type,100,skill_lv,heal,skill->get_time(skill_id,skill_lv)));
+				else
+					clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
+			}
+			break;
+		case RK_REFRESH:
+			if( sd && pc_checkskill(sd,RK_RUNEMASTERY) >= 8 )
+			{
+				int heal = status_get_max_hp(bl) * 25 / 100;
+				clif_skill_nodamage(src,bl,skill_id,skill_lv,
+					sc_start(bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv)));
+				status_heal(bl,heal,0,1);
+				status_change_clear_buffs(bl,4);
+			}
+			break;
 
-	case AB_CLEMENTIA:
-	case AB_CANTO:
-		{
-			int bless_lv = pc_checkskill(sd,AL_BLESSING) + (sd->status.job_level / 10);
-			int agi_lv = pc_checkskill(sd,AL_INCAGI) + (sd->status.job_level / 10);
-			if( sd == NULL || sd->status.party_id == 0 || flag&1 )
-				clif_skill_nodamage(bl, bl, skill_id, skill_lv, sc_start(bl,type,100,
-					(skill_id == AB_CLEMENTIA)? bless_lv : (skill_id == AB_CANTO)? agi_lv : skill_lv, skill->get_time(skill_id,skill_lv)));
-			else if( sd )
-				party_foreachsamemap(skill_area_sub, sd, skill->get_splash(skill_id, skill_lv), src, skill_id, skill_lv, tick, flag|BCT_PARTY|1, skill->castend_nodamage_id);
-		}
-		break;
+		case RK_MILLENNIUMSHIELD:
+			if( sd && pc_checkskill(sd,RK_RUNEMASTERY) >= 9 )
+			{
+				short shields = (rnd()%100<50) ? 4 : ((rnd()%100<80) ? 3 : 2);
+				sc_start4(bl,type,100,skill_lv,shields,1000,0,skill->get_time(skill_id,skill_lv));
+				clif_millenniumshield(sd,shields);
+				clif_skill_nodamage(src,bl,skill_id,1,1);
+			}
+			break;
 
-	case AB_PRAEFATIO:
-		if( sd == NULL || sd->status.party_id == 0 || flag&1 )
-			clif_skill_nodamage(bl, bl, skill_id, skill_lv, sc_start4(bl, type, 100, skill_lv, 0, 0, 1, skill->get_time(skill_id, skill_lv)));
-		else if( sd )
-			party_foreachsamemap(skill_area_sub, sd, skill->get_splash(skill_id, skill_lv), src, skill_id, skill_lv, tick, flag|BCT_PARTY|1, skill->castend_nodamage_id);
-		break;
+		case RK_GIANTGROWTH:
+		case RK_VITALITYACTIVATION:
+		case RK_ABUNDANCE:
+		case RK_CRUSHSTRIKE:
+			if( sd )
+			{
+				int lv = 1; // RK_GIANTGROWTH
+				if( skill_id == RK_VITALITYACTIVATION )
+					lv = 2;
+				else if( skill_id == RK_ABUNDANCE )
+					lv = 6;
+				else if( skill_id == RK_CRUSHSTRIKE )
+					lv = 7;
+				if( pc_checkskill(sd,RK_RUNEMASTERY) >= lv )
+					clif_skill_nodamage(src,bl,skill_id,skill_lv,sc_start(bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv)));
+			}
+			break;
+
+		case RK_FIGHTINGSPIRIT:
+			if( flag&1 ) {
+				if( src == bl )
+					sc_start2(bl,type,100,skill_area_temp[5],10*(sd?pc_checkskill(sd,RK_RUNEMASTERY):10),skill->get_time(skill_id,skill_lv));
+				else
+					sc_start(bl,type,100,skill_area_temp[5]/4,skill->get_time(skill_id,skill_lv));
+			} else if( sd && pc_checkskill(sd,RK_RUNEMASTERY) >= 5 ) {
+				if( sd->status.party_id ) {
+					i = party_foreachsamemap(skill->area_sub,sd,skill->get_splash(skill_id,skill_lv),src,skill_id,skill_lv,tick,BCT_PARTY,skill->area_sub_count);
+					skill_area_temp[5] = 7 * i; // ATK
+					party_foreachsamemap(skill->area_sub,sd,skill->get_splash(skill_id,skill_lv),src,skill_id,skill_lv,tick,flag|BCT_PARTY|1,skill->castend_nodamage_id);
+				} else
+					sc_start2(bl,type,100,7,5,skill->get_time(skill_id,skill_lv));
+			}
+			clif_skill_nodamage(src,bl,skill_id,1,1);
+			break;
+		/**
+		 * Guilotine Cross
+		 **/
+		case GC_ROLLINGCUTTER:
+			{
+				short count = 1;
+				skill_area_temp[2] = 0;
+				map_foreachinrange(skill->area_sub,src,skill->get_splash(skill_id,skill_lv),BL_CHAR,src,skill_id,skill_lv,tick,flag|BCT_ENEMY|SD_PREAMBLE|SD_SPLASH|1,skill->castend_damage_id);
+				if( tsc && tsc->data[SC_ROLLINGCUTTER] )
+				{ // Every time the skill is casted the status change is reseted adding a counter.
+					count += (short)tsc->data[SC_ROLLINGCUTTER]->val1;
+					if( count > 10 )
+						count = 10; // Max coounter
+					status_change_end(bl, SC_ROLLINGCUTTER, INVALID_TIMER);
+				}
+				sc_start(bl,SC_ROLLINGCUTTER,100,count,skill->get_time(skill_id,skill_lv));
+				clif_skill_nodamage(src,src,skill_id,skill_lv,1);
+			}
+			break;
 
-	case AB_CHEAL:
-		if( sd == NULL || sd->status.party_id == 0 || flag&1 ) {
-			if( sd && tstatus && !battle->check_undead(tstatus->race, tstatus->def_ele) ) {
-				i = skill->calc_heal(src, bl, AL_HEAL, pc_checkskill(sd, AL_HEAL), true);
+		case GC_WEAPONBLOCKING:
+			if( tsc && tsc->data[SC_WEAPONBLOCKING] )
+				status_change_end(bl, SC_WEAPONBLOCKING, INVALID_TIMER);
+			else
+				sc_start(bl,SC_WEAPONBLOCKING,100,skill_lv,skill->get_time(skill_id,skill_lv));
+			clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
+			break;
 
-				if( (dstsd && pc_ismadogear(dstsd)) || status_isimmune(bl))
-						i = 0; // Should heal by 0 or won't do anything?? in iRO it breaks the healing to members.. [malufett]
+		case GC_CREATENEWPOISON:
+			if( sd )
+			{
+				clif_skill_produce_mix_list(sd,skill_id,25);
+				clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
+			}
+			break;
 
-				clif_skill_nodamage(bl, bl, skill_id, i, 1);
-				if( tsc && tsc->data[SC_AKAITSUKI] && i )
-					i = ~i + 1;
-				status_heal(bl, i, 0, 0);
+		case GC_POISONINGWEAPON:
+			if( sd ) {
+				clif_poison_list(sd,skill_lv);
+				clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
 			}
-		}
-		else if( sd )
-			party_foreachsamemap(skill_area_sub, sd, skill->get_splash(skill_id, skill_lv), src, skill_id, skill_lv, tick, flag|BCT_PARTY|1, skill->castend_nodamage_id);
-		break;
+			break;
 
-	case AB_ORATIO:
-		if( flag&1 )
-			sc_start(bl, type, 40 + 5 * skill_lv, skill_lv, skill->get_time(skill_id, skill_lv));
-		else
-		{
-			map_foreachinrange(skill_area_sub, src, skill->get_splash(skill_id, skill_lv), BL_CHAR,
-				src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill->castend_nodamage_id);
-			clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
-		}
-		break;
+		case GC_ANTIDOTE:
+			clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
+			if( tsc )
+			{
+				status_change_end(bl, SC_PARALYSE, INVALID_TIMER);
+				status_change_end(bl, SC_PYREXIA, INVALID_TIMER);
+				status_change_end(bl, SC_DEATHHURT, INVALID_TIMER);
+				status_change_end(bl, SC_LEECHESEND, INVALID_TIMER);
+				status_change_end(bl, SC_VENOMBLEED, INVALID_TIMER);
+				status_change_end(bl, SC_MAGICMUSHROOM, INVALID_TIMER);
+				status_change_end(bl, SC_TOXIN, INVALID_TIMER);
+				status_change_end(bl, SC_OBLIVIONCURSE, INVALID_TIMER);
+			}
+			break;
 
-	case AB_LAUDAAGNUS:
-		if( flag&1 || sd == NULL ) {
-			if( tsc && (tsc->data[SC_FREEZE] || tsc->data[SC_STONE] || tsc->data[SC_BLIND] ||
-				tsc->data[SC_BURNING] || tsc->data[SC_FREEZING] || tsc->data[SC_CRYSTALIZE])) {
-				// Success Chance: (40 + 10 * Skill Level) %
-				if( rnd()%100 > 40+10*skill_lv ) break;
-				status_change_end(bl, SC_FREEZE, INVALID_TIMER);
-				status_change_end(bl, SC_STONE, INVALID_TIMER);
-				status_change_end(bl, SC_BLIND, INVALID_TIMER);
-				status_change_end(bl, SC_BURNING, INVALID_TIMER);
-				status_change_end(bl, SC_FREEZING, INVALID_TIMER);
-				status_change_end(bl, SC_CRYSTALIZE, INVALID_TIMER);
-			}else //Success rate only applies to the curing effect and not stat bonus. Bonus status only applies to non infected targets
-				clif_skill_nodamage(bl, bl, skill_id, skill_lv,
-					sc_start(bl, type, 100, skill_lv, skill->get_time(skill_id, skill_lv)));
-		} else if( sd )
-			party_foreachsamemap(skill_area_sub, sd, skill->get_splash(skill_id, skill_lv),
-				src, skill_id, skill_lv, tick, flag|BCT_PARTY|1, skill->castend_nodamage_id);
-		break;
+		case GC_PHANTOMMENACE:
+			clif_skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
+			clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
+			map_foreachinrange(skill->area_sub,src,skill->get_splash(skill_id,skill_lv),BL_CHAR,
+				src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill->castend_damage_id);
+			break;
 
-	case AB_LAUDARAMUS:
-		if( flag&1 || sd == NULL ) {
-			if( tsc && (tsc->data[SC_SLEEP] || tsc->data[SC_STUN] || tsc->data[SC_MANDRAGORA] || tsc->data[SC_SILENCE]) ){
-				// Success Chance: (40 + 10 * Skill Level) %
-				if( rnd()%100 > 40+10*skill_lv )  break;
-				status_change_end(bl, SC_SLEEP, INVALID_TIMER);
-				status_change_end(bl, SC_STUN, INVALID_TIMER);
-				status_change_end(bl, SC_MANDRAGORA, INVALID_TIMER);
-				status_change_end(bl, SC_SILENCE, INVALID_TIMER);
-			}else // Success rate only applies to the curing effect and not stat bonus. Bonus status only applies to non infected targets
-				clif_skill_nodamage(bl, bl, skill_id, skill_lv,
-					sc_start(bl, type, 100, skill_lv, skill->get_time(skill_id, skill_lv)));
-		} else if( sd )
-			party_foreachsamemap(skill_area_sub, sd, skill->get_splash(skill_id, skill_lv),
-				src, skill_id, skill_lv, tick, flag|BCT_PARTY|1, skill->castend_nodamage_id);
-		break;
+		case GC_HALLUCINATIONWALK:
+			{
+				int heal = status_get_max_hp(bl) / 10;
+				if( status_get_hp(bl) < heal ) { // if you haven't enough HP skill fails.
+					if( sd ) clif_skill_fail(sd,skill_id,USESKILL_FAIL_HP_INSUFFICIENT,0);
+					break;
+				}
+				if( !status_charge(bl,heal,0) )
+				{
+					if( sd ) clif_skill_fail(sd,skill_id,USESKILL_FAIL_HP_INSUFFICIENT,0);
+					break;
+				}
+				clif_skill_nodamage(src,bl,skill_id,skill_lv,sc_start(bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv)));
+			}
+			break;
+		/**
+		 * Arch Bishop
+		 **/
+		case AB_ANCILLA:
+			if( sd ) {
+				clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
+				skill->produce_mix(sd, skill_id, ITEMID_ANCILLA, 0, 0, 0, 1);
+			}
+			break;
 
-	case AB_CLEARANCE:
-		if( flag&1 || (i = skill->get_splash(skill_id, skill_lv)) < 1 )
-		{ //As of the behavior in official server Clearance is just a super version of Dispell skill. [Jobbie]
-			clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
-			if((dstsd && (dstsd->class_&MAPID_UPPERMASK) == MAPID_SOUL_LINKER) || rnd()%100 >= 30 + 10 * skill_lv)
+		case AB_CLEMENTIA:
+		case AB_CANTO:
 			{
-				if (sd)
-					clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
-				break;
+				int bless_lv = pc_checkskill(sd,AL_BLESSING) + (sd->status.job_level / 10);
+				int agi_lv = pc_checkskill(sd,AL_INCAGI) + (sd->status.job_level / 10);
+				if( sd == NULL || sd->status.party_id == 0 || flag&1 )
+					clif_skill_nodamage(bl, bl, skill_id, skill_lv, sc_start(bl,type,100,
+						(skill_id == AB_CLEMENTIA)? bless_lv : (skill_id == AB_CANTO)? agi_lv : skill_lv, skill->get_time(skill_id,skill_lv)));
+				else if( sd )
+					party_foreachsamemap(skill->area_sub, sd, skill->get_splash(skill_id, skill_lv), src, skill_id, skill_lv, tick, flag|BCT_PARTY|1, skill->castend_nodamage_id);
 			}
-			if(status_isimmune(bl) || !tsc || !tsc->count)
-				break;
-			for(i=0;i<SC_MAX;i++)
+			break;
+
+		case AB_PRAEFATIO:
+			if( sd == NULL || sd->status.party_id == 0 || flag&1 )
+				clif_skill_nodamage(bl, bl, skill_id, skill_lv, sc_start4(bl, type, 100, skill_lv, 0, 0, 1, skill->get_time(skill_id, skill_lv)));
+			else if( sd )
+				party_foreachsamemap(skill->area_sub, sd, skill->get_splash(skill_id, skill_lv), src, skill_id, skill_lv, tick, flag|BCT_PARTY|1, skill->castend_nodamage_id);
+			break;
+
+		case AB_CHEAL:
+			if( sd == NULL || sd->status.party_id == 0 || flag&1 ) {
+				if( sd && tstatus && !battle->check_undead(tstatus->race, tstatus->def_ele) ) {
+					i = skill->calc_heal(src, bl, AL_HEAL, pc_checkskill(sd, AL_HEAL), true);
+
+					if( (dstsd && pc_ismadogear(dstsd)) || status_isimmune(bl))
+							i = 0; // Should heal by 0 or won't do anything?? in iRO it breaks the healing to members.. [malufett]
+
+					clif_skill_nodamage(bl, bl, skill_id, i, 1);
+					if( tsc && tsc->data[SC_AKAITSUKI] && i )
+						i = ~i + 1;
+					status_heal(bl, i, 0, 0);
+				}
+			}
+			else if( sd )
+				party_foreachsamemap(skill->area_sub, sd, skill->get_splash(skill_id, skill_lv), src, skill_id, skill_lv, tick, flag|BCT_PARTY|1, skill->castend_nodamage_id);
+			break;
+
+		case AB_ORATIO:
+			if( flag&1 )
+				sc_start(bl, type, 40 + 5 * skill_lv, skill_lv, skill->get_time(skill_id, skill_lv));
+			else
 			{
-				if (!tsc->data[i])
-					continue;
-				switch (i) {
-				case SC_WEIGHT50:    case SC_WEIGHT90:    case SC_HALLUCINATION:
-				case SC_STRIPWEAPON: case SC_STRIPSHIELD: case SC_STRIPARMOR:
-				case SC_STRIPHELM:   case SC_CP_WEAPON:   case SC_CP_SHIELD:
-				case SC_CP_ARMOR:    case SC_CP_HELM:     case SC_COMBO:
-				case SC_STRFOOD:     case SC_AGIFOOD:     case SC_VITFOOD:
-				case SC_INTFOOD:     case SC_DEXFOOD:     case SC_LUKFOOD:
-				case SC_HITFOOD:     case SC_FLEEFOOD:    case SC_BATKFOOD:
-				case SC_WATKFOOD:    case SC_MATKFOOD:    case SC_DANCING:
-				case SC_SPIRIT:      case SC_AUTOBERSERK:
-				case SC_CARTBOOST:   case SC_MELTDOWN:    case SC_SAFETYWALL:
-				case SC_SMA:         case SC_SPEEDUP0:    case SC_NOCHAT:
-				case SC_ANKLE:       case SC_SPIDERWEB:   case SC_JAILED:
-				case SC_ITEMBOOST:   case SC_EXPBOOST:    case SC_LIFEINSURANCE:
-				case SC_BOSSMAPINFO: case SC_PNEUMA:      case SC_AUTOSPELL:
-				case SC_INCHITRATE:  case SC_INCATKRATE:  case SC_NEN:
-				case SC_READYSTORM:  case SC_READYDOWN:   case SC_READYTURN:
-				case SC_READYCOUNTER:case SC_DODGE:       case SC_WARM:
-				case SC_SPEEDUP1:    case SC_AUTOTRADE:   case SC_CRITICALWOUND:
-				case SC_JEXPBOOST:	 case SC_INVINCIBLE:  case SC_INVINCIBLEOFF:
-				case SC_HELLPOWER:	 case SC_MANU_ATK:    case SC_MANU_DEF:
-				case SC_SPL_ATK:	 case SC_SPL_DEF:	  case SC_MANU_MATK:
-				case SC_SPL_MATK:	 case SC_RICHMANKIM:  case SC_ETERNALCHAOS:
-				case SC_DRUMBATTLE:	 case SC_NIBELUNGEN:  case SC_ROKISWEIL:
-				case SC_INTOABYSS:	 case SC_SIEGFRIED:	  case SC_WHISTLE:
-				case SC_ASSNCROS:	 case SC_POEMBRAGI:	  case SC_APPLEIDUN:
-				case SC_HUMMING:	 case SC_DONTFORGETME: case SC_FORTUNE:
-				case SC_SERVICE4U:	 case SC_FOOD_STR_CASH:	case SC_FOOD_AGI_CASH:
-				case SC_FOOD_VIT_CASH:	case SC_FOOD_DEX_CASH:	case SC_FOOD_INT_CASH:
-				case SC_FOOD_LUK_CASH:   case SC_ELECTRICSHOCKER: case SC_BITE:
-				case SC__STRIPACCESSORY: case SC__ENERVATION: case SC__GROOMY:
-				case SC__IGNORANCE:  case SC__LAZINESS:   case SC__UNLUCKY:
-				case SC__WEAKNESS:   //case SC_SAVAGE_STEAK:  case SC_COCKTAIL_WARG_BLOOD:
-				case SC_MAGNETICFIELD://case SC_MINOR_BBQ:   case SC_SIROMA_ICE_TEA:
-				//case SC_DROCERA_HERB_STEAMED: case SC_PUTTI_TAILS_NOODLES:
-				case SC_NEUTRALBARRIER_MASTER: case SC_NEUTRALBARRIER:
-				case SC_STEALTHFIELD_MASTER: case SC_STEALTHFIELD:
-				case SC_LEADERSHIP:		case SC_GLORYWOUNDS:	case SC_SOULCOLD:
-				case SC_HAWKEYES:		case SC_GUILDAURA:	case SC_PUSH_CART:
-				case SC_PARTYFLEE:		case SC_GT_REVITALIZE:
-				case SC_RAISINGDRAGON:	case SC_GT_ENERGYGAIN:	case SC_GT_CHANGE:
-#ifdef RENEWAL
-				case SC_EXTREMITYFIST2:
-#endif
-					continue;
-				case SC_ASSUMPTIO:
-					if( bl->type == BL_MOB )
-						continue;
+				map_foreachinrange(skill->area_sub, src, skill->get_splash(skill_id, skill_lv), BL_CHAR,
+					src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill->castend_nodamage_id);
+				clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
+			}
+			break;
+
+		case AB_LAUDAAGNUS:
+			if( flag&1 || sd == NULL ) {
+				if( tsc && (tsc->data[SC_FREEZE] || tsc->data[SC_STONE] || tsc->data[SC_BLIND] ||
+					tsc->data[SC_BURNING] || tsc->data[SC_FREEZING] || tsc->data[SC_CRYSTALIZE])) {
+					// Success Chance: (40 + 10 * Skill Level) %
+					if( rnd()%100 > 40+10*skill_lv ) break;
+					status_change_end(bl, SC_FREEZE, INVALID_TIMER);
+					status_change_end(bl, SC_STONE, INVALID_TIMER);
+					status_change_end(bl, SC_BLIND, INVALID_TIMER);
+					status_change_end(bl, SC_BURNING, INVALID_TIMER);
+					status_change_end(bl, SC_FREEZING, INVALID_TIMER);
+					status_change_end(bl, SC_CRYSTALIZE, INVALID_TIMER);
+				}else //Success rate only applies to the curing effect and not stat bonus. Bonus status only applies to non infected targets
+					clif_skill_nodamage(bl, bl, skill_id, skill_lv,
+						sc_start(bl, type, 100, skill_lv, skill->get_time(skill_id, skill_lv)));
+			} else if( sd )
+				party_foreachsamemap(skill->area_sub, sd, skill->get_splash(skill_id, skill_lv),
+					src, skill_id, skill_lv, tick, flag|BCT_PARTY|1, skill->castend_nodamage_id);
+			break;
+
+		case AB_LAUDARAMUS:
+			if( flag&1 || sd == NULL ) {
+				if( tsc && (tsc->data[SC_SLEEP] || tsc->data[SC_STUN] || tsc->data[SC_MANDRAGORA] || tsc->data[SC_SILENCE]) ){
+					// Success Chance: (40 + 10 * Skill Level) %
+					if( rnd()%100 > 40+10*skill_lv )  break;
+					status_change_end(bl, SC_SLEEP, INVALID_TIMER);
+					status_change_end(bl, SC_STUN, INVALID_TIMER);
+					status_change_end(bl, SC_MANDRAGORA, INVALID_TIMER);
+					status_change_end(bl, SC_SILENCE, INVALID_TIMER);
+				}else // Success rate only applies to the curing effect and not stat bonus. Bonus status only applies to non infected targets
+					clif_skill_nodamage(bl, bl, skill_id, skill_lv,
+						sc_start(bl, type, 100, skill_lv, skill->get_time(skill_id, skill_lv)));
+			} else if( sd )
+				party_foreachsamemap(skill->area_sub, sd, skill->get_splash(skill_id, skill_lv),
+					src, skill_id, skill_lv, tick, flag|BCT_PARTY|1, skill->castend_nodamage_id);
+			break;
+
+		case AB_CLEARANCE:
+			if( flag&1 || (i = skill->get_splash(skill_id, skill_lv)) < 1 )
+			{ //As of the behavior in official server Clearance is just a super version of Dispell skill. [Jobbie]
+				clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
+				if((dstsd && (dstsd->class_&MAPID_UPPERMASK) == MAPID_SOUL_LINKER) || rnd()%100 >= 30 + 10 * skill_lv)
+				{
+					if (sd)
+						clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
 					break;
 				}
-				if(i==SC_BERSERK || i==SC_SATURDAYNIGHTFEVER) tsc->data[i]->val2=0; //Mark a dispelled berserk to avoid setting hp to 100 by setting hp penalty to 0.
-				status_change_end(bl,(sc_type)i,INVALID_TIMER);
+				if(status_isimmune(bl) || !tsc || !tsc->count)
+					break;
+				for(i=0;i<SC_MAX;i++)
+				{
+					if (!tsc->data[i])
+						continue;
+					switch (i) {
+					case SC_WEIGHT50:    case SC_WEIGHT90:    case SC_HALLUCINATION:
+					case SC_STRIPWEAPON: case SC_STRIPSHIELD: case SC_STRIPARMOR:
+					case SC_STRIPHELM:   case SC_CP_WEAPON:   case SC_CP_SHIELD:
+					case SC_CP_ARMOR:    case SC_CP_HELM:     case SC_COMBO:
+					case SC_STRFOOD:     case SC_AGIFOOD:     case SC_VITFOOD:
+					case SC_INTFOOD:     case SC_DEXFOOD:     case SC_LUKFOOD:
+					case SC_HITFOOD:     case SC_FLEEFOOD:    case SC_BATKFOOD:
+					case SC_WATKFOOD:    case SC_MATKFOOD:    case SC_DANCING:
+					case SC_SPIRIT:      case SC_AUTOBERSERK:
+					case SC_CARTBOOST:   case SC_MELTDOWN:    case SC_SAFETYWALL:
+					case SC_SMA:         case SC_SPEEDUP0:    case SC_NOCHAT:
+					case SC_ANKLE:       case SC_SPIDERWEB:   case SC_JAILED:
+					case SC_ITEMBOOST:   case SC_EXPBOOST:    case SC_LIFEINSURANCE:
+					case SC_BOSSMAPINFO: case SC_PNEUMA:      case SC_AUTOSPELL:
+					case SC_INCHITRATE:  case SC_INCATKRATE:  case SC_NEN:
+					case SC_READYSTORM:  case SC_READYDOWN:   case SC_READYTURN:
+					case SC_READYCOUNTER:case SC_DODGE:       case SC_WARM:
+					case SC_SPEEDUP1:    case SC_AUTOTRADE:   case SC_CRITICALWOUND:
+					case SC_JEXPBOOST:	 case SC_INVINCIBLE:  case SC_INVINCIBLEOFF:
+					case SC_HELLPOWER:	 case SC_MANU_ATK:    case SC_MANU_DEF:
+					case SC_SPL_ATK:	 case SC_SPL_DEF:	  case SC_MANU_MATK:
+					case SC_SPL_MATK:	 case SC_RICHMANKIM:  case SC_ETERNALCHAOS:
+					case SC_DRUMBATTLE:	 case SC_NIBELUNGEN:  case SC_ROKISWEIL:
+					case SC_INTOABYSS:	 case SC_SIEGFRIED:	  case SC_WHISTLE:
+					case SC_ASSNCROS:	 case SC_POEMBRAGI:	  case SC_APPLEIDUN:
+					case SC_HUMMING:	 case SC_DONTFORGETME: case SC_FORTUNE:
+					case SC_SERVICE4U:	 case SC_FOOD_STR_CASH:	case SC_FOOD_AGI_CASH:
+					case SC_FOOD_VIT_CASH:	case SC_FOOD_DEX_CASH:	case SC_FOOD_INT_CASH:
+					case SC_FOOD_LUK_CASH:   case SC_ELECTRICSHOCKER: case SC_BITE:
+					case SC__STRIPACCESSORY: case SC__ENERVATION: case SC__GROOMY:
+					case SC__IGNORANCE:  case SC__LAZINESS:   case SC__UNLUCKY:
+					case SC__WEAKNESS:   //case SC_SAVAGE_STEAK:  case SC_COCKTAIL_WARG_BLOOD:
+					case SC_MAGNETICFIELD://case SC_MINOR_BBQ:   case SC_SIROMA_ICE_TEA:
+					//case SC_DROCERA_HERB_STEAMED: case SC_PUTTI_TAILS_NOODLES:
+					case SC_NEUTRALBARRIER_MASTER: case SC_NEUTRALBARRIER:
+					case SC_STEALTHFIELD_MASTER: case SC_STEALTHFIELD:
+					case SC_LEADERSHIP:		case SC_GLORYWOUNDS:	case SC_SOULCOLD:
+					case SC_HAWKEYES:		case SC_GUILDAURA:	case SC_PUSH_CART:
+					case SC_PARTYFLEE:		case SC_GT_REVITALIZE:
+					case SC_RAISINGDRAGON:	case SC_GT_ENERGYGAIN:	case SC_GT_CHANGE:
+		#ifdef RENEWAL
+					case SC_EXTREMITYFIST2:
+		#endif
+						continue;
+					case SC_ASSUMPTIO:
+						if( bl->type == BL_MOB )
+							continue;
+						break;
+					}
+					if(i==SC_BERSERK || i==SC_SATURDAYNIGHTFEVER) tsc->data[i]->val2=0; //Mark a dispelled berserk to avoid setting hp to 100 by setting hp penalty to 0.
+					status_change_end(bl,(sc_type)i,INVALID_TIMER);
+				}
+				break;
 			}
+			map_foreachinrange(skill->area_sub, bl, i, BL_CHAR, src, skill_id, skill_lv, tick, flag|1, skill->castend_damage_id);
 			break;
-		}
-		map_foreachinrange(skill_area_sub, bl, i, BL_CHAR, src, skill_id, skill_lv, tick, flag|1, skill->castend_damage_id);
-		break;
 
-	case AB_SILENTIUM:
-		// Should the level of Lex Divina be equivalent to the level of Silentium or should the highest level learned be used? [LimitLine]
-		map_foreachinrange(skill_area_sub, src, skill->get_splash(skill_id, skill_lv), BL_CHAR,
-			src, PR_LEXDIVINA, skill_lv, tick, flag|BCT_ENEMY|1, skill->castend_nodamage_id);
-		clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
-		break;
-	/**
-	 * Warlock
-	 **/
-	case WL_STASIS:
-		if( flag&1 )
-			sc_start(bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv));
-		else
-		{
-			map_foreachinrange(skill_area_sub,src,skill->get_splash(skill_id, skill_lv),BL_CHAR,src,skill_id,skill_lv,tick,(map_flag_vs(src->m)?BCT_ALL:BCT_ENEMY|BCT_SELF)|flag|1,skill->castend_nodamage_id);
+		case AB_SILENTIUM:
+			// Should the level of Lex Divina be equivalent to the level of Silentium or should the highest level learned be used? [LimitLine]
+			map_foreachinrange(skill->area_sub, src, skill->get_splash(skill_id, skill_lv), BL_CHAR,
+				src, PR_LEXDIVINA, skill_lv, tick, flag|BCT_ENEMY|1, skill->castend_nodamage_id);
 			clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
-		}
-		break;
-
-	case WL_WHITEIMPRISON:
-		if( (src == bl || battle->check_target(src, bl, BCT_ENEMY)) && !is_boss(bl) )// Should not work with bosses.
-		{
-			int rate = ( sd? sd->status.job_level : 50 ) / 4;
+			break;
+		/**
+		 * Warlock
+		 **/
+		case WL_STASIS:
+			if( flag&1 )
+				sc_start(bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv));
+			else
+			{
+				map_foreachinrange(skill->area_sub,src,skill->get_splash(skill_id, skill_lv),BL_CHAR,src,skill_id,skill_lv,tick,(map_flag_vs(src->m)?BCT_ALL:BCT_ENEMY|BCT_SELF)|flag|1,skill->castend_nodamage_id);
+				clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
+			}
+			break;
 
-			if( src == bl ) rate = 100; // Success Chance: On self, 100%
-			else if(bl->type == BL_PC) rate += 20 + 10 * skill_lv; // On Players, (20 + 10 * Skill Level) %
-			else rate += 40 + 10 * skill_lv; // On Monsters, (40 + 10 * Skill Level) %
+		case WL_WHITEIMPRISON:
+			if( (src == bl || battle->check_target(src, bl, BCT_ENEMY)) && !is_boss(bl) )// Should not work with bosses.
+			{
+				int rate = ( sd? sd->status.job_level : 50 ) / 4;
 
-			if( sd )
-				skill->blockpc_start(sd,skill_id,4000, false);
+				if( src == bl ) rate = 100; // Success Chance: On self, 100%
+				else if(bl->type == BL_PC) rate += 20 + 10 * skill_lv; // On Players, (20 + 10 * Skill Level) %
+				else rate += 40 + 10 * skill_lv; // On Monsters, (40 + 10 * Skill Level) %
 
-			if( !(tsc && tsc->data[type]) ){
-				i = sc_start2(bl,type,rate,skill_lv,src->id,(src == bl)?5000:(bl->type == BL_PC)?skill->get_time(skill_id,skill_lv):skill->get_time2(skill_id, skill_lv)); 
-				clif_skill_nodamage(src,bl,skill_id,skill_lv,i); 
-				if( !i )
-					clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
-			}
-		}else
-		if( sd )
-			clif_skill_fail(sd,skill_id,USESKILL_FAIL_TOTARGET,0);
-		break;
+				if( sd )
+					skill->blockpc_start(sd,skill_id,4000, false);
 
-	case WL_FROSTMISTY:
-		clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
-		map_foreachinrange(skill_area_sub,bl,skill->get_splash(skill_id,skill_lv),BL_CHAR|BL_SKILL,src,skill_id,skill_lv,tick,flag|BCT_ENEMY,skill->castend_damage_id);
-		break;
+				if( !(tsc && tsc->data[type]) ){
+					i = sc_start2(bl,type,rate,skill_lv,src->id,(src == bl)?5000:(bl->type == BL_PC)?skill->get_time(skill_id,skill_lv):skill->get_time2(skill_id, skill_lv)); 
+					clif_skill_nodamage(src,bl,skill_id,skill_lv,i); 
+					if( !i )
+						clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
+				}
+			}else
+			if( sd )
+				clif_skill_fail(sd,skill_id,USESKILL_FAIL_TOTARGET,0);
+			break;
 
-	case WL_JACKFROST:
-		clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
-		map_foreachinshootrange(skill_area_sub,bl,skill->get_splash(skill_id,skill_lv),BL_CHAR|BL_SKILL,src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill->castend_damage_id);
-		break;
+		case WL_FROSTMISTY:
+			clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
+			map_foreachinrange(skill->area_sub,bl,skill->get_splash(skill_id,skill_lv),BL_CHAR|BL_SKILL,src,skill_id,skill_lv,tick,flag|BCT_ENEMY,skill->castend_damage_id);
+			break;
 
-	case WL_MARSHOFABYSS:
-		// Should marsh of abyss still apply half reduction to players after the 28/10 patch? [LimitLine]
-		clif_skill_nodamage(src, bl, skill_id, skill_lv,
-			sc_start4(bl, type, 100, skill_lv, status_get_int(src), sd ? sd->status.job_level : 50, 0,
-			skill->get_time(skill_id, skill_lv)));
-		break;
+		case WL_JACKFROST:
+			clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
+			map_foreachinshootrange(skill->area_sub,bl,skill->get_splash(skill_id,skill_lv),BL_CHAR|BL_SKILL,src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill->castend_damage_id);
+			break;
 
-	case WL_SIENNAEXECRATE:
-		if( status_isimmune(bl) || !tsc )
+		case WL_MARSHOFABYSS:
+			// Should marsh of abyss still apply half reduction to players after the 28/10 patch? [LimitLine]
+			clif_skill_nodamage(src, bl, skill_id, skill_lv,
+				sc_start4(bl, type, 100, skill_lv, status_get_int(src), sd ? sd->status.job_level : 50, 0,
+				skill->get_time(skill_id, skill_lv)));
 			break;
 
-		if( flag&1 ) {
-			if( bl->id == skill_area_temp[1] )
-				break; // Already work on this target
+		case WL_SIENNAEXECRATE:
+			if( status_isimmune(bl) || !tsc )
+				break;
 
-			if( tsc && tsc->data[SC_STONE] )
-				status_change_end(bl,SC_STONE,INVALID_TIMER);
-			else
-				status_change_start(bl,SC_STONE,10000,skill_lv,0,0,1000,skill->get_time(skill_id, skill_lv),2);
-		} else {
-			int rate = 40 + 8 * skill_lv + ( sd? sd->status.job_level : 50 ) / 4;
-			// IroWiki says Rate should be reduced by target stats, but currently unknown
-			if( rnd()%100 < rate ) { // Success on First Target
-				if( !tsc->data[SC_STONE] )
-					rate = status_change_start(bl,SC_STONE,10000,skill_lv,0,0,1000,skill->get_time(skill_id, skill_lv),2);
-				else {
-					rate = 1;
+			if( flag&1 ) {
+				if( bl->id == skill_area_temp[1] )
+					break; // Already work on this target
+
+				if( tsc && tsc->data[SC_STONE] )
 					status_change_end(bl,SC_STONE,INVALID_TIMER);
-				}
+				else
+					status_change_start(bl,SC_STONE,10000,skill_lv,0,0,1000,skill->get_time(skill_id, skill_lv),2);
+			} else {
+				int rate = 40 + 8 * skill_lv + ( sd? sd->status.job_level : 50 ) / 4;
+				// IroWiki says Rate should be reduced by target stats, but currently unknown
+				if( rnd()%100 < rate ) { // Success on First Target
+					if( !tsc->data[SC_STONE] )
+						rate = status_change_start(bl,SC_STONE,10000,skill_lv,0,0,1000,skill->get_time(skill_id, skill_lv),2);
+					else {
+						rate = 1;
+						status_change_end(bl,SC_STONE,INVALID_TIMER);
+					}
 
-				if( rate ) {
-					skill_area_temp[1] = bl->id;
-					map_foreachinrange(skill_area_sub,bl,skill->get_splash(skill_id,skill_lv),BL_CHAR,src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill->castend_nodamage_id);
+					if( rate ) {
+						skill_area_temp[1] = bl->id;
+						map_foreachinrange(skill->area_sub,bl,skill->get_splash(skill_id,skill_lv),BL_CHAR,src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill->castend_nodamage_id);
+					}
+					// Doesn't send failure packet if it fails on defense.
 				}
-				// Doesn't send failure packet if it fails on defense.
+				else if( sd ) // Failure on Rate
+					clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
 			}
-			else if( sd ) // Failure on Rate
-				clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
-		}
-		break;
-
-	case WL_SUMMONFB:
-	case WL_SUMMONBL:
-	case WL_SUMMONWB:
-	case WL_SUMMONSTONE:
-		{
-			short element = 0, sctype = 0, pos = -1;
-			struct status_change *sc = status_get_sc(src);
-			if( !sc ) break;
+			break;
 
-			for( i = SC_SPHERE_1; i <= SC_SPHERE_5; i++ )
+		case WL_SUMMONFB:
+		case WL_SUMMONBL:
+		case WL_SUMMONWB:
+		case WL_SUMMONSTONE:
 			{
-				if( !sctype && !sc->data[i] )
-					sctype = i; // Take the free SC
-				if( sc->data[i] )
-					pos = max(sc->data[i]->val2,pos);
-			}
+				short element = 0, sctype = 0, pos = -1;
+				struct status_change *sc = status_get_sc(src);
+				if( !sc ) break;
 
-			if( !sctype )
-			{
-				if( sd ) // No free slots to put SC
-					clif_skill_fail(sd,skill_id,USESKILL_FAIL_SUMMON,0);
-				break;
-			}
+				for( i = SC_SPHERE_1; i <= SC_SPHERE_5; i++ )
+				{
+					if( !sctype && !sc->data[i] )
+						sctype = i; // Take the free SC
+					if( sc->data[i] )
+						pos = max(sc->data[i]->val2,pos);
+				}
 
-			pos++; // Used in val2 for SC. Indicates the order of this ball
-			switch( skill_id )
-			{ // Set val1. The SC element for this ball
-			case WL_SUMMONFB:    element = WLS_FIRE;  break;
-			case WL_SUMMONBL:    element = WLS_WIND;  break;
-			case WL_SUMMONWB:    element = WLS_WATER; break;
-			case WL_SUMMONSTONE: element = WLS_STONE; break;
-			}
+				if( !sctype )
+				{
+					if( sd ) // No free slots to put SC
+						clif_skill_fail(sd,skill_id,USESKILL_FAIL_SUMMON,0);
+					break;
+				}
 
-			sc_start4(src,sctype,100,element,pos,skill_lv,0,skill->get_time(skill_id,skill_lv));
-			clif_skill_nodamage(src,bl,skill_id,0,0);
-		}
-		break;
+				pos++; // Used in val2 for SC. Indicates the order of this ball
+				switch( skill_id ) { // Set val1. The SC element for this ball
+					case WL_SUMMONFB:    element = WLS_FIRE;  break;
+					case WL_SUMMONBL:    element = WLS_WIND;  break;
+					case WL_SUMMONWB:    element = WLS_WATER; break;
+					case WL_SUMMONSTONE: element = WLS_STONE; break;
+				}
 
-	case WL_READING_SB:
-		if( sd ) {
-			struct status_change *sc = status_get_sc(bl);
+				sc_start4(src,sctype,100,element,pos,skill_lv,0,skill->get_time(skill_id,skill_lv));
+				clif_skill_nodamage(src,bl,skill_id,0,0);
+			}
+			break;
+
+		case WL_READING_SB:
+			if( sd ) {
+				struct status_change *sc = status_get_sc(bl);
 
-			for( i = SC_SPELLBOOK1; i <= SC_MAXSPELLBOOK; i++)
-				if( sc && !sc->data[i] )
+				for( i = SC_SPELLBOOK1; i <= SC_MAXSPELLBOOK; i++)
+					if( sc && !sc->data[i] )
+						break;
+				if( i == SC_MAXSPELLBOOK ) {
+					clif_skill_fail(sd, WL_READING_SB, USESKILL_FAIL_SPELLBOOK_READING, 0);
 					break;
-			if( i == SC_MAXSPELLBOOK ) {
-				clif_skill_fail(sd, WL_READING_SB, USESKILL_FAIL_SPELLBOOK_READING, 0);
-				break;
-			}
+				}
 
-			sc_start(bl, SC_STOP, 100, skill_lv, INVALID_TIMER); //Can't move while selecting a spellbook.
-			clif_spellbook_list(sd);
-			clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
-		}
-		break;
-	/**
-	 * Ranger
-	 **/
-	case RA_FEARBREEZE:
-		clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
-		clif_skill_nodamage(src, bl, skill_id, skill_lv, sc_start(bl, type, 100, skill_lv, skill->get_time(skill_id, skill_lv)));
-		break;
+				sc_start(bl, SC_STOP, 100, skill_lv, INVALID_TIMER); //Can't move while selecting a spellbook.
+				clif_spellbook_list(sd);
+				clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
+			}
+			break;
+		/**
+		 * Ranger
+		 **/
+		case RA_FEARBREEZE:
+			clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
+			clif_skill_nodamage(src, bl, skill_id, skill_lv, sc_start(bl, type, 100, skill_lv, skill->get_time(skill_id, skill_lv)));
+			break;
 
-	case RA_WUGMASTERY:
-		if( sd ) {
-			if( !pc_iswug(sd) )
-				pc_setoption(sd,sd->sc.option|OPTION_WUG);
-			else
-				pc_setoption(sd,sd->sc.option&~OPTION_WUG);
-			clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
-		}
-		break;
+		case RA_WUGMASTERY:
+			if( sd ) {
+				if( !pc_iswug(sd) )
+					pc_setoption(sd,sd->sc.option|OPTION_WUG);
+				else
+					pc_setoption(sd,sd->sc.option&~OPTION_WUG);
+				clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
+			}
+			break;
 
-	case RA_WUGRIDER:
-		if( sd ) {
-			if( !pc_isridingwug(sd) && pc_iswug(sd) ) {
-				pc_setoption(sd,sd->sc.option&~OPTION_WUG);
-				pc_setoption(sd,sd->sc.option|OPTION_WUGRIDER);
-			} else if( pc_isridingwug(sd) ) {
-				pc_setoption(sd,sd->sc.option&~OPTION_WUGRIDER);
-				pc_setoption(sd,sd->sc.option|OPTION_WUG);
+		case RA_WUGRIDER:
+			if( sd ) {
+				if( !pc_isridingwug(sd) && pc_iswug(sd) ) {
+					pc_setoption(sd,sd->sc.option&~OPTION_WUG);
+					pc_setoption(sd,sd->sc.option|OPTION_WUGRIDER);
+				} else if( pc_isridingwug(sd) ) {
+					pc_setoption(sd,sd->sc.option&~OPTION_WUGRIDER);
+					pc_setoption(sd,sd->sc.option|OPTION_WUG);
+				}
+				clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
 			}
-			clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
-		}
-		break;
+			break;
 
-	case RA_WUGDASH:
-		if( tsce ) {
-			clif_skill_nodamage(src,bl,skill_id,skill_lv,status_change_end(bl, type, INVALID_TIMER));
-			map_freeblock_unlock();
-			return 0;
-		}
-		if( sd && pc_isridingwug(sd) ) {
-			clif_skill_nodamage(src,bl,skill_id,skill_lv,sc_start4(bl,type,100,skill_lv,unit_getdir(bl),0,0,1));
-			clif_walkok(sd);
-		}
-		break;
+		case RA_WUGDASH:
+			if( tsce ) {
+				clif_skill_nodamage(src,bl,skill_id,skill_lv,status_change_end(bl, type, INVALID_TIMER));
+				map_freeblock_unlock();
+				return 0;
+			}
+			if( sd && pc_isridingwug(sd) ) {
+				clif_skill_nodamage(src,bl,skill_id,skill_lv,sc_start4(bl,type,100,skill_lv,unit_getdir(bl),0,0,1));
+				clif_walkok(sd);
+			}
+			break;
 
-	case RA_SENSITIVEKEEN:
-		clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
-		clif_skill_damage(src,src,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
-		map_foreachinrange(skill_area_sub,src,skill->get_splash(skill_id,skill_lv),BL_CHAR|BL_SKILL,src,skill_id,skill_lv,tick,flag|BCT_ENEMY,skill->castend_damage_id);
-		break;
-	/**
-	 * Mechanic
-	 **/
-	case NC_F_SIDESLIDE:
-	case NC_B_SIDESLIDE:
-		{
-			uint8 dir = (skill_id == NC_F_SIDESLIDE) ? (unit_getdir(src)+4)%8 : unit_getdir(src);
-			skill->blown(src,bl,skill->get_blewcount(skill_id,skill_lv),dir,0x1);
-			clif_slide(src,src->x,src->y);
-			clif_fixpos(src); //Aegis sent this packet
+		case RA_SENSITIVEKEEN:
 			clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
-		}
-		break;
-
-	case NC_SELFDESTRUCTION:
-		if( sd ) {
-			if( pc_ismadogear(sd) )
-				 pc_setmadogear(sd, 0);
-			clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
-			skill->castend_damage_id(src, src, skill_id, skill_lv, tick, flag);
-			status_set_sp(src, 0, 0);
-		}
-		break;
+			clif_skill_damage(src,src,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
+			map_foreachinrange(skill->area_sub,src,skill->get_splash(skill_id,skill_lv),BL_CHAR|BL_SKILL,src,skill_id,skill_lv,tick,flag|BCT_ENEMY,skill->castend_damage_id);
+			break;
+		/**
+		 * Mechanic
+		 **/
+		case NC_F_SIDESLIDE:
+		case NC_B_SIDESLIDE:
+			{
+				uint8 dir = (skill_id == NC_F_SIDESLIDE) ? (unit_getdir(src)+4)%8 : unit_getdir(src);
+				skill->blown(src,bl,skill->get_blewcount(skill_id,skill_lv),dir,0x1);
+				clif_slide(src,src->x,src->y);
+				clif_fixpos(src); //Aegis sent this packet
+				clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
+			}
+			break;
 
-	case NC_ANALYZE:
-		clif_skill_damage(src, bl, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
-		clif_skill_nodamage(src, bl, skill_id, skill_lv,
-			sc_start(bl,type, 30 + 12 * skill_lv,skill_lv,skill->get_time(skill_id,skill_lv)));
-		if( sd ) pc_overheat(sd,1);
-		break;
+		case NC_SELFDESTRUCTION:
+			if( sd ) {
+				if( pc_ismadogear(sd) )
+					 pc_setmadogear(sd, 0);
+				clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
+				skill->castend_damage_id(src, src, skill_id, skill_lv, tick, flag);
+				status_set_sp(src, 0, 0);
+			}
+			break;
 
-	case NC_MAGNETICFIELD:
-		if( (i = sc_start2(bl,type,100,skill_lv,src->id,skill->get_time(skill_id,skill_lv))) )
-		{
-			map_foreachinrange(skill_area_sub,src,skill->get_splash(skill_id,skill_lv),splash_target(src),src,skill_id,skill_lv,tick,flag|BCT_ENEMY|SD_SPLASH|1,skill->castend_damage_id);;
-			clif_skill_damage(src,src,tick,status_get_amotion(src),0,-30000,1,skill_id,skill_lv,6);
-			if (sd) pc_overheat(sd,1);
-		}
-		clif_skill_nodamage(src,src,skill_id,skill_lv,i);
-		break;
+		case NC_ANALYZE:
+			clif_skill_damage(src, bl, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
+			clif_skill_nodamage(src, bl, skill_id, skill_lv,
+				sc_start(bl,type, 30 + 12 * skill_lv,skill_lv,skill->get_time(skill_id,skill_lv)));
+			if( sd ) pc_overheat(sd,1);
+			break;
 
-	case NC_REPAIR:
-		if( sd )
-		{
-			int heal;
-			if( dstsd && pc_ismadogear(dstsd) )
+		case NC_MAGNETICFIELD:
+			if( (i = sc_start2(bl,type,100,skill_lv,src->id,skill->get_time(skill_id,skill_lv))) )
 			{
-				heal = dstsd->status.max_hp * (3+3*skill_lv) / 100;
-				status_heal(bl,heal,0,2);
-			} else {
-				heal = sd->status.max_hp * (3+3*skill_lv) / 100;
-				status_heal(src,heal,0,2);
+				map_foreachinrange(skill->area_sub,src,skill->get_splash(skill_id,skill_lv),splash_target(src),src,skill_id,skill_lv,tick,flag|BCT_ENEMY|SD_SPLASH|1,skill->castend_damage_id);;
+				clif_skill_damage(src,src,tick,status_get_amotion(src),0,-30000,1,skill_id,skill_lv,6);
+				if (sd) pc_overheat(sd,1);
 			}
+			clif_skill_nodamage(src,src,skill_id,skill_lv,i);
+			break;
 
-			clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
-			clif_skill_nodamage(src, bl, skill_id, skill_lv, heal);
-		}
-		break;
+		case NC_REPAIR:
+			if( sd )
+			{
+				int heal;
+				if( dstsd && pc_ismadogear(dstsd) )
+				{
+					heal = dstsd->status.max_hp * (3+3*skill_lv) / 100;
+					status_heal(bl,heal,0,2);
+				} else {
+					heal = sd->status.max_hp * (3+3*skill_lv) / 100;
+					status_heal(src,heal,0,2);
+				}
 
-	case NC_DISJOINT:
-		{
-			if( bl->type != BL_MOB ) break;
-			md = map_id2md(bl->id);
-			if( md && md->class_ >= MOBID_SILVERSNIPER && md->class_ <= MOBID_MAGICDECOY_WIND )
-				status_kill(bl);
-			clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
-		}
-		break;
-	case SC_AUTOSHADOWSPELL:
-		if( sd ) {
-			if( sd->status.skill[sd->reproduceskill_id].id || sd->status.skill[sd->cloneskill_id].id ) {
-				sc_start(src,SC_STOP,100,skill_lv,-1);// The skill_lv is stored in val1 used in skill_select_menu to determine the used skill lvl [Xazax]
-				clif_autoshadowspell_list(sd);
-				clif_skill_nodamage(src,bl,skill_id,1,1);
+				clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
+				clif_skill_nodamage(src, bl, skill_id, skill_lv, heal);
 			}
-			else
-				clif_skill_fail(sd,skill_id,USESKILL_FAIL_IMITATION_SKILL_NONE,0);
-		}
-		break;
-
-	case SC_SHADOWFORM:
-		if( sd && dstsd && src != bl && !dstsd->shadowform_id ) {
-			if( clif_skill_nodamage(src,bl,skill_id,skill_lv,sc_start4(src,type,100,skill_lv,bl->id,4+skill_lv,0,skill->get_time(skill_id, skill_lv))) )
-				dstsd->shadowform_id = src->id;
-		}
-		else if( sd )
-			clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
-		break;
+			break;
 
-	case SC_BODYPAINT:
-		if( flag&1 ) {
-			if( tsc && (tsc->data[SC_HIDING] || tsc->data[SC_CLOAKING] ||
-						tsc->data[SC_CHASEWALK] || tsc->data[SC_CLOAKINGEXCEED] ||
-						tsc->data[SC__INVISIBILITY]) ) {
-				status_change_end(bl, SC_HIDING, INVALID_TIMER);
-				status_change_end(bl, SC_CLOAKING, INVALID_TIMER);
-				status_change_end(bl, SC_CHASEWALK, INVALID_TIMER);
-				status_change_end(bl, SC_CLOAKINGEXCEED, INVALID_TIMER);
-				status_change_end(bl, SC__INVISIBILITY, INVALID_TIMER);
+		case NC_DISJOINT:
+			{
+				if( bl->type != BL_MOB ) break;
+				md = map_id2md(bl->id);
+				if( md && md->class_ >= MOBID_SILVERSNIPER && md->class_ <= MOBID_MAGICDECOY_WIND )
+					status_kill(bl);
+				clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
+			}
+			break;
+		case SC_AUTOSHADOWSPELL:
+			if( sd ) {
+				if( sd->status.skill[sd->reproduceskill_id].id || sd->status.skill[sd->cloneskill_id].id ) {
+					sc_start(src,SC_STOP,100,skill_lv,-1);// The skill_lv is stored in val1 used in skill_select_menu to determine the used skill lvl [Xazax]
+					clif_autoshadowspell_list(sd);
+					clif_skill_nodamage(src,bl,skill_id,1,1);
+				}
+				else
+					clif_skill_fail(sd,skill_id,USESKILL_FAIL_IMITATION_SKILL_NONE,0);
+			}
+			break;
 
-				sc_start(bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv));
-				sc_start(bl,SC_BLIND,53 + 2 * skill_lv,skill_lv,skill->get_time(skill_id,skill_lv));
+		case SC_SHADOWFORM:
+			if( sd && dstsd && src != bl && !dstsd->shadowform_id ) {
+				if( clif_skill_nodamage(src,bl,skill_id,skill_lv,sc_start4(src,type,100,skill_lv,bl->id,4+skill_lv,0,skill->get_time(skill_id, skill_lv))) )
+					dstsd->shadowform_id = src->id;
 			}
-		} else {
-			clif_skill_nodamage(src, bl, skill_id, 0, 1);
-			map_foreachinrange(skill_area_sub, bl, skill->get_splash(skill_id, skill_lv), BL_CHAR,
-				src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill->castend_nodamage_id);
-		}
-		break;
+			else if( sd )
+				clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
+			break;
 
-	case SC_ENERVATION:
-	case SC_GROOMY:
-	case SC_LAZINESS:
-	case SC_UNLUCKY:
-	case SC_WEAKNESS:
-		if( !(tsc && tsc->data[type]) ) {
-			//((rand(myDEX / 12, myDEX / 4) + myJobLevel + 10 * skLevel) + myLevel / 10) - (targetLevel / 10 + targetLUK / 10 + (targetMaxWeight - targetWeight) / 1000 + rand(targetAGI / 6, targetAGI / 3))
-			int rate = rnd_value(sstatus->dex/12,sstatus->dex/4) + 10*skill_lv + (sd?sd->status.job_level:0) + status_get_lv(src)/10
-				- status_get_lv(bl)/10 - tstatus->luk/10 - (dstsd?(dstsd->max_weight-dstsd->weight)/10000:0) - rnd_value(tstatus->agi/6,tstatus->agi/3);
-			rate = cap_value(rate, skill_lv+sstatus->dex/20, 100);
-			clif_skill_nodamage(src,bl,skill_id,0,sc_start(bl,type,rate,skill_lv,skill->get_time(skill_id,skill_lv)));
-		} else if( sd )
-			 clif_skill_fail(sd,skill_id,0,0);
-		break;
+		case SC_BODYPAINT:
+			if( flag&1 ) {
+				if( tsc && (tsc->data[SC_HIDING] || tsc->data[SC_CLOAKING] ||
+							tsc->data[SC_CHASEWALK] || tsc->data[SC_CLOAKINGEXCEED] ||
+							tsc->data[SC__INVISIBILITY]) ) {
+					status_change_end(bl, SC_HIDING, INVALID_TIMER);
+					status_change_end(bl, SC_CLOAKING, INVALID_TIMER);
+					status_change_end(bl, SC_CHASEWALK, INVALID_TIMER);
+					status_change_end(bl, SC_CLOAKINGEXCEED, INVALID_TIMER);
+					status_change_end(bl, SC__INVISIBILITY, INVALID_TIMER);
 
-	case SC_IGNORANCE:
-		if( !(tsc && tsc->data[type]) ) {
-			int rate = rnd_value(sstatus->dex/12,sstatus->dex/4) + 10*skill_lv + (sd?sd->status.job_level:0) + status_get_lv(src)/10
-				- status_get_lv(bl)/10 - tstatus->luk/10 - (dstsd?(dstsd->max_weight-dstsd->weight)/10000:0) - rnd_value(tstatus->agi/6,tstatus->agi/3);
-			rate = cap_value(rate, skill_lv+sstatus->dex/20, 100);
-			if (clif_skill_nodamage(src,bl,skill_id,0,sc_start(bl,type,rate,skill_lv,skill->get_time(skill_id,skill_lv)))) {
-				int sp = 200 * skill_lv;
-				if( dstmd ) sp = dstmd->level * 2;
-				if( status_zap(bl,0,sp) )
-					status_heal(src,0,sp/2,3);
-			}
-			else if( sd ) clif_skill_fail(sd,skill_id,0,0);
-		} else if( sd )
-			clif_skill_fail(sd,skill_id,0,0);
-		break;
+					sc_start(bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv));
+					sc_start(bl,SC_BLIND,53 + 2 * skill_lv,skill_lv,skill->get_time(skill_id,skill_lv));
+				}
+			} else {
+				clif_skill_nodamage(src, bl, skill_id, 0, 1);
+				map_foreachinrange(skill->area_sub, bl, skill->get_splash(skill_id, skill_lv), BL_CHAR,
+					src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill->castend_nodamage_id);
+			}
+			break;
+
+		case SC_ENERVATION:
+		case SC_GROOMY:
+		case SC_LAZINESS:
+		case SC_UNLUCKY:
+		case SC_WEAKNESS:
+			if( !(tsc && tsc->data[type]) ) {
+				//((rand(myDEX / 12, myDEX / 4) + myJobLevel + 10 * skLevel) + myLevel / 10) - (targetLevel / 10 + targetLUK / 10 + (targetMaxWeight - targetWeight) / 1000 + rand(targetAGI / 6, targetAGI / 3))
+				int rate = rnd_value(sstatus->dex/12,sstatus->dex/4) + 10*skill_lv + (sd?sd->status.job_level:0) + status_get_lv(src)/10
+					- status_get_lv(bl)/10 - tstatus->luk/10 - (dstsd?(dstsd->max_weight-dstsd->weight)/10000:0) - rnd_value(tstatus->agi/6,tstatus->agi/3);
+				rate = cap_value(rate, skill_lv+sstatus->dex/20, 100);
+				clif_skill_nodamage(src,bl,skill_id,0,sc_start(bl,type,rate,skill_lv,skill->get_time(skill_id,skill_lv)));
+			} else if( sd )
+				 clif_skill_fail(sd,skill_id,0,0);
+			break;
+
+		case SC_IGNORANCE:
+			if( !(tsc && tsc->data[type]) ) {
+				int rate = rnd_value(sstatus->dex/12,sstatus->dex/4) + 10*skill_lv + (sd?sd->status.job_level:0) + status_get_lv(src)/10
+					- status_get_lv(bl)/10 - tstatus->luk/10 - (dstsd?(dstsd->max_weight-dstsd->weight)/10000:0) - rnd_value(tstatus->agi/6,tstatus->agi/3);
+				rate = cap_value(rate, skill_lv+sstatus->dex/20, 100);
+				if (clif_skill_nodamage(src,bl,skill_id,0,sc_start(bl,type,rate,skill_lv,skill->get_time(skill_id,skill_lv)))) {
+					int sp = 200 * skill_lv;
+					if( dstmd ) sp = dstmd->level * 2;
+					if( status_zap(bl,0,sp) )
+						status_heal(src,0,sp/2,3);
+				}
+				else if( sd ) clif_skill_fail(sd,skill_id,0,0);
+			} else if( sd )
+				clif_skill_fail(sd,skill_id,0,0);
+			break;
 
-	case LG_TRAMPLE:
-		clif_skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
-		map_foreachinrange(skill_destroy_trap,bl,skill->get_splash(skill_id,skill_lv),BL_SKILL,tick);
-		break;
+		case LG_TRAMPLE:
+			clif_skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
+			map_foreachinrange(skill->destroy_trap,bl,skill->get_splash(skill_id,skill_lv),BL_SKILL,tick);
+			break;
 
-	case LG_REFLECTDAMAGE:
-		if( tsc && tsc->data[type] )
-			status_change_end(bl,type,INVALID_TIMER);
-		else
-			sc_start(bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv));
-		clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
-		break;
+		case LG_REFLECTDAMAGE:
+			if( tsc && tsc->data[type] )
+				status_change_end(bl,type,INVALID_TIMER);
+			else
+				sc_start(bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv));
+			clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
+			break;
 
-	case LG_SHIELDSPELL:
-		if( flag&1 ) {
-			int duration = (sd) ? sd->bonus.shieldmdef * 2000 : 10000;
-			sc_start(bl,SC_SILENCE,100,skill_lv,duration);
-		} else if( sd ) {
-			int opt = skill_lv;
-			int rate = rnd()%100;
-			int val, brate;
-			switch( skill_lv ) {
-				case 1:
-					{
-						struct item_data *shield_data = sd->inventory_data[sd->equip_index[EQI_HAND_L]];
-						if( !shield_data || shield_data->type != IT_ARMOR ) {	// No shield?
-							clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
-							break;
+		case LG_SHIELDSPELL:
+			if( flag&1 ) {
+				int duration = (sd) ? sd->bonus.shieldmdef * 2000 : 10000;
+				sc_start(bl,SC_SILENCE,100,skill_lv,duration);
+			} else if( sd ) {
+				int opt = skill_lv;
+				int rate = rnd()%100;
+				int val, brate;
+				switch( skill_lv ) {
+					case 1:
+						{
+							struct item_data *shield_data = sd->inventory_data[sd->equip_index[EQI_HAND_L]];
+							if( !shield_data || shield_data->type != IT_ARMOR ) {	// No shield?
+								clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
+								break;
+							}
+							brate = shield_data->def * 10;
+							if( rate < 50 )
+								opt = 1;
+							else if( rate < 75 )
+								opt = 2;
+							else
+								opt = 3;
+
+							switch( opt ) {
+								case 1:
+									sc_start(bl,SC_SHIELDSPELL_DEF,100,opt,-1);
+									clif_skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
+									if( rate < brate )
+										map_foreachinrange(skill->area_sub,src,skill->get_splash(skill_id,skill_lv),BL_CHAR,src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill->castend_damage_id);
+									status_change_end(bl,SC_SHIELDSPELL_DEF,INVALID_TIMER);
+									break;
+								case 2:
+									val = shield_data->def / 10; // % Reflected damage.
+									sc_start2(bl,SC_SHIELDSPELL_DEF,brate,opt,val,shield_data->def * 1000);
+									break;
+								case 3:
+									val = shield_data->def; // Attack increase.
+									sc_start2(bl,SC_SHIELDSPELL_DEF,brate,opt,val,shield_data->def * 3000);
+									break;
+							}
 						}
-						brate = shield_data->def * 10;
-						if( rate < 50 )
+						break;
+
+					case 2:
+						brate = sd->bonus.shieldmdef * 20;
+						if( rate < 30 )
 							opt = 1;
-						else if( rate < 75 )
+						else if( rate < 60 )
 							opt = 2;
 						else
 							opt = 3;
-
 						switch( opt ) {
 							case 1:
-								sc_start(bl,SC_SHIELDSPELL_DEF,100,opt,-1);
+								sc_start(bl,SC_SHIELDSPELL_MDEF,100,opt,-1);
 								clif_skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
 								if( rate < brate )
-									map_foreachinrange(skill_area_sub,src,skill->get_splash(skill_id,skill_lv),BL_CHAR,src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill->castend_damage_id);
-								status_change_end(bl,SC_SHIELDSPELL_DEF,INVALID_TIMER);
+									map_foreachinrange(skill->area_sub,src,skill->get_splash(skill_id,skill_lv),BL_CHAR,src,skill_id,skill_lv,tick,flag|BCT_ENEMY|2,skill->castend_damage_id);
+								status_change_end(bl,SC_SHIELDSPELL_MDEF,INVALID_TIMER);
 								break;
 							case 2:
-								val = shield_data->def / 10; // % Reflected damage.
-								sc_start2(bl,SC_SHIELDSPELL_DEF,brate,opt,val,shield_data->def * 1000);
+								sc_start(bl,SC_SHIELDSPELL_MDEF,100,opt,-1);
+								clif_skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
+								if( rate < brate )
+									map_foreachinrange(skill->area_sub,src,skill->get_splash(skill_id,skill_lv),BL_CHAR,src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill->castend_nodamage_id);
 								break;
 							case 3:
-								val = shield_data->def; // Attack increase.
-								sc_start2(bl,SC_SHIELDSPELL_DEF,brate,opt,val,shield_data->def * 3000);
+								if( sc_start(bl,SC_SHIELDSPELL_MDEF,brate,opt,sd->bonus.shieldmdef * 30000) )
+									clif_skill_nodamage(src,bl,PR_MAGNIFICAT,skill_lv,
+									sc_start(bl,SC_MAGNIFICAT,100,1,sd->bonus.shieldmdef * 30000));
 								break;
 						}
-					}
-					break;
+						break;
 
-				case 2:
-					brate = sd->bonus.shieldmdef * 20;
-					if( rate < 30 )
-						opt = 1;
-					else if( rate < 60 )
-						opt = 2;
-					else
-						opt = 3;
-					switch( opt ) {
-						case 1:
-							sc_start(bl,SC_SHIELDSPELL_MDEF,100,opt,-1);
-							clif_skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
-							if( rate < brate )
-								map_foreachinrange(skill_area_sub,src,skill->get_splash(skill_id,skill_lv),BL_CHAR,src,skill_id,skill_lv,tick,flag|BCT_ENEMY|2,skill->castend_damage_id);
-							status_change_end(bl,SC_SHIELDSPELL_MDEF,INVALID_TIMER);
-							break;
-						case 2:
-							sc_start(bl,SC_SHIELDSPELL_MDEF,100,opt,-1);
-							clif_skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
-							if( rate < brate )
-								map_foreachinrange(skill_area_sub,src,skill->get_splash(skill_id,skill_lv),BL_CHAR,src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill->castend_nodamage_id);
-							break;
-						case 3:
-							if( sc_start(bl,SC_SHIELDSPELL_MDEF,brate,opt,sd->bonus.shieldmdef * 30000) )
-								clif_skill_nodamage(src,bl,PR_MAGNIFICAT,skill_lv,
-								sc_start(bl,SC_MAGNIFICAT,100,1,sd->bonus.shieldmdef * 30000));
+					case 3:
+					{
+						struct item *it = &sd->status.inventory[sd->equip_index[EQI_HAND_L]];
+						if( !it ) {	// No shield?
+							clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
 							break;
+						}
+						brate = it->refine * 5;
+						if( rate < 25 )
+							opt = 1;
+						else if( rate < 50 )
+							opt = 2;
+						else
+							opt = 3;
+						switch( opt ) {
+							case 1:
+								val = 105 * it->refine / 10;
+								sc_start2(bl,SC_SHIELDSPELL_REF,brate,opt,val,skill->get_time(skill_id,skill_lv));
+								break;
+							case 2: case 3:
+								if( rate < brate )
+								{
+									val = sstatus->max_hp * (11 + it->refine) / 100;
+									status_heal(bl, val, 0, 3);
+								}
+								break;
+							/*case 3:
+								// Full protection. I need confirm what effect should be here. Moved to case 2 to until we got it.
+								break;*/
+						}
 					}
 					break;
-
-				case 3:
-				{
-					struct item *it = &sd->status.inventory[sd->equip_index[EQI_HAND_L]];
-					if( !it ) {	// No shield?
-						clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
-						break;
-					}
-					brate = it->refine * 5;
-					if( rate < 25 )
-						opt = 1;
-					else if( rate < 50 )
-						opt = 2;
-					else
-						opt = 3;
-					switch( opt ) {
-						case 1:
-							val = 105 * it->refine / 10;
-							sc_start2(bl,SC_SHIELDSPELL_REF,brate,opt,val,skill->get_time(skill_id,skill_lv));
-							break;
-						case 2: case 3:
-							if( rate < brate )
-							{
-								val = sstatus->max_hp * (11 + it->refine) / 100;
-								status_heal(bl, val, 0, 3);
-							}
-							break;
-						/*case 3:
-							// Full protection. I need confirm what effect should be here. Moved to case 2 to until we got it.
-							break;*/
-					}
 				}
-				break;
+				clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
 			}
-			clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
-		}
-		break;
-
-	case LG_PIETY:
-		if( flag&1 )
-			sc_start(bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv));
-		else {
-			skill_area_temp[2] = 0;
-			map_foreachinrange(skill_area_sub,bl,skill->get_splash(skill_id,skill_lv),BL_PC,src,skill_id,skill_lv,tick,flag|SD_PREAMBLE|BCT_PARTY|BCT_SELF|1,skill->castend_nodamage_id);
-			clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
-		}
-		break;
+			break;
 
-	case LG_INSPIRATION:
-		if( sd && !map[sd->bl.m].flag.noexppenalty && sd->status.base_level != MAX_LEVEL ) {
-				sd->status.base_exp -= min(sd->status.base_exp, pc_nextbaseexp(sd) * 1 / 100); // 1% penalty.
-				sd->status.job_exp -= min(sd->status.job_exp, pc_nextjobexp(sd) * 1 / 100);
-				clif_updatestatus(sd,SP_BASEEXP);
-				clif_updatestatus(sd,SP_JOBEXP);
-		}
-			clif_skill_nodamage(bl,src,skill_id,skill_lv,
-				sc_start(bl, type, 100, skill_lv, skill->get_time(skill_id, skill_lv)));
-		break;
-	case SR_CURSEDCIRCLE:
-		if( flag&1 ) {
-			if( is_boss(bl) ) break;
-			if( sc_start2(bl, type, 100, skill_lv, src->id, skill->get_time(skill_id, skill_lv))) {
-				if( bl->type == BL_MOB )
-					mob_unlocktarget((TBL_MOB*)bl,gettick());
-				unit_stop_attack(bl);
-				clif_bladestop(src, bl->id, 1);
-				map_freeblock_unlock();
-				return 1;
+		case LG_PIETY:
+			if( flag&1 )
+				sc_start(bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv));
+			else {
+				skill_area_temp[2] = 0;
+				map_foreachinrange(skill->area_sub,bl,skill->get_splash(skill_id,skill_lv),BL_PC,src,skill_id,skill_lv,tick,flag|SD_PREAMBLE|BCT_PARTY|BCT_SELF|1,skill->castend_nodamage_id);
+				clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
 			}
-		} else {
-			int count = 0;
-			clif_skill_damage(src, bl, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
-			count = map_forcountinrange(skill_area_sub, src, skill->get_splash(skill_id,skill_lv), (sd)?sd->spiritball_old:15, // Assume 15 spiritballs in non-charactors
-				BL_CHAR, src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill->castend_nodamage_id);
-			if( sd ) pc_delspiritball(sd, count, 0);
-			clif_skill_nodamage(src, src, skill_id, skill_lv,
-				sc_start2(src, SC_CURSEDCIRCLE_ATKER, 100, skill_lv, count, skill->get_time(skill_id,skill_lv)));
-		}
-		break;
-
-	case SR_RAISINGDRAGON:
-		if( sd ) {
-			short max = 5 + skill_lv;
-			sc_start(bl, SC_EXPLOSIONSPIRITS, 100, skill_lv, skill->get_time(skill_id, skill_lv));
-			for( i = 0; i < max; i++ ) // Don't call more than max available spheres.
-				pc_addspiritball(sd, skill->get_time(skill_id, skill_lv), max);
-			clif_skill_nodamage(src, bl, skill_id, skill_lv, sc_start(bl, type, 100, skill_lv,skill->get_time(skill_id, skill_lv)));
-		}
-		break;
+			break;
 
-	case SR_ASSIMILATEPOWER:
-		if( flag&1 ) {
-			i = 0;
-			if( dstsd && dstsd->spiritball && (sd == dstsd || map_flag_vs(src->m)) && (dstsd->class_&MAPID_BASEMASK)!=MAPID_GUNSLINGER )
-			{
-				i = dstsd->spiritball; //1%sp per spiritball.
-				pc_delspiritball(dstsd, dstsd->spiritball, 0);
+		case LG_INSPIRATION:
+			if( sd && !map[sd->bl.m].flag.noexppenalty && sd->status.base_level != MAX_LEVEL ) {
+					sd->status.base_exp -= min(sd->status.base_exp, pc_nextbaseexp(sd) * 1 / 100); // 1% penalty.
+					sd->status.job_exp -= min(sd->status.job_exp, pc_nextjobexp(sd) * 1 / 100);
+					clif_updatestatus(sd,SP_BASEEXP);
+					clif_updatestatus(sd,SP_JOBEXP);
 			}
-			if( i ) status_percent_heal(src, 0, i);
-			clif_skill_nodamage(src, bl, skill_id, skill_lv, i ? 1:0);
-		} else {
-			clif_skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
-			map_foreachinrange(skill_area_sub, bl, skill->get_splash(skill_id, skill_lv), splash_target(src), src, skill_id, skill_lv, tick, flag|BCT_ENEMY|BCT_SELF|SD_SPLASH|1, skill->castend_nodamage_id);
-		}
-		break;
-
-	case SR_POWERVELOCITY:
-		if( !dstsd )
+				clif_skill_nodamage(bl,src,skill_id,skill_lv,
+					sc_start(bl, type, 100, skill_lv, skill->get_time(skill_id, skill_lv)));
 			break;
-		if( sd && dstsd->spiritball <= 5 ) {
-			for(i = 0; i <= 5; i++) {
-				pc_addspiritball(dstsd, skill->get_time(MO_CALLSPIRITS, pc_checkskill(sd,MO_CALLSPIRITS)), i);
-				pc_delspiritball(sd, sd->spiritball, 0);
+		case SR_CURSEDCIRCLE:
+			if( flag&1 ) {
+				if( is_boss(bl) ) break;
+				if( sc_start2(bl, type, 100, skill_lv, src->id, skill->get_time(skill_id, skill_lv))) {
+					if( bl->type == BL_MOB )
+						mob_unlocktarget((TBL_MOB*)bl,gettick());
+					unit_stop_attack(bl);
+					clif_bladestop(src, bl->id, 1);
+					map_freeblock_unlock();
+					return 1;
+				}
+			} else {
+				int count = 0;
+				clif_skill_damage(src, bl, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
+				count = map_forcountinrange(skill->area_sub, src, skill->get_splash(skill_id,skill_lv), (sd)?sd->spiritball_old:15, // Assume 15 spiritballs in non-charactors
+					BL_CHAR, src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill->castend_nodamage_id);
+				if( sd ) pc_delspiritball(sd, count, 0);
+				clif_skill_nodamage(src, src, skill_id, skill_lv,
+					sc_start2(src, SC_CURSEDCIRCLE_ATKER, 100, skill_lv, count, skill->get_time(skill_id,skill_lv)));
 			}
-		}
-		clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
-		break;
+			break;
 
-	case SR_GENTLETOUCH_CURE:
-		{
-			int heal;
+		case SR_RAISINGDRAGON:
+			if( sd ) {
+				short max = 5 + skill_lv;
+				sc_start(bl, SC_EXPLOSIONSPIRITS, 100, skill_lv, skill->get_time(skill_id, skill_lv));
+				for( i = 0; i < max; i++ ) // Don't call more than max available spheres.
+					pc_addspiritball(sd, skill->get_time(skill_id, skill_lv), max);
+				clif_skill_nodamage(src, bl, skill_id, skill_lv, sc_start(bl, type, 100, skill_lv,skill->get_time(skill_id, skill_lv)));
+			}
+			break;
 
-			if( status_isimmune(bl) )
-			{
-				clif_skill_nodamage(src,bl,skill_id,skill_lv,0);
-				break;
+		case SR_ASSIMILATEPOWER:
+			if( flag&1 ) {
+				i = 0;
+				if( dstsd && dstsd->spiritball && (sd == dstsd || map_flag_vs(src->m)) && (dstsd->class_&MAPID_BASEMASK)!=MAPID_GUNSLINGER )
+				{
+					i = dstsd->spiritball; //1%sp per spiritball.
+					pc_delspiritball(dstsd, dstsd->spiritball, 0);
+				}
+				if( i ) status_percent_heal(src, 0, i);
+				clif_skill_nodamage(src, bl, skill_id, skill_lv, i ? 1:0);
+			} else {
+				clif_skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
+				map_foreachinrange(skill->area_sub, bl, skill->get_splash(skill_id, skill_lv), splash_target(src), src, skill_id, skill_lv, tick, flag|BCT_ENEMY|BCT_SELF|SD_SPLASH|1, skill->castend_nodamage_id);
 			}
+			break;
 
-			heal = 120 * skill_lv + status_get_max_hp(bl) * (2 + skill_lv) / 100;
-			status_heal(bl, heal, 0, 0);
+		case SR_POWERVELOCITY:
+			if( !dstsd )
+				break;
+			if( sd && dstsd->spiritball <= 5 ) {
+				for(i = 0; i <= 5; i++) {
+					pc_addspiritball(dstsd, skill->get_time(MO_CALLSPIRITS, pc_checkskill(sd,MO_CALLSPIRITS)), i);
+					pc_delspiritball(sd, sd->spiritball, 0);
+				}
+			}
+			clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
+			break;
 
-			if( (tsc && tsc->opt1) && (rnd()%100 < ((skill_lv * 5) + (status_get_dex(src) + status_get_lv(src)) / 4) - (1 + (rnd() % 10))) )
+		case SR_GENTLETOUCH_CURE:
 			{
-				status_change_end(bl, SC_STONE, INVALID_TIMER);
-				status_change_end(bl, SC_FREEZE, INVALID_TIMER);
-				status_change_end(bl, SC_STUN, INVALID_TIMER);
-				status_change_end(bl, SC_POISON, INVALID_TIMER);
-				status_change_end(bl, SC_SILENCE, INVALID_TIMER);
-				status_change_end(bl, SC_BLIND, INVALID_TIMER);
-				status_change_end(bl, SC_HALLUCINATION, INVALID_TIMER);
-				status_change_end(bl, SC_BURNING, INVALID_TIMER);
-				status_change_end(bl, SC_FREEZING, INVALID_TIMER);
-			}
+				int heal;
 
-			clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
-		}
-		break;
-	case SR_GENTLETOUCH_CHANGE:
-	case SR_GENTLETOUCH_REVITALIZE:
-		clif_skill_nodamage(src,bl,skill_id,skill_lv,
-			sc_start2(bl,type,100,skill_lv,src->id,skill->get_time(skill_id,skill_lv)));
-		break;
-	case WA_SWING_DANCE:
-	case WA_MOONLIT_SERENADE:
-		if( sd == NULL || sd->status.party_id == 0 || (flag & 1) )
-			sc_start(bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv));
-		else if( sd ) {	// Only shows effects on caster.
-			clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
-			party_foreachsamemap(skill_area_sub, sd, skill->get_splash(skill_id, skill_lv), src, skill_id, skill_lv, tick, flag|BCT_PARTY|1, skill->castend_nodamage_id);
-		}
-		break;
+				if( status_isimmune(bl) )
+				{
+					clif_skill_nodamage(src,bl,skill_id,skill_lv,0);
+					break;
+				}
 
-	case WA_SYMPHONY_OF_LOVER:
-	case MI_RUSH_WINDMILL:
-	case MI_ECHOSONG:
-		if( sd == NULL || sd->status.party_id == 0 || (flag & 1) )
-			sc_start4(bl,type,100,skill_lv,6*skill_lv,(sd?pc_checkskill(sd,WM_LESSON):0),(sd?sd->status.job_level:0),skill->get_time(skill_id,skill_lv));
-		else if( sd ) {	// Only shows effects on caster.
-			clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
-			party_foreachsamemap(skill_area_sub, sd, skill->get_splash(skill_id, skill_lv), src, skill_id, skill_lv, tick, flag|BCT_PARTY|1, skill->castend_nodamage_id);
-		}
-		break;
+				heal = 120 * skill_lv + status_get_max_hp(bl) * (2 + skill_lv) / 100;
+				status_heal(bl, heal, 0, 0);
 
-	case MI_HARMONIZE:
-		if( src != bl )
-			clif_skill_nodamage(src, src, skill_id, skill_lv, sc_start(src, type, 100, skill_lv, skill->get_time(skill_id,skill_lv)));
-		clif_skill_nodamage(src, bl, skill_id, skill_lv, sc_start(bl, type, 100, skill_lv, skill->get_time(skill_id,skill_lv)));
-		break;
+				if( (tsc && tsc->opt1) && (rnd()%100 < ((skill_lv * 5) + (status_get_dex(src) + status_get_lv(src)) / 4) - (1 + (rnd() % 10))) )
+				{
+					status_change_end(bl, SC_STONE, INVALID_TIMER);
+					status_change_end(bl, SC_FREEZE, INVALID_TIMER);
+					status_change_end(bl, SC_STUN, INVALID_TIMER);
+					status_change_end(bl, SC_POISON, INVALID_TIMER);
+					status_change_end(bl, SC_SILENCE, INVALID_TIMER);
+					status_change_end(bl, SC_BLIND, INVALID_TIMER);
+					status_change_end(bl, SC_HALLUCINATION, INVALID_TIMER);
+					status_change_end(bl, SC_BURNING, INVALID_TIMER);
+					status_change_end(bl, SC_FREEZING, INVALID_TIMER);
+				}
 
-	case WM_DEADHILLHERE:
-		if( bl->type == BL_PC ) {
-			if( !status_isdead(bl) )
-				break;
+				clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
+			}
+			break;
+		case SR_GENTLETOUCH_CHANGE:
+		case SR_GENTLETOUCH_REVITALIZE:
+			clif_skill_nodamage(src,bl,skill_id,skill_lv,
+				sc_start2(bl,type,100,skill_lv,src->id,skill->get_time(skill_id,skill_lv)));
+			break;
+		case WA_SWING_DANCE:
+		case WA_MOONLIT_SERENADE:
+			if( sd == NULL || sd->status.party_id == 0 || (flag & 1) )
+				sc_start(bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv));
+			else if( sd ) {	// Only shows effects on caster.
+				clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
+				party_foreachsamemap(skill->area_sub, sd, skill->get_splash(skill_id, skill_lv), src, skill_id, skill_lv, tick, flag|BCT_PARTY|1, skill->castend_nodamage_id);
+			}
+			break;
 
-			if( rnd()%100 < 88 + 2 * skill_lv ) {
-				int heal = tstatus->sp;
-				if( heal <= 0 )
-					heal = 1;
-				tstatus->hp = heal;
-				tstatus->sp -= tstatus->sp * ( 120 - 20 * skill_lv ) / 100;
+		case WA_SYMPHONY_OF_LOVER:
+		case MI_RUSH_WINDMILL:
+		case MI_ECHOSONG:
+			if( sd == NULL || sd->status.party_id == 0 || (flag & 1) )
+				sc_start4(bl,type,100,skill_lv,6*skill_lv,(sd?pc_checkskill(sd,WM_LESSON):0),(sd?sd->status.job_level:0),skill->get_time(skill_id,skill_lv));
+			else if( sd ) {	// Only shows effects on caster.
 				clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
-				pc_revive((TBL_PC*)bl,heal,0);
-				clif_resurrection(bl,1);
+				party_foreachsamemap(skill->area_sub, sd, skill->get_splash(skill_id, skill_lv), src, skill_id, skill_lv, tick, flag|BCT_PARTY|1, skill->castend_nodamage_id);
 			}
-		}
-		break;
+			break;
 
-	case WM_SIRCLEOFNATURE:
-		flag |= BCT_SELF|BCT_PARTY|BCT_GUILD;
-	case WM_VOICEOFSIREN:
-		if( skill_id != WM_SIRCLEOFNATURE )
-			flag &= ~BCT_SELF;
-		if( flag&1 ) {
-			sc_start2(bl,type,(skill_id==WM_VOICEOFSIREN)?20+10*skill_lv:100,skill_lv,(skill_id==WM_VOICEOFSIREN)?src->id:0,skill->get_time(skill_id,skill_lv));
-		} else {
-			map_foreachinrange(skill_area_sub, src, skill->get_splash(skill_id,skill_lv),(skill_id==WM_VOICEOFSIREN)?BL_CHAR|BL_SKILL:BL_PC, src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill->castend_nodamage_id);
-			clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
-		}
-		break;
+		case MI_HARMONIZE:
+			if( src != bl )
+				clif_skill_nodamage(src, src, skill_id, skill_lv, sc_start(src, type, 100, skill_lv, skill->get_time(skill_id,skill_lv)));
+			clif_skill_nodamage(src, bl, skill_id, skill_lv, sc_start(bl, type, 100, skill_lv, skill->get_time(skill_id,skill_lv)));
+			break;
+
+		case WM_DEADHILLHERE:
+			if( bl->type == BL_PC ) {
+				if( !status_isdead(bl) )
+					break;
 
-	case WM_GLOOMYDAY:
-		clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
-		if( dstsd && ( pc_checkskill(dstsd,KN_BRANDISHSPEAR) || pc_checkskill(dstsd,LK_SPIRALPIERCE) ||
-				pc_checkskill(dstsd,CR_SHIELDCHARGE) || pc_checkskill(dstsd,CR_SHIELDBOOMERANG) ||
-				pc_checkskill(dstsd,PA_SHIELDCHAIN) || pc_checkskill(dstsd,LG_SHIELDPRESS) ) )
-			{
-				sc_start(bl,SC_GLOOMYDAY_SK,100,skill_lv,skill->get_time(skill_id,skill_lv));
-				break;
+				if( rnd()%100 < 88 + 2 * skill_lv ) {
+					int heal = tstatus->sp;
+					if( heal <= 0 )
+						heal = 1;
+					tstatus->hp = heal;
+					tstatus->sp -= tstatus->sp * ( 120 - 20 * skill_lv ) / 100;
+					clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
+					pc_revive((TBL_PC*)bl,heal,0);
+					clif_resurrection(bl,1);
+				}
 			}
-		sc_start(bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv));
-		break;
+			break;
 
-	case WM_SATURDAY_NIGHT_FEVER:
-		if( flag&1 ) {	// Affect to all targets arround the caster and caster too.
-			if( !(tsc && tsc->data[type]) )
-				sc_start(bl, type, 100, skill_lv,skill->get_time(skill_id, skill_lv));
-		} else if( flag&2 ) {
-			if( src->id != bl->id && battle->check_target(src,bl,BCT_ENEMY) > 0 )
-				status_fix_damage(src,bl,9999,clif_damage(src,bl,tick,0,0,9999,0,0,0));
-		} else if( sd ) {
-			short chance = sstatus->int_/6 + sd->status.job_level/5 + skill_lv*4;
-			if( !sd->status.party_id || (rnd()%100 > chance)) {
-				clif_skill_fail(sd,skill_id,USESKILL_FAIL_NEED_HELPER,0);
-				break;
+		case WM_SIRCLEOFNATURE:
+			flag |= BCT_SELF|BCT_PARTY|BCT_GUILD;
+		case WM_VOICEOFSIREN:
+			if( skill_id != WM_SIRCLEOFNATURE )
+				flag &= ~BCT_SELF;
+			if( flag&1 ) {
+				sc_start2(bl,type,(skill_id==WM_VOICEOFSIREN)?20+10*skill_lv:100,skill_lv,(skill_id==WM_VOICEOFSIREN)?src->id:0,skill->get_time(skill_id,skill_lv));
+			} else {
+				map_foreachinrange(skill->area_sub, src, skill->get_splash(skill_id,skill_lv),(skill_id==WM_VOICEOFSIREN)?BL_CHAR|BL_SKILL:BL_PC, src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill->castend_nodamage_id);
+				clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
 			}
-			if( map_foreachinrange(skill_area_sub, bl, skill->get_splash(skill_id,skill_lv),
-					BL_PC, src, skill_id, skill_lv, tick, BCT_ENEMY, skill_area_sub_count) > 7 )
-				flag |= 2;
-			else
-				flag |= 1;
-			map_foreachinrange(skill_area_sub, src, skill->get_splash(skill_id,skill_lv),BL_PC, src, skill_id, skill_lv, tick, flag|BCT_ENEMY|BCT_SELF, skill->castend_nodamage_id);
-			clif_skill_nodamage(src, bl, skill_id, skill_lv,
-				sc_start(src,SC_STOP,100,skill_lv,skill->get_time2(skill_id,skill_lv)));
-			if( flag&2 ) // Dealed here to prevent conflicts
-				status_fix_damage(src,bl,9999,clif_damage(src,bl,tick,0,0,9999,0,0,0));
-		}
-		break;
+			break;
 
-	case WM_SONG_OF_MANA:
-	case WM_DANCE_WITH_WUG:
-	case WM_LERADS_DEW:
-		if( flag&1 ) {	// These affect to to all party members near the caster.
-			struct status_change *sc = status_get_sc(src);
-			if( sc && sc->data[type] ) {
-				sc_start2(bl,type,100,skill_lv,sc->data[type]->val2,skill->get_time(skill_id,skill_lv));
-			}
-		} else if( sd ) {
-			short lv = (short)skill_lv;
-			int count = skill->check_pc_partner(sd,skill_id,&lv,skill->get_splash(skill_id,skill_lv),1);
-			if( sc_start2(bl,type,100,skill_lv,count,skill->get_time(skill_id,skill_lv)) )
-				party_foreachsamemap(skill_area_sub,sd,skill->get_splash(skill_id,skill_lv),src,skill_id,skill_lv,tick,flag|BCT_PARTY|1,skill->castend_nodamage_id);
+		case WM_GLOOMYDAY:
 			clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
+			if( dstsd && ( pc_checkskill(dstsd,KN_BRANDISHSPEAR) || pc_checkskill(dstsd,LK_SPIRALPIERCE) ||
+					pc_checkskill(dstsd,CR_SHIELDCHARGE) || pc_checkskill(dstsd,CR_SHIELDBOOMERANG) ||
+					pc_checkskill(dstsd,PA_SHIELDCHAIN) || pc_checkskill(dstsd,LG_SHIELDPRESS) ) )
+				{
+					sc_start(bl,SC_GLOOMYDAY_SK,100,skill_lv,skill->get_time(skill_id,skill_lv));
+					break;
+				}
+			sc_start(bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv));
+			break;
 
-		}
-		break;
+		case WM_SATURDAY_NIGHT_FEVER:
+			if( flag&1 ) {	// Affect to all targets arround the caster and caster too.
+				if( !(tsc && tsc->data[type]) )
+					sc_start(bl, type, 100, skill_lv,skill->get_time(skill_id, skill_lv));
+			} else if( flag&2 ) {
+				if( src->id != bl->id && battle->check_target(src,bl,BCT_ENEMY) > 0 )
+					status_fix_damage(src,bl,9999,clif_damage(src,bl,tick,0,0,9999,0,0,0));
+			} else if( sd ) {
+				short chance = sstatus->int_/6 + sd->status.job_level/5 + skill_lv*4;
+				if( !sd->status.party_id || (rnd()%100 > chance)) {
+					clif_skill_fail(sd,skill_id,USESKILL_FAIL_NEED_HELPER,0);
+					break;
+				}
+				if( map_foreachinrange(skill->area_sub, bl, skill->get_splash(skill_id,skill_lv),
+						BL_PC, src, skill_id, skill_lv, tick, BCT_ENEMY, skill->area_sub_count) > 7 )
+					flag |= 2;
+				else
+					flag |= 1;
+				map_foreachinrange(skill->area_sub, src, skill->get_splash(skill_id,skill_lv),BL_PC, src, skill_id, skill_lv, tick, flag|BCT_ENEMY|BCT_SELF, skill->castend_nodamage_id);
+				clif_skill_nodamage(src, bl, skill_id, skill_lv,
+					sc_start(src,SC_STOP,100,skill_lv,skill->get_time2(skill_id,skill_lv)));
+				if( flag&2 ) // Dealed here to prevent conflicts
+					status_fix_damage(src,bl,9999,clif_damage(src,bl,tick,0,0,9999,0,0,0));
+			}
+			break;
+
+		case WM_SONG_OF_MANA:
+		case WM_DANCE_WITH_WUG:
+		case WM_LERADS_DEW:
+			if( flag&1 ) {	// These affect to to all party members near the caster.
+				struct status_change *sc = status_get_sc(src);
+				if( sc && sc->data[type] ) {
+					sc_start2(bl,type,100,skill_lv,sc->data[type]->val2,skill->get_time(skill_id,skill_lv));
+				}
+			} else if( sd ) {
+				short lv = (short)skill_lv;
+				int count = skill->check_pc_partner(sd,skill_id,&lv,skill->get_splash(skill_id,skill_lv),1);
+				if( sc_start2(bl,type,100,skill_lv,count,skill->get_time(skill_id,skill_lv)) )
+					party_foreachsamemap(skill->area_sub,sd,skill->get_splash(skill_id,skill_lv),src,skill_id,skill_lv,tick,flag|BCT_PARTY|1,skill->castend_nodamage_id);
+				clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
 
-	case WM_MELODYOFSINK:
-	case WM_BEYOND_OF_WARCRY:
-	case WM_UNLIMITED_HUMMING_VOICE:
-		if( flag&1 ) {
-			sc_start2(bl,type,100,skill_lv,skill_area_temp[0],skill->get_time(skill_id,skill_lv));
-		} else {	// These affect to all targets arround the caster.
-			short lv = (short)skill_lv;
-			skill_area_temp[0] = (sd) ? skill->check_pc_partner(sd,skill_id,&lv,skill->get_splash(skill_id,skill_lv),1) : 50; // 50% chance in non BL_PC (clones).
-			map_foreachinrange(skill_area_sub, src, skill->get_splash(skill_id,skill_lv),BL_PC, src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill->castend_nodamage_id);
-			clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
-		}
-		break;
+			}
+			break;
 
-	case WM_RANDOMIZESPELL: {
-			int improv_skill_id = 0, improv_skill_lv;
-			do {
-				i = rnd() % MAX_SKILL_IMPROVISE_DB;
-				improv_skill_id = skill_improvise_db[i].skill_id;
-			} while( improv_skill_id == 0 || rnd()%10000 >= skill_improvise_db[i].per );
-			improv_skill_lv = 4 + skill_lv;
-			clif_skill_nodamage (src, bl, skill_id, skill_lv, 1);
+		case WM_MELODYOFSINK:
+		case WM_BEYOND_OF_WARCRY:
+		case WM_UNLIMITED_HUMMING_VOICE:
+			if( flag&1 ) {
+				sc_start2(bl,type,100,skill_lv,skill_area_temp[0],skill->get_time(skill_id,skill_lv));
+			} else {	// These affect to all targets arround the caster.
+				short lv = (short)skill_lv;
+				skill_area_temp[0] = (sd) ? skill->check_pc_partner(sd,skill_id,&lv,skill->get_splash(skill_id,skill_lv),1) : 50; // 50% chance in non BL_PC (clones).
+				map_foreachinrange(skill->area_sub, src, skill->get_splash(skill_id,skill_lv),BL_PC, src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill->castend_nodamage_id);
+				clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
+			}
+			break;
 
-			if( sd ) {
-				sd->state.abra_flag = 2;
-				sd->skillitem = improv_skill_id;
-				sd->skillitemlv = improv_skill_lv;
-				clif_item_skill(sd, improv_skill_id, improv_skill_lv);
-			} else {
-				struct unit_data *ud = unit_bl2ud(src);
-				int inf = skill->get_inf(improv_skill_id);
-				if (!ud) break;
-				if (inf&INF_SELF_SKILL || inf&INF_SUPPORT_SKILL) {
-					if (src->type == BL_PET)
-						bl = (struct block_list*)((TBL_PET*)src)->msd;
-					if (!bl) bl = src;
-					unit_skilluse_id(src, bl->id, improv_skill_id, improv_skill_lv);
+		case WM_RANDOMIZESPELL: {
+				int improv_skill_id = 0, improv_skill_lv;
+				do {
+					i = rnd() % MAX_SKILL_IMPROVISE_DB;
+					improv_skill_id = skill_improvise_db[i].skill_id;
+				} while( improv_skill_id == 0 || rnd()%10000 >= skill_improvise_db[i].per );
+				improv_skill_lv = 4 + skill_lv;
+				clif_skill_nodamage (src, bl, skill_id, skill_lv, 1);
+
+				if( sd ) {
+					sd->state.abra_flag = 2;
+					sd->skillitem = improv_skill_id;
+					sd->skillitemlv = improv_skill_lv;
+					clif_item_skill(sd, improv_skill_id, improv_skill_lv);
 				} else {
-					int target_id = 0;
-					if (ud->target)
-						target_id = ud->target;
-					else switch (src->type) {
-						case BL_MOB: target_id = ((TBL_MOB*)src)->target_id; break;
-						case BL_PET: target_id = ((TBL_PET*)src)->target_id; break;
-					}
-					if (!target_id)
-						break;
-					if (skill->get_casttype(improv_skill_id) == CAST_GROUND) {
-						bl = map_id2bl(target_id);
+					struct unit_data *ud = unit_bl2ud(src);
+					int inf = skill->get_inf(improv_skill_id);
+					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_pos(src, bl->x, bl->y, improv_skill_id, improv_skill_lv);
-					} else
-						unit_skilluse_id(src, target_id, improv_skill_id, improv_skill_lv);
+						unit_skilluse_id(src, bl->id, improv_skill_id, improv_skill_lv);
+					} else {
+						int target_id = 0;
+						if (ud->target)
+							target_id = ud->target;
+						else switch (src->type) {
+							case BL_MOB: target_id = ((TBL_MOB*)src)->target_id; break;
+							case BL_PET: target_id = ((TBL_PET*)src)->target_id; break;
+						}
+						if (!target_id)
+							break;
+						if (skill->get_casttype(improv_skill_id) == CAST_GROUND) {
+							bl = map_id2bl(target_id);
+							if (!bl) bl = src;
+							unit_skilluse_pos(src, bl->x, bl->y, improv_skill_id, improv_skill_lv);
+						} else
+							unit_skilluse_id(src, target_id, improv_skill_id, improv_skill_lv);
+					}
 				}
 			}
-		}
-		break;
-
+			break;
 
-	case RETURN_TO_ELDICASTES:
-	case ALL_GUARDIAN_RECALL:
-		if( sd )
-		{
-			short x, y; // Destiny position.
-			unsigned short mapindex;
 
-			if( skill_id == RETURN_TO_ELDICASTES)
+		case RETURN_TO_ELDICASTES:
+		case ALL_GUARDIAN_RECALL:
+			if( sd )
 			{
-				x = 198;
-				y = 187;
-				mapindex  = mapindex_name2id(MAP_DICASTES);
+				short x, y; // Destiny position.
+				unsigned short mapindex;
+
+				if( skill_id == RETURN_TO_ELDICASTES)
+				{
+					x = 198;
+					y = 187;
+					mapindex  = mapindex_name2id(MAP_DICASTES);
+				}
+				else
+				{
+					x = 44;
+					y = 151;
+					mapindex  = mapindex_name2id(MAP_MORA);
+				}
+
+				if(!mapindex)
+				{ //Given map not found?
+					clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
+					map_freeblock_unlock();
+					return 0;
+				}
+				pc_setpos(sd, mapindex, x, y, CLR_TELEPORT);
 			}
-			else
+			break;
+
+		case GM_SANDMAN:
+			if( tsc ) {
+				if( tsc->opt1 == OPT1_SLEEP )
+					tsc->opt1 = 0;
+				else
+					tsc->opt1 = OPT1_SLEEP;
+				clif_changeoption(bl);
+				clif_skill_nodamage (src, bl, skill_id, skill_lv, 1);
+			}
+			break;
+
+		case SO_ARRULLO:
 			{
-				x = 44;
-				y = 151;
-				mapindex  = mapindex_name2id(MAP_MORA);
+				// [(15 + 5 * Skill Level) + ( Caster�s INT / 5 ) + ( Caster�s Job Level / 5 ) - ( Target�s INT / 6 ) - ( Target�s LUK / 10 )] %
+				int rate = (15 + 5 * skill_lv) + status_get_int(src)/5 + (sd ? sd->status.job_level : 0);
+				rate -= status_get_int(bl)/6 - status_get_luk(bl)/10;
+				clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
+				sc_start2(bl, type, rate, skill_lv, 1, skill->get_time(skill_id, skill_lv));
 			}
+			break;
 
-			if(!mapindex)
-			{ //Given map not found?
-				clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
-				map_freeblock_unlock();
-				return 0;
+		case WM_LULLABY_DEEPSLEEP:
+			if( flag&1 ){
+				//[(Skill Level x 4) + (Voice Lessons Skill Level x 2) + (Caster�s Base Level / 15) + (Caster�s Job Level / 5)] %
+				int rate = (4 * skill_lv) + ( (sd) ? pc_checkskill(sd,WM_LESSON)*2 + sd->status.job_level/5 : 0 ) + status_get_lv(src) / 15;
+				if( bl != src )
+					sc_start(bl,type,rate,skill_lv,skill->get_time(skill_id,skill_lv));
+			}else {
+				clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
+				map_foreachinrange(skill->area_sub, bl, skill->get_splash(skill_id, skill_lv), BL_CHAR,
+								   src, skill_id, skill_lv, tick, flag|BCT_ALL|1, skill->castend_nodamage_id);
 			}
-			pc_setpos(sd, mapindex, x, y, CLR_TELEPORT);
-		}
-		break;
+			break;
 
-	case GM_SANDMAN:
-		if( tsc ) {
-			if( tsc->opt1 == OPT1_SLEEP )
-				tsc->opt1 = 0;
-			else
-				tsc->opt1 = OPT1_SLEEP;
-			clif_changeoption(bl);
-			clif_skill_nodamage (src, bl, skill_id, skill_lv, 1);
-		}
-		break;
+		case SO_SUMMON_AGNI:
+		case SO_SUMMON_AQUA:
+		case SO_SUMMON_VENTUS:
+		case SO_SUMMON_TERA:
+			if( sd ) {
+				int elemental_class = skill->get_elemental_type(skill_id,skill_lv);
 
-	case SO_ARRULLO:
-		{
-			// [(15 + 5 * Skill Level) + ( Caster�s INT / 5 ) + ( Caster�s Job Level / 5 ) - ( Target�s INT / 6 ) - ( Target�s LUK / 10 )] %
-			int rate = (15 + 5 * skill_lv) + status_get_int(src)/5 + (sd ? sd->status.job_level : 0);
-			rate -= status_get_int(bl)/6 - status_get_luk(bl)/10;
-			clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
-			sc_start2(bl, type, rate, skill_lv, 1, skill->get_time(skill_id, skill_lv));
-		}
-		break;
+				// Remove previous elemental fisrt.
+				if( sd->ed )
+					elemental_delete(sd->ed,0);
 
-	case WM_LULLABY_DEEPSLEEP:
-		if( flag&1 ){
-			//[(Skill Level x 4) + (Voice Lessons Skill Level x 2) + (Caster�s Base Level / 15) + (Caster�s Job Level / 5)] %
-			int rate = (4 * skill_lv) + ( (sd) ? pc_checkskill(sd,WM_LESSON)*2 + sd->status.job_level/5 : 0 ) + status_get_lv(src) / 15;
-			if( bl != src )
-				sc_start(bl,type,rate,skill_lv,skill->get_time(skill_id,skill_lv));
-		}else {
-			clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
-			map_foreachinrange(skill_area_sub, bl, skill->get_splash(skill_id, skill_lv), BL_CHAR,
-							   src, skill_id, skill_lv, tick, flag|BCT_ALL|1, skill->castend_nodamage_id);
-		}
-		break;
+				// Summoning the new one.
+				if( !elemental_create(sd,elemental_class,skill->get_time(skill_id,skill_lv)) ) {
+					clif_skill_fail(sd,skill_id,0,0);
+					break;
+				}
+				clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
+			}
+			break;
 
-	case SO_SUMMON_AGNI:
-	case SO_SUMMON_AQUA:
-	case SO_SUMMON_VENTUS:
-	case SO_SUMMON_TERA:
-		if( sd ) {
-			int elemental_class = skill->get_elemental_type(skill_id,skill_lv);
+		case SO_EL_CONTROL:
+			if( sd ) {
+				int mode = EL_MODE_PASSIVE;	// Standard mode.
 
-			// Remove previous elemental fisrt.
-			if( sd->ed )
-				elemental_delete(sd->ed,0);
+				if( !sd->ed )	break;
 
-			// Summoning the new one.
-			if( !elemental_create(sd,elemental_class,skill->get_time(skill_id,skill_lv)) ) {
-				clif_skill_fail(sd,skill_id,0,0);
-				break;
+				if( skill_lv == 4 ) {// At level 4 delete elementals.
+					elemental_delete(sd->ed, 0);
+					break;
+				}
+				switch( skill_lv ) {// Select mode bassed on skill level used.
+					case 2: mode = EL_MODE_ASSIST; break;
+					case 3: mode = EL_MODE_AGGRESSIVE; break;
+				}
+				if( !elemental_change_mode(sd->ed,mode) ) {
+					clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
+					break;
+				}
+				clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
 			}
-			clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
-		}
-		break;
+			break;
 
-	case SO_EL_CONTROL:
-		if( sd ) {
-			int mode = EL_MODE_PASSIVE;	// Standard mode.
+		case SO_EL_ACTION:
+			if( sd ) {
+					int duration = 3000;
+				if( !sd->ed )	break;
+				sd->skill_id_old = skill_id;
+				elemental_action(sd->ed, bl, tick);
+				clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
+					switch(sd->ed->db->class_){
+						case 2115:case 2124:
+						case 2118:case 2121:
+							duration = 6000;
+							break;
+						case 2116:case 2119:
+						case 2122:case 2125:
+							duration = 9000;
+							break;
+					}
+					skill->blockpc_start(sd, skill_id, duration, false);
+			}
+			break;
 
-			if( !sd->ed )	break;
+		case SO_EL_CURE:
+			if( sd ) {
+				struct elemental_data *ed = sd->ed;
+				int s_hp = sd->battle_status.hp * 10 / 100, s_sp = sd->battle_status.sp * 10 / 100;
+				int e_hp, e_sp;
 
-			if( skill_lv == 4 ) {// At level 4 delete elementals.
-				elemental_delete(sd->ed, 0);
-				break;
-			}
-			switch( skill_lv ) {// Select mode bassed on skill level used.
-				case 2: mode = EL_MODE_ASSIST; break;
-				case 3: mode = EL_MODE_AGGRESSIVE; break;
+				if( !ed )	break;
+				if( !status_charge(&sd->bl,s_hp,s_sp) ) {
+					clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
+					break;
+				}
+				e_hp = ed->battle_status.max_hp * 10 / 100;
+				e_sp = ed->battle_status.max_sp * 10 / 100;
+				status_heal(&ed->bl,e_hp,e_sp,3);
+				clif_skill_nodamage(src,&ed->bl,skill_id,skill_lv,1);
 			}
-			if( !elemental_change_mode(sd->ed,mode) ) {
-				clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
-				break;
+			break;
+
+		case GN_CHANGEMATERIAL:
+		case SO_EL_ANALYSIS:
+			if( sd ) {
+				clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
+				clif_skill_itemlistwindow(sd,skill_id,skill_lv);
 			}
-			clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
-		}
-		break;
+			break;
 
-	case SO_EL_ACTION:
-		if( sd ) {
-				int duration = 3000;
-			if( !sd->ed )	break;
-			sd->skill_id_old = skill_id;
-			elemental_action(sd->ed, bl, tick);
-			clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
-				switch(sd->ed->db->class_){
-					case 2115:case 2124:
-					case 2118:case 2121:
-						duration = 6000;
-						break;
-					case 2116:case 2119:
-					case 2122:case 2125:
-						duration = 9000;
-						break;
+		case GN_BLOOD_SUCKER:
+			{
+				struct status_change *sc = status_get_sc(src);
+
+				if( sc && sc->bs_counter < skill->get_maxcount( skill_id , skill_lv) ) {
+					if( tsc && tsc->data[type] ){
+						(sc->bs_counter)--;
+						status_change_end(src, type, INVALID_TIMER); // the first one cancels and the last one will take effect resetting the timer
+					}
+					clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
+					sc_start2(bl, type, 100, skill_lv, src->id, skill->get_time(skill_id,skill_lv));
+					(sc->bs_counter)++;
+				} else if( sd ) {
+					clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
+					break;
 				}
-				skill->blockpc_start(sd, skill_id, duration, false);
-		}
-		break;
+			}
+			break;
 
-	case SO_EL_CURE:
-		if( sd ) {
-			struct elemental_data *ed = sd->ed;
-			int s_hp = sd->battle_status.hp * 10 / 100, s_sp = sd->battle_status.sp * 10 / 100;
-			int e_hp, e_sp;
+		case GN_MANDRAGORA:
+			if( flag&1 ) {
+				if ( clif_skill_nodamage(bl, src, skill_id, skill_lv,
+										 sc_start(bl, type, 25 + 10 * skill_lv, skill_lv, skill->get_time(skill_id, skill_lv))) )
+					status_zap(bl, 0, status_get_max_sp(bl) * (25 + 5 * skill_lv) / 100);
+			} else
+				map_foreachinrange(skill->area_sub, bl, skill->get_splash(skill_id, skill_lv), BL_CHAR,
+								   src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill->castend_nodamage_id);
+			break;
 
-			if( !ed )	break;
-			if( !status_charge(&sd->bl,s_hp,s_sp) ) {
-				clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
-				break;
+		case GN_SLINGITEM:
+			if( sd ) {
+				short ammo_id;
+				i = sd->equip_index[EQI_AMMO];
+				if( i <= 0 )
+					break; // No ammo.
+				ammo_id = sd->inventory_data[i]->nameid;
+				if( ammo_id <= 0 )
+					break;
+				sd->itemid = ammo_id;
+				if( itemdb_is_GNbomb(ammo_id) ) {
+					if(battle->check_target(src,bl,BCT_ENEMY) > 0) {// Only attack if the target is an enemy.
+						if( ammo_id == 13263 )
+							map_foreachincell(skill->area_sub,bl->m,bl->x,bl->y,BL_CHAR,src,GN_SLINGITEM_RANGEMELEEATK,skill_lv,tick,flag|BCT_ENEMY|1,skill->castend_damage_id);
+						else
+							skill->attack(BF_WEAPON,src,src,bl,GN_SLINGITEM_RANGEMELEEATK,skill_lv,tick,flag);
+					} else //Otherwise, it fails, shows animation and removes items.
+						clif_skill_fail(sd,GN_SLINGITEM_RANGEMELEEATK,0xa,0);
+				} else if( itemdb_is_GNthrowable(ammo_id) ){
+					struct script_code *script = sd->inventory_data[i]->script;
+					if( !script )
+						break;
+					if( dstsd )
+						run_script(script,0,dstsd->bl.id,fake_nd->bl.id);
+					else
+						run_script(script,0,src->id,0);
+				}
 			}
-			e_hp = ed->battle_status.max_hp * 10 / 100;
-			e_sp = ed->battle_status.max_sp * 10 / 100;
-			status_heal(&ed->bl,e_hp,e_sp,3);
-			clif_skill_nodamage(src,&ed->bl,skill_id,skill_lv,1);
-		}
-		break;
-
-	case GN_CHANGEMATERIAL:
-	case SO_EL_ANALYSIS:
-		if( sd ) {
 			clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
-			clif_skill_itemlistwindow(sd,skill_id,skill_lv);
-		}
-		break;
-
-	case GN_BLOOD_SUCKER:
-		{
-			struct status_change *sc = status_get_sc(src);
+			clif_skill_nodamage(src,bl,skill_id,skill_lv,1);// This packet is received twice actually, I think it is to show the animation.
+			break;
 
-			if( sc && sc->bs_counter < skill->get_maxcount( skill_id , skill_lv) ) {
-				if( tsc && tsc->data[type] ){
-					(sc->bs_counter)--;
-					status_change_end(src, type, INVALID_TIMER); // the first one cancels and the last one will take effect resetting the timer
+		case GN_MIX_COOKING:
+		case GN_MAKEBOMB:
+		case GN_S_PHARMACY:
+			if( sd ) {
+				int qty = 1;
+				sd->skill_id_old = skill_id;
+				sd->skill_lv_old = skill_lv;
+				if( skill_id != GN_S_PHARMACY && skill_lv > 1 )
+					qty = 10;
+				clif_cooking_list(sd,(skill_id - GN_MIX_COOKING) + 27,skill_id,qty,skill_id==GN_MAKEBOMB?5:6);
+				clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
+			}
+			break;
+		case EL_CIRCLE_OF_FIRE:
+		case EL_PYROTECHNIC:
+		case EL_HEATER:
+		case EL_TROPIC:
+		case EL_AQUAPLAY:
+		case EL_COOLER:
+		case EL_CHILLY_AIR:
+		case EL_GUST:
+		case EL_BLAST:
+		case EL_WILD_STORM:
+		case EL_PETROLOGY:
+		case EL_CURSED_SOIL:
+		case EL_UPHEAVAL:
+		case EL_FIRE_CLOAK:
+		case EL_WATER_DROP:
+		case EL_WIND_CURTAIN:
+		case EL_SOLID_SKIN:
+		case EL_STONE_SHIELD:
+		case EL_WIND_STEP: {
+				struct elemental_data *ele = BL_CAST(BL_ELEM, src);
+				if( ele ) {
+					sc_type type2 = type-1;
+					struct status_change *sc = status_get_sc(&ele->bl);
+
+					if( (sc && sc->data[type2]) || (tsc && tsc->data[type]) ) {
+						elemental_clean_single_effect(ele, skill_id);
+					} else {
+						clif_skill_nodamage(src,src,skill_id,skill_lv,1);
+						clif_skill_damage(src, ( skill_id == EL_GUST || skill_id == EL_BLAST || skill_id == EL_WILD_STORM )?src:bl, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
+						if( skill_id == EL_WIND_STEP )	// There aren't teleport, just push the master away.
+							skill->blown(src,bl,(rnd()%skill->get_blewcount(skill_id,skill_lv))+1,rand()%8,0);
+						sc_start(src,type2,100,skill_lv,skill->get_time(skill_id,skill_lv));
+						sc_start(bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv));
+					}
 				}
-				clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
-				sc_start2(bl, type, 100, skill_lv, src->id, skill->get_time(skill_id,skill_lv));
-				(sc->bs_counter)++;
-			} else if( sd ) {
-				clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
-				break;
 			}
-		}
-		break;
-
-	case GN_MANDRAGORA:
-		if( flag&1 ) {
-			if ( clif_skill_nodamage(bl, src, skill_id, skill_lv,
-									 sc_start(bl, type, 25 + 10 * skill_lv, skill_lv, skill->get_time(skill_id, skill_lv))) )
-				status_zap(bl, 0, status_get_max_sp(bl) * (25 + 5 * skill_lv) / 100);
-		} else
-			map_foreachinrange(skill_area_sub, bl, skill->get_splash(skill_id, skill_lv), BL_CHAR,
-							   src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill->castend_nodamage_id);
-		break;
+			break;
 
-	case GN_SLINGITEM:
-		if( sd ) {
-			short ammo_id;
-			i = sd->equip_index[EQI_AMMO];
-			if( i <= 0 )
-				break; // No ammo.
-			ammo_id = sd->inventory_data[i]->nameid;
-			if( ammo_id <= 0 )
-				break;
-			sd->itemid = ammo_id;
-			if( itemdb_is_GNbomb(ammo_id) ) {
-				if(battle->check_target(src,bl,BCT_ENEMY) > 0) {// Only attack if the target is an enemy.
-					if( ammo_id == 13263 )
-						map_foreachincell(skill_area_sub,bl->m,bl->x,bl->y,BL_CHAR,src,GN_SLINGITEM_RANGEMELEEATK,skill_lv,tick,flag|BCT_ENEMY|1,skill->castend_damage_id);
-					else
-						skill->attack(BF_WEAPON,src,src,bl,GN_SLINGITEM_RANGEMELEEATK,skill_lv,tick,flag);
-				} else //Otherwise, it fails, shows animation and removes items.
-					clif_skill_fail(sd,GN_SLINGITEM_RANGEMELEEATK,0xa,0);
-			} else if( itemdb_is_GNthrowable(ammo_id) ){
-				struct script_code *script = sd->inventory_data[i]->script;
-				if( !script )
-					break;
-				if( dstsd )
-					run_script(script,0,dstsd->bl.id,fake_nd->bl.id);
-				else
-					run_script(script,0,src->id,0);
-			}
-		}
-		clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
-		clif_skill_nodamage(src,bl,skill_id,skill_lv,1);// This packet is received twice actually, I think it is to show the animation.
-		break;
+		case EL_FIRE_MANTLE:
+		case EL_WATER_BARRIER:
+		case EL_ZEPHYR:
+		case EL_POWER_OF_GAIA:
+			clif_skill_nodamage(src,src,skill_id,skill_lv,1);
+			clif_skill_damage(src, bl, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
+			skill->unitsetting(src,skill_id,skill_lv,bl->x,bl->y,0);
+			break;
 
-	case GN_MIX_COOKING:
-	case GN_MAKEBOMB:
-	case GN_S_PHARMACY:
-		if( sd ) {
-			int qty = 1;
-			sd->skill_id_old = skill_id;
-			sd->skill_lv_old = skill_lv;
-			if( skill_id != GN_S_PHARMACY && skill_lv > 1 )
-				qty = 10;
-			clif_cooking_list(sd,(skill_id - GN_MIX_COOKING) + 27,skill_id,qty,skill_id==GN_MAKEBOMB?5:6);
-			clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
-		}
-		break;
-	case EL_CIRCLE_OF_FIRE:
-	case EL_PYROTECHNIC:
-	case EL_HEATER:
-	case EL_TROPIC:
-	case EL_AQUAPLAY:
-	case EL_COOLER:
-	case EL_CHILLY_AIR:
-	case EL_GUST:
-	case EL_BLAST:
-	case EL_WILD_STORM:
-	case EL_PETROLOGY:
-	case EL_CURSED_SOIL:
-	case EL_UPHEAVAL:
-	case EL_FIRE_CLOAK:
-	case EL_WATER_DROP:
-	case EL_WIND_CURTAIN:
-	case EL_SOLID_SKIN:
-	case EL_STONE_SHIELD:
-	case EL_WIND_STEP: {
-			struct elemental_data *ele = BL_CAST(BL_ELEM, src);
-			if( ele ) {
-				sc_type type2 = type-1;
-				struct status_change *sc = status_get_sc(&ele->bl);
+		case EL_WATER_SCREEN: {
+				struct elemental_data *ele = BL_CAST(BL_ELEM, src);
+				if( ele ) {
+					struct status_change *sc = status_get_sc(&ele->bl);
+					sc_type type2 = type-1;
 
-				if( (sc && sc->data[type2]) || (tsc && tsc->data[type]) ) {
-					elemental_clean_single_effect(ele, skill_id);
-				} else {
 					clif_skill_nodamage(src,src,skill_id,skill_lv,1);
-					clif_skill_damage(src, ( skill_id == EL_GUST || skill_id == EL_BLAST || skill_id == EL_WILD_STORM )?src:bl, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
-					if( skill_id == EL_WIND_STEP )	// There aren't teleport, just push the master away.
-						skill->blown(src,bl,(rnd()%skill->get_blewcount(skill_id,skill_lv))+1,rand()%8,0);
-					sc_start(src,type2,100,skill_lv,skill->get_time(skill_id,skill_lv));
-					sc_start(bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv));
+					if( (sc && sc->data[type2]) || (tsc && tsc->data[type]) ) {
+						elemental_clean_single_effect(ele, skill_id);
+					} else {
+						// This not heals at the end.
+						clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
+						sc_start(src,type2,100,skill_lv,skill->get_time(skill_id,skill_lv));
+						sc_start(bl,type,100,src->id,skill->get_time(skill_id,skill_lv));
+					}
 				}
 			}
-		}
-		break;
+			break;
 
-	case EL_FIRE_MANTLE:
-	case EL_WATER_BARRIER:
-	case EL_ZEPHYR:
-	case EL_POWER_OF_GAIA:
-		clif_skill_nodamage(src,src,skill_id,skill_lv,1);
-		clif_skill_damage(src, bl, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
-		skill->unitsetting(src,skill_id,skill_lv,bl->x,bl->y,0);
-		break;
+		case KO_KAHU_ENTEN:
+		case KO_HYOUHU_HUBUKI:
+		case KO_KAZEHU_SEIRAN:
+		case KO_DOHU_KOUKAI:
+			if(sd) {
+				int ttype = skill->get_ele(skill_id, skill_lv);
+				clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
+				pc_add_talisman(sd, skill->get_time(skill_id, skill_lv), 10, ttype);
+			}
+			break;
 
-	case EL_WATER_SCREEN: {
-			struct elemental_data *ele = BL_CAST(BL_ELEM, src);
-			if( ele ) {
-				struct status_change *sc = status_get_sc(&ele->bl);
-				sc_type type2 = type-1;
+		case KO_ZANZOU:
+			if(sd){
+				struct mob_data *md;
 
-				clif_skill_nodamage(src,src,skill_id,skill_lv,1);
-				if( (sc && sc->data[type2]) || (tsc && tsc->data[type]) ) {
-					elemental_clean_single_effect(ele, skill_id);
-				} else {
-					// This not heals at the end.
-					clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
-					sc_start(src,type2,100,skill_lv,skill->get_time(skill_id,skill_lv));
-					sc_start(bl,type,100,src->id,skill->get_time(skill_id,skill_lv));
+				md = mob_once_spawn_sub(src, src->m, src->x, src->y, status_get_name(src), 2308, "", SZ_SMALL, AI_NONE);
+				if( md )
+				{
+					md->master_id = src->id;
+					md->special_state.ai = AI_ZANZOU;
+					if( md->deletetimer != INVALID_TIMER )
+						delete_timer(md->deletetimer, mob_timer_delete);
+					md->deletetimer = add_timer (gettick() + skill->get_time(skill_id, skill_lv), mob_timer_delete, md->bl.id, 0);
+					mob_spawn( md );
+					pc_setinvincibletimer(sd,500);// unlock target lock
+					clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
+					skill->blown(src,bl,skill->get_blewcount(skill_id,skill_lv),unit_getdir(bl),0);
 				}
 			}
-		}
-		break;
-
-	case KO_KAHU_ENTEN:
-	case KO_HYOUHU_HUBUKI:
-	case KO_KAZEHU_SEIRAN:
-	case KO_DOHU_KOUKAI:
-		if(sd) {
-			int ttype = skill->get_ele(skill_id, skill_lv);
-			clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
-			pc_add_talisman(sd, skill->get_time(skill_id, skill_lv), 10, ttype);
-		}
-		break;
+			break;
 
-	case KO_ZANZOU:
-		if(sd){
-			struct mob_data *md;
+		case KO_KYOUGAKU:
+			if( dstsd && tsc && !tsc->data[type] && rand()%100 < tstatus->int_/2 ){
+				clif_skill_nodamage(src,bl,skill_id,skill_lv,
+					sc_start(bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv)));
+			}else if( sd )
+				clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
+			break;
 
-			md = mob_once_spawn_sub(src, src->m, src->x, src->y, status_get_name(src), 2308, "", SZ_SMALL, AI_NONE);
-			if( md )
-			{
-				md->master_id = src->id;
-				md->special_state.ai = AI_ZANZOU;
-				if( md->deletetimer != INVALID_TIMER )
-					delete_timer(md->deletetimer, mob_timer_delete);
-				md->deletetimer = add_timer (gettick() + skill->get_time(skill_id, skill_lv), mob_timer_delete, md->bl.id, 0);
-				mob_spawn( md );
-				pc_setinvincibletimer(sd,500);// unlock target lock
-				clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
-				skill->blown(src,bl,skill->get_blewcount(skill_id,skill_lv),unit_getdir(bl),0);
-			}
-		}
-		break;
+		case KO_JYUSATSU:
+			if( dstsd && tsc && !tsc->data[type] &&
+				rand()%100 < ((45+5*skill_lv) + skill_lv*5 - status_get_int(bl)/2) ){//[(Base chance of success) + (Skill Level x 5) - (int / 2)]%.
+				clif_skill_nodamage(src,bl,skill_id,skill_lv,
+					status_change_start(bl,type,10000,skill_lv,0,0,0,skill->get_time(skill_id,skill_lv),1));
+				status_zap(bl, tstatus->max_hp*skill_lv*5/100 , 0);
+				if( status_get_lv(bl) <= status_get_lv(src) )
+					status_change_start(bl,SC_COMA,10,skill_lv,0,src->id,0,0,0);
+			}else if( sd )
+				clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
+			break;
 
-	case KO_KYOUGAKU:
-		if( dstsd && tsc && !tsc->data[type] && rand()%100 < tstatus->int_/2 ){
-			clif_skill_nodamage(src,bl,skill_id,skill_lv,
-				sc_start(bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv)));
-		}else if( sd )
-			clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
-		break;
+		case KO_GENWAKU:
+			if ( !map_flag_gvg(src->m) && ( dstsd || dstmd ) && battle->check_target(src,bl,BCT_ENEMY) > 0 ) {
+				int x = src->x, y = src->y;
 
-	case KO_JYUSATSU:
-		if( dstsd && tsc && !tsc->data[type] &&
-			rand()%100 < ((45+5*skill_lv) + skill_lv*5 - status_get_int(bl)/2) ){//[(Base chance of success) + (Skill Level x 5) - (int / 2)]%.
-			clif_skill_nodamage(src,bl,skill_id,skill_lv,
-				status_change_start(bl,type,10000,skill_lv,0,0,0,skill->get_time(skill_id,skill_lv),1));
-			status_zap(bl, tstatus->max_hp*skill_lv*5/100 , 0);
-			if( status_get_lv(bl) <= status_get_lv(src) )
-				status_change_start(bl,SC_COMA,10,skill_lv,0,src->id,0,0,0);
-		}else if( sd )
-			clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
-		break;
+				if( sd && rnd()%100 > ((45+5*skill_lv) - status_get_int(bl)/10) ){//[(Base chance of success) - (Intelligence Objectives / 10)]%.
+					clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
+					break;
+				}
 
-	case KO_GENWAKU:
-		if ( !map_flag_gvg(src->m) && ( dstsd || dstmd ) && battle->check_target(src,bl,BCT_ENEMY) > 0 ) {
-			int x = src->x, y = src->y;
+				if (unit_movepos(src,bl->x,bl->y,0,0)) {
+					clif_skill_nodamage(src,src,skill_id,skill_lv,1);
+					clif_slide(src,bl->x,bl->y) ;
+					sc_start(src,SC_CONFUSION,80,skill_lv,skill->get_time(skill_id,skill_lv));
+					if (unit_movepos(bl,x,y,0,0))
+					{
+						clif_skill_damage(bl,bl,tick, status_get_amotion(src), 0, -30000, 1, skill_id, -1, 6);
+						if( bl->type == BL_PC && pc_issit((TBL_PC*)bl))
+							clif_sitting(bl); //Avoid sitting sync problem
+						clif_slide(bl,x,y) ;
+						sc_start(bl,SC_CONFUSION,80,skill_lv,skill->get_time(skill_id,skill_lv));
+					}
+				}
+			}
+			break;
 
-			if( sd && rnd()%100 > ((45+5*skill_lv) - status_get_int(bl)/10) ){//[(Base chance of success) - (Intelligence Objectives / 10)]%.
+		case OB_AKAITSUKI:
+		case OB_OBOROGENSOU:
+			if( sd && ( (skill_id == OB_OBOROGENSOU && bl->type == BL_MOB) // This skill does not work on monsters.
+				|| is_boss(bl) ) ){ // Does not work on Boss monsters.
 				clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
 				break;
 			}
+		case KO_IZAYOI:
+		case OB_ZANGETSU:
+		case KG_KYOMU:
+		case KG_KAGEMUSYA:
+			clif_skill_nodamage(src,bl,skill_id,skill_lv,
+				sc_start(bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv)));
+			clif_skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
+			break;
 
-			if (unit_movepos(src,bl->x,bl->y,0,0)) {
-				clif_skill_nodamage(src,src,skill_id,skill_lv,1);
-				clif_slide(src,bl->x,bl->y) ;
-				sc_start(src,SC_CONFUSION,80,skill_lv,skill->get_time(skill_id,skill_lv));
-				if (unit_movepos(bl,x,y,0,0))
-				{
-					clif_skill_damage(bl,bl,tick, status_get_amotion(src), 0, -30000, 1, skill_id, -1, 6);
-					if( bl->type == BL_PC && pc_issit((TBL_PC*)bl))
-						clif_sitting(bl); //Avoid sitting sync problem
-					clif_slide(bl,x,y) ;
-					sc_start(bl,SC_CONFUSION,80,skill_lv,skill->get_time(skill_id,skill_lv));
+		case KG_KAGEHUMI:
+			if( flag&1 ){
+				if(tsc && ( tsc->option&(OPTION_CLOAK|OPTION_HIDE) ||
+					tsc->data[SC_CAMOUFLAGE] || tsc->data[SC__SHADOWFORM] ||
+					tsc->data[SC_MARIONETTE] || tsc->data[SC_HARMONIZE])){
+						sc_start(src, type, 100, skill_lv, skill->get_time(skill_id, skill_lv));
+						sc_start(bl, type, 100, skill_lv, skill->get_time(skill_id, skill_lv));
+						status_change_end(bl, SC_HIDING, INVALID_TIMER);
+						status_change_end(bl, SC_CLOAKING, INVALID_TIMER);
+						status_change_end(bl, SC_CLOAKINGEXCEED, INVALID_TIMER);
+						status_change_end(bl, SC_CAMOUFLAGE, INVALID_TIMER);
+						status_change_end(bl, SC__SHADOWFORM, INVALID_TIMER);
+						status_change_end(bl, SC_MARIONETTE, INVALID_TIMER);
+						status_change_end(bl, SC_HARMONIZE, INVALID_TIMER);
+				}
+				if( skill_area_temp[2] == 1 ){
+					clif_skill_damage(src,src,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
+					sc_start(src, SC_STOP, 100, skill_lv, skill->get_time(skill_id, skill_lv));
 				}
+			}else{
+				skill_area_temp[2] = 0;
+				map_foreachinrange(skill->area_sub, bl, skill->get_splash(skill_id, skill_lv), splash_target(src), src, skill_id, skill_lv, tick, flag|BCT_ENEMY|SD_SPLASH|1, skill->castend_nodamage_id);
 			}
-		}
-		break;
-
-	case OB_AKAITSUKI:
-	case OB_OBOROGENSOU:
-		if( sd && ( (skill_id == OB_OBOROGENSOU && bl->type == BL_MOB) // This skill does not work on monsters.
-			|| is_boss(bl) ) ){ // Does not work on Boss monsters.
-			clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
 			break;
-		}
-	case KO_IZAYOI:
-	case OB_ZANGETSU:
-	case KG_KYOMU:
-	case KG_KAGEMUSYA:
-		clif_skill_nodamage(src,bl,skill_id,skill_lv,
-			sc_start(bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv)));
-		clif_skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
-		break;
 
-	case KG_KAGEHUMI:
-		if( flag&1 ){
-			if(tsc && ( tsc->option&(OPTION_CLOAK|OPTION_HIDE) ||
-				tsc->data[SC_CAMOUFLAGE] || tsc->data[SC__SHADOWFORM] ||
-				tsc->data[SC_MARIONETTE] || tsc->data[SC_HARMONIZE])){
-					sc_start(src, type, 100, skill_lv, skill->get_time(skill_id, skill_lv));
-					sc_start(bl, type, 100, skill_lv, skill->get_time(skill_id, skill_lv));
-					status_change_end(bl, SC_HIDING, INVALID_TIMER);
-					status_change_end(bl, SC_CLOAKING, INVALID_TIMER);
-					status_change_end(bl, SC_CLOAKINGEXCEED, INVALID_TIMER);
-					status_change_end(bl, SC_CAMOUFLAGE, INVALID_TIMER);
-					status_change_end(bl, SC__SHADOWFORM, INVALID_TIMER);
-					status_change_end(bl, SC_MARIONETTE, INVALID_TIMER);
-					status_change_end(bl, SC_HARMONIZE, INVALID_TIMER);
-			}
-			if( skill_area_temp[2] == 1 ){
-				clif_skill_damage(src,src,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
-				sc_start(src, SC_STOP, 100, skill_lv, skill->get_time(skill_id, skill_lv));
+		   case MH_SILENT_BREEZE: {
+				struct status_change *ssc = status_get_sc(src);
+			struct block_list *m_bl = battle->get_master(src);
+				const enum sc_type scs[] = {
+						SC_MANDRAGORA, SC_HARMONIZE, SC_DEEPSLEEP, SC_VOICEOFSIREN, SC_SLEEP, SC_CONFUSION, SC_HALLUCINATION
+				};
+				int heal;
+				if(tsc){
+					for (i = 0; i < ARRAYLENGTH(scs); i++) {
+						if (tsc->data[scs[i]]) status_change_end(bl, scs[i], INVALID_TIMER);
+					}
+					if (!tsc->data[SC_SILENCE]) //put inavoidable silence on target
+							status_change_start(bl, SC_SILENCE, 100, skill_lv, 0,0,0, skill->get_time(skill_id, skill_lv),1|2|8);
 			}
-		}else{
-			skill_area_temp[2] = 0;
-			map_foreachinrange(skill_area_sub, bl, skill->get_splash(skill_id, skill_lv), splash_target(src), src, skill_id, skill_lv, tick, flag|BCT_ENEMY|SD_SPLASH|1, skill->castend_nodamage_id);
-		}
-		break;
+			heal = status_get_matk_min(src)*4;
+				status_heal(bl, heal, 0, 7);
 
-       case MH_SILENT_BREEZE: {
-            struct status_change *ssc = status_get_sc(src);
-	    struct block_list *m_bl = battle->get_master(src);
-            const enum sc_type scs[] = {
-                    SC_MANDRAGORA, SC_HARMONIZE, SC_DEEPSLEEP, SC_VOICEOFSIREN, SC_SLEEP, SC_CONFUSION, SC_HALLUCINATION
-            };
-            int heal;
-            if(tsc){
-                for (i = 0; i < ARRAYLENGTH(scs); i++) {
-                    if (tsc->data[scs[i]]) status_change_end(bl, scs[i], INVALID_TIMER);
-                }
-                if (!tsc->data[SC_SILENCE]) //put inavoidable silence on target
-                        status_change_start(bl, SC_SILENCE, 100, skill_lv, 0,0,0, skill->get_time(skill_id, skill_lv),1|2|8);
-	    }
-	    heal = status_get_matk_min(src)*4;
-            status_heal(bl, heal, 0, 7);
-
-	    //now inflict silence on everyone
-	    if(ssc && !ssc->data[SC_SILENCE]) //put inavoidable silence on homun
-		status_change_start(src, SC_SILENCE, 100, skill_lv, 0,0,0, skill->get_time(skill_id, skill_lv),1|2|8);
-	    if(m_bl){
-		struct status_change *msc = status_get_sc(m_bl);
-		if(msc && !msc->data[SC_SILENCE]) //put inavoidable silence on master
-		    status_change_start(m_bl, SC_SILENCE, 100, skill_lv, 0,0,0, skill->get_time(skill_id, skill_lv),1|2|8);
-	    }
-            if (hd)
-                skill->blockhomun_start(hd, skill_id, skill_get_cooldown(skill_id, skill_lv));
-       }
-       break;
-       case MH_OVERED_BOOST:
-            if (hd){
-                struct block_list *s_bl = battle->get_master(src);
-                if(hd->homunculus.hunger>50) //reduce hunger
-                    hd->homunculus.hunger = hd->homunculus.hunger/2;
-                else
-                    hd->homunculus.hunger = min(1,hd->homunculus.hunger);
-                if(s_bl && s_bl->type==BL_PC){
-                    status_set_sp(s_bl,status_get_max_sp(s_bl)/2,0); //master drain 50% sp
-                    clif_send_homdata(((TBL_PC *)s_bl), SP_HUNGRY, hd->homunculus.hunger); //refresh hunger info
-                    sc_start(s_bl, type, 100, skill_lv, skill->get_time(skill_id, skill_lv)); //gene bonus
-                }
-                sc_start(bl, type, 100, skill_lv, skill->get_time(skill_id, skill_lv));
-		skill->blockhomun_start(hd, skill_id, skill_get_cooldown(skill_id, skill_lv));
-            }
-            break;
-       case MH_GRANITIC_ARMOR:
-       case MH_PYROCLASTIC: {
-                struct block_list *s_bl = battle->get_master(src);
-                if(s_bl)
-					sc_start2(s_bl, type, 100, skill_lv, hd->homunculus.level, skill->get_time(skill_id, skill_lv)); //start on master
-                sc_start2(bl, type, 100, skill_lv, hd->homunculus.level, skill->get_time(skill_id, skill_lv));
+			//now inflict silence on everyone
+			if(ssc && !ssc->data[SC_SILENCE]) //put inavoidable silence on homun
+			status_change_start(src, SC_SILENCE, 100, skill_lv, 0,0,0, skill->get_time(skill_id, skill_lv),1|2|8);
+			if(m_bl){
+			struct status_change *msc = status_get_sc(m_bl);
+			if(msc && !msc->data[SC_SILENCE]) //put inavoidable silence on master
+				status_change_start(m_bl, SC_SILENCE, 100, skill_lv, 0,0,0, skill->get_time(skill_id, skill_lv),1|2|8);
+			}
 				if (hd)
-					skill->blockhomun_start(hd, skill_id, skill_get_cooldown(skill_id, skill_lv));
-            }
-            break;
-
-        case MH_LIGHT_OF_REGENE:
-		if(hd){
-		    hd->homunculus.intimacy = 251; //change to neutral (can't be cast if < 750)
-		    if(sd) clif_send_homdata(sd, SP_INTIMATE, hd->homunculus.intimacy); //refresh intimacy info
-		}
-		//don't break need to start status and start block timer
-	case MH_STYLE_CHANGE:
-        case MH_MAGMA_FLOW:
-        case MH_PAIN_KILLER:
-           sc_start(bl, type, 100, skill_lv, skill->get_time(skill_id, skill_lv));
-           if (hd)
-                skill->blockhomun_start(hd, skill_id, skill_get_cooldown(skill_id, skill_lv));
-           break;
-        case MH_SUMMON_LEGION:
-            {
-                int summons[5] = {1004, 1303, 1303, 1994, 1994};
-                int qty[5] =     {3   , 3   , 4   , 4   , 5};
-                struct mob_data *md;
-                int i;
-
-                for(i=0; i<qty[skill_lv - 1]; i++){ //easy way
-                    md = mob_once_spawn_sub(src, src->m, src->x, src->y, status_get_name(src), summons[skill_lv - 1], "", SZ_SMALL, AI_ATTACK);
-                    if (md) {
-                        md->master_id =  src->id;
-                        if (md->deletetimer != INVALID_TIMER)
-                            delete_timer(md->deletetimer, mob_timer_delete);
-                        md->deletetimer = add_timer(gettick() + skill->get_time(skill_id, skill_lv), mob_timer_delete, md->bl.id, 0);
-                        mob_spawn(md); //Now it is ready for spawning.
-                        sc_start4(&md->bl, SC_MODECHANGE, 100, 1, 0, MD_ASSIST, 0, 60000);
-                    }
-                }
-		if (hd)
-			skill->blockhomun_start(hd, skill_id, skill_get_cooldown(skill_id, skill_lv));
-            }
-            break;
-	default:
-		ShowWarning("skill_castend_nodamage_id: Unknown skill used:%d\n",skill_id);
-		clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
-		map_freeblock_unlock();
-		return 1;
+					skill->blockhomun_start(hd, skill_id, skill->get_cooldown(skill_id, skill_lv));
+		   }
+		   break;
+		   case MH_OVERED_BOOST:
+				if (hd){
+					struct block_list *s_bl = battle->get_master(src);
+					if(hd->homunculus.hunger>50) //reduce hunger
+						hd->homunculus.hunger = hd->homunculus.hunger/2;
+					else
+						hd->homunculus.hunger = min(1,hd->homunculus.hunger);
+					if(s_bl && s_bl->type==BL_PC){
+						status_set_sp(s_bl,status_get_max_sp(s_bl)/2,0); //master drain 50% sp
+						clif_send_homdata(((TBL_PC *)s_bl), SP_HUNGRY, hd->homunculus.hunger); //refresh hunger info
+						sc_start(s_bl, type, 100, skill_lv, skill->get_time(skill_id, skill_lv)); //gene bonus
+					}
+					sc_start(bl, type, 100, skill_lv, skill->get_time(skill_id, skill_lv));
+					skill->blockhomun_start(hd, skill_id, skill->get_cooldown(skill_id, skill_lv));
+				}
+				break;
+		   case MH_GRANITIC_ARMOR:
+		   case MH_PYROCLASTIC: {
+					struct block_list *s_bl = battle->get_master(src);
+					if(s_bl)
+						sc_start2(s_bl, type, 100, skill_lv, hd->homunculus.level, skill->get_time(skill_id, skill_lv)); //start on master
+					sc_start2(bl, type, 100, skill_lv, hd->homunculus.level, skill->get_time(skill_id, skill_lv));
+					if (hd)
+						skill->blockhomun_start(hd, skill_id, skill->get_cooldown(skill_id, skill_lv));
+				}
+				break;
+
+			case MH_LIGHT_OF_REGENE:
+			if(hd){
+				hd->homunculus.intimacy = 251; //change to neutral (can't be cast if < 750)
+				if(sd) clif_send_homdata(sd, SP_INTIMATE, hd->homunculus.intimacy); //refresh intimacy info
+			}
+			//don't break need to start status and start block timer
+		case MH_STYLE_CHANGE:
+			case MH_MAGMA_FLOW:
+			case MH_PAIN_KILLER:
+			   sc_start(bl, type, 100, skill_lv, skill->get_time(skill_id, skill_lv));
+			   if (hd)
+					skill->blockhomun_start(hd, skill_id, skill->get_cooldown(skill_id, skill_lv));
+			   break;
+			case MH_SUMMON_LEGION:
+				{
+					int summons[5] = {1004, 1303, 1303, 1994, 1994};
+					int qty[5] =     {3   , 3   , 4   , 4   , 5};
+					struct mob_data *md;
+					int i;
+
+					for(i=0; i<qty[skill_lv - 1]; i++){ //easy way
+						md = mob_once_spawn_sub(src, src->m, src->x, src->y, status_get_name(src), summons[skill_lv - 1], "", SZ_SMALL, AI_ATTACK);
+						if (md) {
+							md->master_id =  src->id;
+							if (md->deletetimer != INVALID_TIMER)
+								delete_timer(md->deletetimer, mob_timer_delete);
+							md->deletetimer = add_timer(gettick() + skill->get_time(skill_id, skill_lv), mob_timer_delete, md->bl.id, 0);
+							mob_spawn(md); //Now it is ready for spawning.
+							sc_start4(&md->bl, SC_MODECHANGE, 100, 1, 0, MD_ASSIST, 0, 60000);
+						}
+					}
+			if (hd)
+				skill->blockhomun_start(hd, skill_id, skill->get_cooldown(skill_id, skill_lv));
+				}
+				break;
+		default:
+			ShowWarning("skill_castend_nodamage_id: Unknown skill used:%d\n",skill_id);
+			clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
+			map_freeblock_unlock();
+			return 1;
 	}
 
 	if(skill_id != SR_CURSEDCIRCLE){
@@ -9049,15 +8988,13 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui
 		mobskill_event(dstmd, src, tick, MSC_SKILLUSED|(skill_id<<16));
 	}
 
-	if( sd && !(flag&1) )
-	{// ensure that the skill last-cast tick is recorded
+	if( sd && !(flag&1) ) { // ensure that the skill last-cast tick is recorded
 		sd->canskill_tick = gettick();
 
-		if( sd->state.arrow_atk )
-		{// consume arrow on last invocation to this skill.
+		if( sd->state.arrow_atk ) { // consume arrow on last invocation to this skill.
 			battle->consume_ammo(sd, skill_id, skill_lv);
 		}
-		skill_onskillusage(sd, bl, skill_id, tick);
+		skill->onskillusage(sd, bl, skill_id, tick);
 		// perform skill requirement consumption
 		skill->consume_requirement(sd,skill_id,skill_lv,2);
 	}
@@ -9257,11 +9194,10 @@ int skill_castend_id(int tid, unsigned int tick, int id, intptr_t data)
 		if( !path_search_long(NULL, src->m, src->x, src->y, target->x, target->y, CELL_CHKWALL) )
 			break;
 #endif
-		if( (src->type == BL_MER || src->type == BL_HOM) && !skill_check_condition_mercenary(src, ud->skill_id, ud->skill_lv, 1) )
+		if( (src->type == BL_MER || src->type == BL_HOM) && !skill->check_condition_mercenary(src, ud->skill_id, ud->skill_lv, 1) )
 			break;
 
-		if (ud->state.running && ud->skill_id == TK_JUMPKICK)
-        {
+		if (ud->state.running && ud->skill_id == TK_JUMPKICK) {
             ud->state.running = 0;
             status_change_end(src, SC_RUN, INVALID_TIMER);
 			flag = 1;
@@ -9273,7 +9209,7 @@ int skill_castend_id(int tid, unsigned int tick, int id, intptr_t data)
 		if( !sd || sd->skillitem != ud->skill_id || skill->get_delay(ud->skill_id,ud->skill_lv) )
 			ud->canact_tick = tick + skill->delay_fix(src, ud->skill_id, ud->skill_lv); //Tests show wings don't overwrite the delay but skill scrolls do. [Inkfish]
 		if (sd) { //Cooldown application
-			int i, cooldown = skill_get_cooldown(ud->skill_id, ud->skill_lv);
+			int i, cooldown = skill->get_cooldown(ud->skill_id, ud->skill_lv);
 			for (i = 0; i < ARRAYLENGTH(sd->skillcooldown) && sd->skillcooldown[i].id; i++) { // Increases/Decreases cooldown of a skill by item/card bonuses.
 				if (sd->skillcooldown[i].id == ud->skill_id){
 					cooldown += sd->skillcooldown[i].val;
@@ -9314,7 +9250,7 @@ int skill_castend_id(int tid, unsigned int tick, int id, intptr_t data)
 		map_freeblock_lock();
 
 		// SC_MAGICPOWER needs to switch states before any damage is actually dealt
-		skill_toggle_magicpower(src, ud->skill_id);
+		skill->toggle_magicpower(src, ud->skill_id);
 		if( ud->skill_id != RA_CAMOUFLAGE ) // only normal attack and auto cast skills benefit from its bonuses
 			status_change_end(src,SC_CAMOUFLAGE, INVALID_TIMER);
 
@@ -9435,7 +9371,7 @@ int skill_castend_pos(int tid, unsigned int tick, int id, intptr_t data)
 
 		if( !(src->type&battle_config.skill_reiteration) &&
 			skill->get_unit_flag(ud->skill_id)&UF_NOREITERATION &&
-			skill_check_unit_range(src,ud->skillx,ud->skilly,ud->skill_id,ud->skill_lv)
+			skill->check_unit_range(src,ud->skillx,ud->skilly,ud->skill_id,ud->skill_lv)
 		  )
 		{
 			if (sd) clif_skill_fail(sd,ud->skill_id,USESKILL_FAIL_LEVEL,0);
@@ -9443,7 +9379,7 @@ int skill_castend_pos(int tid, unsigned int tick, int id, intptr_t data)
 		}
 		if( src->type&battle_config.skill_nofootset &&
 			skill->get_unit_flag(ud->skill_id)&UF_NOFOOTSET &&
-			skill_check_unit_range2(src,ud->skillx,ud->skilly,ud->skill_id,ud->skill_lv)
+			skill->check_unit_range2(src,ud->skillx,ud->skilly,ud->skill_id,ud->skill_lv)
 		  )
 		{
 			if (sd) clif_skill_fail(sd,ud->skill_id,USESKILL_FAIL_LEVEL,0);
@@ -9484,7 +9420,7 @@ int skill_castend_pos(int tid, unsigned int tick, int id, intptr_t data)
 				skill->consume_requirement(sd,ud->skill_id,ud->skill_lv,1);
 		}
 
-		if( (src->type == BL_MER || src->type == BL_HOM) && !skill_check_condition_mercenary(src, ud->skill_id, ud->skill_lv, 1) )
+		if( (src->type == BL_MER || src->type == BL_HOM) && !skill->check_condition_mercenary(src, ud->skill_id, ud->skill_lv, 1) )
 			break;
 
 		if(md) {
@@ -9503,7 +9439,7 @@ int skill_castend_pos(int tid, unsigned int tick, int id, intptr_t data)
 		if( !sd || sd->skillitem != ud->skill_id || skill->get_delay(ud->skill_id,ud->skill_lv) )
 			ud->canact_tick = tick + skill->delay_fix(src, ud->skill_id, ud->skill_lv);
         if (sd) { //Cooldown application
-			int i, cooldown = skill_get_cooldown(ud->skill_id, ud->skill_lv);
+			int i, cooldown = skill->get_cooldown(ud->skill_id, ud->skill_lv);
 			for (i = 0; i < ARRAYLENGTH(sd->skillcooldown) && sd->skillcooldown[i].id; i++) { // Increases/Decreases cooldown of a skill by item/card bonuses.
 				if (sd->skillcooldown[i].id == ud->skill_id){
 					cooldown += sd->skillcooldown[i].val;
@@ -9601,666 +9537,662 @@ int skill_castend_pos2(struct block_list* src, int x, int y, uint16 skill_id, ui
 	}
 
 	// SC_MAGICPOWER needs to switch states before any damage is actually dealt
-	skill_toggle_magicpower(src, skill_id);
+	skill->toggle_magicpower(src, skill_id);
 
-	switch(skill_id)
-	{
-	case PR_BENEDICTIO:
-		skill_area_temp[1] = src->id;
-		i = skill->get_splash(skill_id, skill_lv);
-		map_foreachinarea(skill_area_sub,
-			src->m, x-i, y-i, x+i, y+i, BL_PC,
-			src, skill_id, skill_lv, tick, flag|BCT_ALL|1,
-			skill->castend_nodamage_id);
-		map_foreachinarea(skill_area_sub,
-			src->m, x-i, y-i, x+i, y+i, BL_CHAR,
-			src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1,
-			skill->castend_damage_id);
-		break;
+	switch(skill_id) {
+		case PR_BENEDICTIO:
+			skill_area_temp[1] = src->id;
+			i = skill->get_splash(skill_id, skill_lv);
+			map_foreachinarea(skill->area_sub,
+				src->m, x-i, y-i, x+i, y+i, BL_PC,
+				src, skill_id, skill_lv, tick, flag|BCT_ALL|1,
+				skill->castend_nodamage_id);
+			map_foreachinarea(skill->area_sub,
+				src->m, x-i, y-i, x+i, y+i, BL_CHAR,
+				src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1,
+				skill->castend_damage_id);
+			break;
 
-	case BS_HAMMERFALL:
-		i = skill->get_splash(skill_id, skill_lv);
-		map_foreachinarea (skill_area_sub,
-			src->m, x-i, y-i, x+i, y+i, BL_CHAR,
-			src, skill_id, skill_lv, tick, flag|BCT_ENEMY|2,
-			skill->castend_nodamage_id);
-		break;
+		case BS_HAMMERFALL:
+			i = skill->get_splash(skill_id, skill_lv);
+			map_foreachinarea (skill->area_sub,
+				src->m, x-i, y-i, x+i, y+i, BL_CHAR,
+				src, skill_id, skill_lv, tick, flag|BCT_ENEMY|2,
+				skill->castend_nodamage_id);
+			break;
 
-	case HT_DETECTING:
-		i = skill->get_splash(skill_id, skill_lv);
-		map_foreachinarea( status_change_timer_sub,
-			src->m, x-i, y-i, x+i,y+i,BL_CHAR,
-			src,NULL,SC_SIGHT,tick);
-		if(battle_config.traps_setting&1)
-		map_foreachinarea( skill_reveal_trap,
-			src->m, x-i, y-i, x+i,y+i,BL_SKILL);
-		break;
+		case HT_DETECTING:
+			i = skill->get_splash(skill_id, skill_lv);
+			map_foreachinarea( status_change_timer_sub,
+				src->m, x-i, y-i, x+i,y+i,BL_CHAR,
+				src,NULL,SC_SIGHT,tick);
+			if(battle_config.traps_setting&1)
+			map_foreachinarea( skill_reveal_trap,
+				src->m, x-i, y-i, x+i,y+i,BL_SKILL);
+			break;
 
-	case SR_RIDEINLIGHTNING:
-		i = skill->get_splash(skill_id, skill_lv);
-		map_foreachinarea(skill_area_sub, src->m, x-i, y-i, x+i, y+i, BL_CHAR,
-			src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill->castend_damage_id);
-		break;
+		case SR_RIDEINLIGHTNING:
+			i = skill->get_splash(skill_id, skill_lv);
+			map_foreachinarea(skill->area_sub, src->m, x-i, y-i, x+i, y+i, BL_CHAR,
+				src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill->castend_damage_id);
+			break;
 
-	case SA_VOLCANO:
-	case SA_DELUGE:
-	case SA_VIOLENTGALE:
-	{	//Does not consumes if the skill is already active. [Skotlex]
-		struct skill_unit_group *sg;
-		if ((sg= skill_locate_element_field(src)) != NULL && ( sg->skill_id == SA_VOLCANO || sg->skill_id == SA_DELUGE || sg->skill_id == SA_VIOLENTGALE ))
-		{
-			if (sg->limit - DIFF_TICK(gettick(), sg->tick) > 0)
+		case SA_VOLCANO:
+		case SA_DELUGE:
+		case SA_VIOLENTGALE:
+		{	//Does not consumes if the skill is already active. [Skotlex]
+			struct skill_unit_group *sg;
+			if ((sg= skill->locate_element_field(src)) != NULL && ( sg->skill_id == SA_VOLCANO || sg->skill_id == SA_DELUGE || sg->skill_id == SA_VIOLENTGALE ))
 			{
-				skill->unitsetting(src,skill_id,skill_lv,x,y,0);
-				return 0; // not to consume items
+				if (sg->limit - DIFF_TICK(gettick(), sg->tick) > 0) {
+					skill->unitsetting(src,skill_id,skill_lv,x,y,0);
+					return 0; // not to consume items
+				} else
+					sg->limit = 0; //Disable it.
 			}
-			else
-				sg->limit = 0; //Disable it.
+			skill->unitsetting(src,skill_id,skill_lv,x,y,0);
+			break;
 		}
-		skill->unitsetting(src,skill_id,skill_lv,x,y,0);
-		break;
-	}
-	case MG_SAFETYWALL:
-	case MG_FIREWALL:
-	case MG_THUNDERSTORM:
-
-	case AL_PNEUMA:
-	case WZ_ICEWALL:
-	case WZ_FIREPILLAR:
-	case WZ_QUAGMIRE:
-	case WZ_VERMILION:
-	case WZ_STORMGUST:
-	case WZ_HEAVENDRIVE:
-	case PR_SANCTUARY:
-	case PR_MAGNUS:
-	case CR_GRANDCROSS:
-	case NPC_GRANDDARKNESS:
-	case HT_SKIDTRAP:
-	case MA_SKIDTRAP:
-	case HT_LANDMINE:
-	case MA_LANDMINE:
-	case HT_ANKLESNARE:
-	case HT_SHOCKWAVE:
-	case HT_SANDMAN:
-	case MA_SANDMAN:
-	case HT_FLASHER:
-	case HT_FREEZINGTRAP:
-	case MA_FREEZINGTRAP:
-	case HT_BLASTMINE:
-	case HT_CLAYMORETRAP:
-	case AS_VENOMDUST:
-	case AM_DEMONSTRATION:
-	case PF_FOGWALL:
-	case PF_SPIDERWEB:
-	case HT_TALKIEBOX:
-	case WE_CALLPARTNER:
-	case WE_CALLPARENT:
-	case WE_CALLBABY:
-	case AC_SHOWER:	//Ground-placed skill implementation.
-	case MA_SHOWER:
-	case SA_LANDPROTECTOR:
-	case BD_LULLABY:
-	case BD_RICHMANKIM:
-	case BD_ETERNALCHAOS:
-	case BD_DRUMBATTLEFIELD:
-	case BD_RINGNIBELUNGEN:
-	case BD_ROKISWEIL:
-	case BD_INTOABYSS:
-	case BD_SIEGFRIED:
-	case BA_DISSONANCE:
-	case BA_POEMBRAGI:
-	case BA_WHISTLE:
-	case BA_ASSASSINCROSS:
-	case BA_APPLEIDUN:
-	case DC_UGLYDANCE:
-	case DC_HUMMING:
-	case DC_DONTFORGETME:
-	case DC_FORTUNEKISS:
-	case DC_SERVICEFORYOU:
-	case CG_MOONLIT:
-	case GS_DESPERADO:
-	case NJ_KAENSIN:
-	case NJ_BAKUENRYU:
-	case NJ_SUITON:
-	case NJ_HYOUSYOURAKU:
-	case NJ_RAIGEKISAI:
-	case NJ_KAMAITACHI:
-#ifdef RENEWAL
-	case NJ_HUUMA:
-#endif
-	case NPC_EVILLAND:
-	case RA_ELECTRICSHOCKER:
-	case RA_CLUSTERBOMB:
-	case RA_MAGENTATRAP:
-	case RA_COBALTTRAP:
-	case RA_MAIZETRAP:
-	case RA_VERDURETRAP:
-	case RA_FIRINGTRAP:
-	case RA_ICEBOUNDTRAP:
-	case SC_MANHOLE:
-	case SC_DIMENSIONDOOR:
-	case SC_CHAOSPANIC:
-	case SC_MAELSTROM:
-	case WM_REVERBERATION:
-	case WM_SEVERE_RAINSTORM:
-	case WM_POEMOFNETHERWORLD:
-	case SO_PSYCHIC_WAVE:
-	case SO_VACUUM_EXTREME:
-	case GN_WALLOFTHORN:
-	case GN_THORNS_TRAP:
-	case GN_DEMONIC_FIRE:
-	case GN_HELLS_PLANT:
-	case SO_EARTHGRAVE:
-	case SO_DIAMONDDUST:
-	case SO_FIRE_INSIGNIA:
-	case SO_WATER_INSIGNIA:
-	case SO_WIND_INSIGNIA:
-	case SO_EARTH_INSIGNIA:
-	case KO_HUUMARANKA:
-	case KO_MUCHANAGE:
-	case KO_BAKURETSU:
-	case KO_ZENKAI:
-	case MH_LAVA_SLIDE:
-	case MH_VOLCANIC_ASH:
-	case MH_POISON_MIST:
-	case MH_STEINWAND:
-	case MH_XENO_SLASHER:
-		flag|=1;//Set flag to 1 to prevent deleting ammo (it will be deleted on group-delete).
-	case GS_GROUNDDRIFT: //Ammo should be deleted right away.
-		skill->unitsetting(src,skill_id,skill_lv,x,y,0);
-		break;
-	case RG_GRAFFITI:			/* Graffiti [Valaris] */
-		skill->clear_unitgroup(src);
-		skill->unitsetting(src,skill_id,skill_lv,x,y,0);
-		flag|=1;
-		break;
-	case HP_BASILICA:
-		if( sc->data[SC_BASILICA] )
-			status_change_end(src, SC_BASILICA, INVALID_TIMER); // Cancel Basilica
-		else { // Create Basilica. Start SC on caster. Unit timer start SC on others.
-			if( map_foreachinrange(skill_count_wos, src, 2, BL_MOB|BL_PC, src) ) {
-				if( sd )
-					clif_skill_fail(sd,skill_id,USESKILL_FAIL,0);
-				return 1;
+		case MG_SAFETYWALL:
+		case MG_FIREWALL:
+		case MG_THUNDERSTORM:
+
+		case AL_PNEUMA:
+		case WZ_ICEWALL:
+		case WZ_FIREPILLAR:
+		case WZ_QUAGMIRE:
+		case WZ_VERMILION:
+		case WZ_STORMGUST:
+		case WZ_HEAVENDRIVE:
+		case PR_SANCTUARY:
+		case PR_MAGNUS:
+		case CR_GRANDCROSS:
+		case NPC_GRANDDARKNESS:
+		case HT_SKIDTRAP:
+		case MA_SKIDTRAP:
+		case HT_LANDMINE:
+		case MA_LANDMINE:
+		case HT_ANKLESNARE:
+		case HT_SHOCKWAVE:
+		case HT_SANDMAN:
+		case MA_SANDMAN:
+		case HT_FLASHER:
+		case HT_FREEZINGTRAP:
+		case MA_FREEZINGTRAP:
+		case HT_BLASTMINE:
+		case HT_CLAYMORETRAP:
+		case AS_VENOMDUST:
+		case AM_DEMONSTRATION:
+		case PF_FOGWALL:
+		case PF_SPIDERWEB:
+		case HT_TALKIEBOX:
+		case WE_CALLPARTNER:
+		case WE_CALLPARENT:
+		case WE_CALLBABY:
+		case AC_SHOWER:	//Ground-placed skill implementation.
+		case MA_SHOWER:
+		case SA_LANDPROTECTOR:
+		case BD_LULLABY:
+		case BD_RICHMANKIM:
+		case BD_ETERNALCHAOS:
+		case BD_DRUMBATTLEFIELD:
+		case BD_RINGNIBELUNGEN:
+		case BD_ROKISWEIL:
+		case BD_INTOABYSS:
+		case BD_SIEGFRIED:
+		case BA_DISSONANCE:
+		case BA_POEMBRAGI:
+		case BA_WHISTLE:
+		case BA_ASSASSINCROSS:
+		case BA_APPLEIDUN:
+		case DC_UGLYDANCE:
+		case DC_HUMMING:
+		case DC_DONTFORGETME:
+		case DC_FORTUNEKISS:
+		case DC_SERVICEFORYOU:
+		case CG_MOONLIT:
+		case GS_DESPERADO:
+		case NJ_KAENSIN:
+		case NJ_BAKUENRYU:
+		case NJ_SUITON:
+		case NJ_HYOUSYOURAKU:
+		case NJ_RAIGEKISAI:
+		case NJ_KAMAITACHI:
+	#ifdef RENEWAL
+		case NJ_HUUMA:
+	#endif
+		case NPC_EVILLAND:
+		case RA_ELECTRICSHOCKER:
+		case RA_CLUSTERBOMB:
+		case RA_MAGENTATRAP:
+		case RA_COBALTTRAP:
+		case RA_MAIZETRAP:
+		case RA_VERDURETRAP:
+		case RA_FIRINGTRAP:
+		case RA_ICEBOUNDTRAP:
+		case SC_MANHOLE:
+		case SC_DIMENSIONDOOR:
+		case SC_CHAOSPANIC:
+		case SC_MAELSTROM:
+		case WM_REVERBERATION:
+		case WM_SEVERE_RAINSTORM:
+		case WM_POEMOFNETHERWORLD:
+		case SO_PSYCHIC_WAVE:
+		case SO_VACUUM_EXTREME:
+		case GN_WALLOFTHORN:
+		case GN_THORNS_TRAP:
+		case GN_DEMONIC_FIRE:
+		case GN_HELLS_PLANT:
+		case SO_EARTHGRAVE:
+		case SO_DIAMONDDUST:
+		case SO_FIRE_INSIGNIA:
+		case SO_WATER_INSIGNIA:
+		case SO_WIND_INSIGNIA:
+		case SO_EARTH_INSIGNIA:
+		case KO_HUUMARANKA:
+		case KO_MUCHANAGE:
+		case KO_BAKURETSU:
+		case KO_ZENKAI:
+		case MH_LAVA_SLIDE:
+		case MH_VOLCANIC_ASH:
+		case MH_POISON_MIST:
+		case MH_STEINWAND:
+		case MH_XENO_SLASHER:
+			flag|=1;//Set flag to 1 to prevent deleting ammo (it will be deleted on group-delete).
+		case GS_GROUNDDRIFT: //Ammo should be deleted right away.
+			skill->unitsetting(src,skill_id,skill_lv,x,y,0);
+			break;
+		case RG_GRAFFITI:			/* Graffiti [Valaris] */
+			skill->clear_unitgroup(src);
+			skill->unitsetting(src,skill_id,skill_lv,x,y,0);
+			flag|=1;
+			break;
+		case HP_BASILICA:
+			if( sc->data[SC_BASILICA] )
+				status_change_end(src, SC_BASILICA, INVALID_TIMER); // Cancel Basilica
+			else { // Create Basilica. Start SC on caster. Unit timer start SC on others.
+				if( map_foreachinrange(skill_count_wos, src, 2, BL_MOB|BL_PC, src) ) {
+					if( sd )
+						clif_skill_fail(sd,skill_id,USESKILL_FAIL,0);
+					return 1;
+				}
+				
+				skill->clear_unitgroup(src);
+				if( skill->unitsetting(src,skill_id,skill_lv,x,y,0) )
+					sc_start4(src,type,100,skill_lv,0,0,src->id,skill->get_time(skill_id,skill_lv));
+				flag|=1;
 			}
-			
+			break;
+		case CG_HERMODE:
 			skill->clear_unitgroup(src);
-			if( skill->unitsetting(src,skill_id,skill_lv,x,y,0) )
-				sc_start4(src,type,100,skill_lv,0,0,src->id,skill->get_time(skill_id,skill_lv));
+			if ((sg = skill->unitsetting(src,skill_id,skill_lv,x,y,0)))
+				sc_start4(src,SC_DANCING,100,
+					skill_id,0,skill_lv,sg->group_id,skill->get_time(skill_id,skill_lv));
 			flag|=1;
-		}
-		break;
-	case CG_HERMODE:
-		skill->clear_unitgroup(src);
-		if ((sg = skill->unitsetting(src,skill_id,skill_lv,x,y,0)))
-			sc_start4(src,SC_DANCING,100,
-				skill_id,0,skill_lv,sg->group_id,skill->get_time(skill_id,skill_lv));
-		flag|=1;
-		break;
-	case RG_CLEANER: // [Valaris]
-		i = skill->get_splash(skill_id, skill_lv);
-		map_foreachinarea(skill_graffitiremover,src->m,x-i,y-i,x+i,y+i,BL_SKILL);
-		break;
-
-	case SO_WARMER:
-		flag|= 8;
-	case SO_CLOUD_KILL:
-		skill->unitsetting(src,skill_id,skill_lv,x,y,0);
-		break;
-
-	case WZ_METEOR: {
-			int area = skill->get_splash(skill_id, skill_lv);
-			short tmpx = 0, tmpy = 0, x1 = 0, y1 = 0;
-
-			for( i = 0; i < 2 + (skill_lv>>1); i++ ) {
-				// Creates a random Cell in the Splash Area
-				tmpx = x - area + rnd()%(area * 2 + 1);
-				tmpy = y - area + rnd()%(area * 2 + 1);
+			break;
+		case RG_CLEANER: // [Valaris]
+			i = skill->get_splash(skill_id, skill_lv);
+			map_foreachinarea(skill->graffitiremover,src->m,x-i,y-i,x+i,y+i,BL_SKILL);
+			break;
 
-				if( i == 0 && path_search_long(NULL, src->m, src->x, src->y, tmpx, tmpy, CELL_CHKWALL) )
-					clif_skill_poseffect(src,skill_id,skill_lv,tmpx,tmpy,tick);
+		case SO_WARMER:
+			flag|= 8;
+		case SO_CLOUD_KILL:
+			skill->unitsetting(src,skill_id,skill_lv,x,y,0);
+			break;
 
-				if( i > 0 )
-					skill->addtimerskill(src,tick+i*1000,0,tmpx,tmpy,skill_id,skill_lv,(x1<<16)|y1,0);
+		case WZ_METEOR: {
+				int area = skill->get_splash(skill_id, skill_lv);
+				short tmpx = 0, tmpy = 0, x1 = 0, y1 = 0;
 
-				x1 = tmpx;
-				y1 = tmpy;
-			}
+				for( i = 0; i < 2 + (skill_lv>>1); i++ ) {
+					// Creates a random Cell in the Splash Area
+					tmpx = x - area + rnd()%(area * 2 + 1);
+					tmpy = y - area + rnd()%(area * 2 + 1);
 
-			skill->addtimerskill(src,tick+i*1000,0,tmpx,tmpy,skill_id,skill_lv,-1,0);
-		}
-		break;
+					if( i == 0 && path_search_long(NULL, src->m, src->x, src->y, tmpx, tmpy, CELL_CHKWALL) )
+						clif_skill_poseffect(src,skill_id,skill_lv,tmpx,tmpy,tick);
 
-	case AL_WARP:
-		if(sd)
-		{
-			clif_skill_warppoint(sd, skill_id, skill_lv, sd->status.save_point.map,
-				(skill_lv >= 2) ? sd->status.memo_point[0].map : 0,
-				(skill_lv >= 3) ? sd->status.memo_point[1].map : 0,
-				(skill_lv >= 4) ? sd->status.memo_point[2].map : 0
-			);
-		}
-		if( sc && sc->data[SC_CURSEDCIRCLE_ATKER] ) //Should only remove after the skill has been casted.
-			status_change_end(src,SC_CURSEDCIRCLE_ATKER,INVALID_TIMER);
-		return 0; // not to consume item.
+					if( i > 0 )
+						skill->addtimerskill(src,tick+i*1000,0,tmpx,tmpy,skill_id,skill_lv,(x1<<16)|y1,0);
 
-	case MO_BODYRELOCATION:
-		if (unit_movepos(src, x, y, 1, 1)) {
-#if PACKETVER >= 20111005
-			clif_snap(src, src->x, src->y);
-#else
-			clif_skill_poseffect(src,skill_id,skill_lv,src->x,src->y,tick);
-#endif
-			if (sd)
-				skill->blockpc_start (sd, MO_EXTREMITYFIST, 2000, false);
-		}
-		break;
-	case NJ_SHADOWJUMP:
-		if( !map_flag_gvg(src->m) && !map[src->m].flag.battleground ) { //You don't move on GVG grounds.
-			unit_movepos(src, x, y, 1, 0);
-			clif_slide(src,x,y);
-		}
-		status_change_end(src, SC_HIDING, INVALID_TIMER);
-		break;
-	case AM_SPHEREMINE:
-	case AM_CANNIBALIZE:
-		{
-			int summons[5] = { 1589, 1579, 1575, 1555, 1590 };
-			//int summons[5] = { 1020, 1068, 1118, 1500, 1368 };
-			int class_ = skill_id==AM_SPHEREMINE?1142:summons[skill_lv-1];
-			struct mob_data *md;
+					x1 = tmpx;
+					y1 = tmpy;
+				}
 
-			// Correct info, don't change any of this! [celest]
-			md = mob_once_spawn_sub(src, src->m, x, y, status_get_name(src), class_, "", SZ_SMALL, AI_NONE);
-			if (md) {
-				md->master_id = src->id;
-				md->special_state.ai = (skill_id == AM_SPHEREMINE) ? AI_SPHERE : AI_FLORA;
-				if( md->deletetimer != INVALID_TIMER )
-					delete_timer(md->deletetimer, mob_timer_delete);
-				md->deletetimer = add_timer (gettick() + skill->get_time(skill_id,skill_lv), mob_timer_delete, md->bl.id, 0);
-				mob_spawn (md); //Now it is ready for spawning.
+				skill->addtimerskill(src,tick+i*1000,0,tmpx,tmpy,skill_id,skill_lv,-1,0);
 			}
-		}
-		break;
+			break;
 
-	// Slim Pitcher [Celest]
-	case CR_SLIMPITCHER:
-		if (sd) {
-			int i = skill_lv%11 - 1;
-			int j = pc_search_inventory(sd,skill_db[skill_id].itemid[i]);
-			if( j < 0 || skill_db[skill_id].itemid[i] <= 0 || sd->inventory_data[j] == NULL || sd->status.inventory[j].amount < skill_db[skill_id].amount[i] )
+		case AL_WARP:
+			if(sd)
 			{
-				clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
-				return 1;
+				clif_skill_warppoint(sd, skill_id, skill_lv, sd->status.save_point.map,
+					(skill_lv >= 2) ? sd->status.memo_point[0].map : 0,
+					(skill_lv >= 3) ? sd->status.memo_point[1].map : 0,
+					(skill_lv >= 4) ? sd->status.memo_point[2].map : 0
+				);
 			}
-			potion_flag = 1;
-			potion_hp = 0;
-			potion_sp = 0;
-			run_script(sd->inventory_data[j]->script,0,sd->bl.id,0);
-			potion_flag = 0;
-			//Apply skill bonuses
-			i = pc_checkskill(sd,CR_SLIMPITCHER)*10
-				+ pc_checkskill(sd,AM_POTIONPITCHER)*10
-				+ pc_checkskill(sd,AM_LEARNINGPOTION)*5
-				+ pc_skillheal_bonus(sd, skill_id);
-
-			potion_hp = potion_hp * (100+i)/100;
-			potion_sp = potion_sp * (100+i)/100;
-
-			if(potion_hp > 0 || potion_sp > 0) {
-				i = skill->get_splash(skill_id, skill_lv);
-				map_foreachinarea(skill_area_sub,
-					src->m,x-i,y-i,x+i,y+i,BL_CHAR,
-					src,skill_id,skill_lv,tick,flag|BCT_PARTY|BCT_GUILD|1,
-					skill->castend_nodamage_id);
+			if( sc && sc->data[SC_CURSEDCIRCLE_ATKER] ) //Should only remove after the skill has been casted.
+				status_change_end(src,SC_CURSEDCIRCLE_ATKER,INVALID_TIMER);
+			return 0; // not to consume item.
+
+		case MO_BODYRELOCATION:
+			if (unit_movepos(src, x, y, 1, 1)) {
+	#if PACKETVER >= 20111005
+				clif_snap(src, src->x, src->y);
+	#else
+				clif_skill_poseffect(src,skill_id,skill_lv,src->x,src->y,tick);
+	#endif
+				if (sd)
+					skill->blockpc_start (sd, MO_EXTREMITYFIST, 2000, false);
 			}
-		} else {
-			int i = skill_lv%11 - 1;
-			struct item_data *item;
-			i = skill_db[skill_id].itemid[i];
-			item = itemdb_search(i);
-			potion_flag = 1;
-			potion_hp = 0;
-			potion_sp = 0;
-			run_script(item->script,0,src->id,0);
-			potion_flag = 0;
-			i = skill->get_max(CR_SLIMPITCHER)*10;
-
-			potion_hp = potion_hp * (100+i)/100;
-			potion_sp = potion_sp * (100+i)/100;
-
-			if(potion_hp > 0 || potion_sp > 0) {
-				i = skill->get_splash(skill_id, skill_lv);
-				map_foreachinarea(skill_area_sub,
-					src->m,x-i,y-i,x+i,y+i,BL_CHAR,
-					src,skill_id,skill_lv,tick,flag|BCT_PARTY|BCT_GUILD|1,
-						skill->castend_nodamage_id);
+			break;
+		case NJ_SHADOWJUMP:
+			if( !map_flag_gvg(src->m) && !map[src->m].flag.battleground ) { //You don't move on GVG grounds.
+				unit_movepos(src, x, y, 1, 0);
+				clif_slide(src,x,y);
 			}
-		}
-		break;
-
-	case HW_GANBANTEIN:
-		if (rnd()%100 < 80) {
-			int dummy = 1;
-			clif_skill_poseffect(src,skill_id,skill_lv,x,y,tick);
-			i = skill->get_splash(skill_id, skill_lv);
-			map_foreachinarea(skill_cell_overlap, src->m, x-i, y-i, x+i, y+i, BL_SKILL, HW_GANBANTEIN, &dummy, src);
-		} else {
-			if (sd) clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
-			return 1;
-		}
-		break;
+			status_change_end(src, SC_HIDING, INVALID_TIMER);
+			break;
+		case AM_SPHEREMINE:
+		case AM_CANNIBALIZE:
+			{
+				int summons[5] = { 1589, 1579, 1575, 1555, 1590 };
+				//int summons[5] = { 1020, 1068, 1118, 1500, 1368 };
+				int class_ = skill_id==AM_SPHEREMINE?1142:summons[skill_lv-1];
+				struct mob_data *md;
+
+				// Correct info, don't change any of this! [celest]
+				md = mob_once_spawn_sub(src, src->m, x, y, status_get_name(src), class_, "", SZ_SMALL, AI_NONE);
+				if (md) {
+					md->master_id = src->id;
+					md->special_state.ai = (skill_id == AM_SPHEREMINE) ? AI_SPHERE : AI_FLORA;
+					if( md->deletetimer != INVALID_TIMER )
+						delete_timer(md->deletetimer, mob_timer_delete);
+					md->deletetimer = add_timer (gettick() + skill->get_time(skill_id,skill_lv), mob_timer_delete, md->bl.id, 0);
+					mob_spawn (md); //Now it is ready for spawning.
+				}
+			}
+			break;
 
-	case HW_GRAVITATION:
-		if ((sg = skill->unitsetting(src,skill_id,skill_lv,x,y,0)))
-			sc_start4(src,type,100,skill_lv,0,BCT_SELF,sg->group_id,skill->get_time(skill_id,skill_lv));
-		flag|=1;
-		break;
+		// Slim Pitcher [Celest]
+		case CR_SLIMPITCHER:
+			if (sd) {
+				int i = skill_lv%11 - 1;
+				int j = pc_search_inventory(sd,skill_db[skill_id].itemid[i]);
+				if( j < 0 || skill_db[skill_id].itemid[i] <= 0 || sd->inventory_data[j] == NULL || sd->status.inventory[j].amount < skill_db[skill_id].amount[i] )
+				{
+					clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
+					return 1;
+				}
+				potion_flag = 1;
+				potion_hp = 0;
+				potion_sp = 0;
+				run_script(sd->inventory_data[j]->script,0,sd->bl.id,0);
+				potion_flag = 0;
+				//Apply skill bonuses
+				i = pc_checkskill(sd,CR_SLIMPITCHER)*10
+					+ pc_checkskill(sd,AM_POTIONPITCHER)*10
+					+ pc_checkskill(sd,AM_LEARNINGPOTION)*5
+					+ pc_skillheal_bonus(sd, skill_id);
+
+				potion_hp = potion_hp * (100+i)/100;
+				potion_sp = potion_sp * (100+i)/100;
+
+				if(potion_hp > 0 || potion_sp > 0) {
+					i = skill->get_splash(skill_id, skill_lv);
+					map_foreachinarea(skill->area_sub,
+						src->m,x-i,y-i,x+i,y+i,BL_CHAR,
+						src,skill_id,skill_lv,tick,flag|BCT_PARTY|BCT_GUILD|1,
+						skill->castend_nodamage_id);
+				}
+			} else {
+				int i = skill_lv%11 - 1;
+				struct item_data *item;
+				i = skill_db[skill_id].itemid[i];
+				item = itemdb_search(i);
+				potion_flag = 1;
+				potion_hp = 0;
+				potion_sp = 0;
+				run_script(item->script,0,src->id,0);
+				potion_flag = 0;
+				i = skill->get_max(CR_SLIMPITCHER)*10;
+
+				potion_hp = potion_hp * (100+i)/100;
+				potion_sp = potion_sp * (100+i)/100;
+
+				if(potion_hp > 0 || potion_sp > 0) {
+					i = skill->get_splash(skill_id, skill_lv);
+					map_foreachinarea(skill->area_sub,
+						src->m,x-i,y-i,x+i,y+i,BL_CHAR,
+						src,skill_id,skill_lv,tick,flag|BCT_PARTY|BCT_GUILD|1,
+							skill->castend_nodamage_id);
+				}
+			}
+			break;
 
-	// Plant Cultivation [Celest]
-	case CR_CULTIVATION:
-		if (sd) {
-			if( map_count_oncell(src->m,x,y,BL_CHAR) > 0 )
-			{
-				clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
+		case HW_GANBANTEIN:
+			if (rnd()%100 < 80) {
+				int dummy = 1;
+				clif_skill_poseffect(src,skill_id,skill_lv,x,y,tick);
+				i = skill->get_splash(skill_id, skill_lv);
+				map_foreachinarea(skill->cell_overlap, src->m, x-i, y-i, x+i, y+i, BL_SKILL, HW_GANBANTEIN, &dummy, src);
+			} else {
+				if (sd) clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
 				return 1;
 			}
-			clif_skill_poseffect(src,skill_id,skill_lv,x,y,tick);
-			if (rnd()%100 < 50) {
-				clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
-			} else {
-				TBL_MOB* md = mob_once_spawn_sub(src, src->m, x, y, "--ja--",(skill_lv < 2 ? 1084+rnd()%2 : 1078+rnd()%6),"", SZ_SMALL, AI_NONE);
-				int i;
-				if (!md) break;
-				if ((i = skill->get_time(skill_id, skill_lv)) > 0)
+			break;
+
+		case HW_GRAVITATION:
+			if ((sg = skill->unitsetting(src,skill_id,skill_lv,x,y,0)))
+				sc_start4(src,type,100,skill_lv,0,BCT_SELF,sg->group_id,skill->get_time(skill_id,skill_lv));
+			flag|=1;
+			break;
+
+		// Plant Cultivation [Celest]
+		case CR_CULTIVATION:
+			if (sd) {
+				if( map_count_oncell(src->m,x,y,BL_CHAR) > 0 )
 				{
-					if( md->deletetimer != INVALID_TIMER )
-						delete_timer(md->deletetimer, mob_timer_delete);
-					md->deletetimer = add_timer (tick + i, mob_timer_delete, md->bl.id, 0);
+					clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
+					return 1;
+				}
+				clif_skill_poseffect(src,skill_id,skill_lv,x,y,tick);
+				if (rnd()%100 < 50) {
+					clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
+				} else {
+					TBL_MOB* md = mob_once_spawn_sub(src, src->m, x, y, "--ja--",(skill_lv < 2 ? 1084+rnd()%2 : 1078+rnd()%6),"", SZ_SMALL, AI_NONE);
+					int i;
+					if (!md) break;
+					if ((i = skill->get_time(skill_id, skill_lv)) > 0)
+					{
+						if( md->deletetimer != INVALID_TIMER )
+							delete_timer(md->deletetimer, mob_timer_delete);
+						md->deletetimer = add_timer (tick + i, mob_timer_delete, md->bl.id, 0);
+					}
+					mob_spawn (md);
 				}
-				mob_spawn (md);
 			}
-		}
-		break;
-
-	case SG_SUN_WARM:
-	case SG_MOON_WARM:
-	case SG_STAR_WARM:
-		skill->clear_unitgroup(src);
-		if ((sg = skill->unitsetting(src,skill_id,skill_lv,src->x,src->y,0)))
-			sc_start4(src,type,100,skill_lv,0,0,sg->group_id,skill->get_time(skill_id,skill_lv));
-		flag|=1;
-		break;
+			break;
 
-	case PA_GOSPEL:
-		if (sce && sce->val4 == BCT_SELF)
-		{
-			status_change_end(src, SC_GOSPEL, INVALID_TIMER);
-			return 0;
-		}
-		else
-	  	{
-			sg = skill->unitsetting(src,skill_id,skill_lv,src->x,src->y,0);
-			if (!sg) break;
-			if (sce)
-				status_change_end(src, type, INVALID_TIMER); //Was under someone else's Gospel. [Skotlex]
-			sc_start4(src,type,100,skill_lv,0,sg->group_id,BCT_SELF,skill->get_time(skill_id,skill_lv));
-			clif_skill_poseffect(src, skill_id, skill_lv, 0, 0, tick); // PA_GOSPEL music packet
-		}
-		break;
-	case NJ_TATAMIGAESHI:
-		if (skill->unitsetting(src,skill_id,skill_lv,src->x,src->y,0))
-			sc_start(src,type,100,skill_lv,skill->get_time2(skill_id,skill_lv));
-		break;
+		case SG_SUN_WARM:
+		case SG_MOON_WARM:
+		case SG_STAR_WARM:
+			skill->clear_unitgroup(src);
+			if ((sg = skill->unitsetting(src,skill_id,skill_lv,src->x,src->y,0)))
+				sc_start4(src,type,100,skill_lv,0,0,sg->group_id,skill->get_time(skill_id,skill_lv));
+			flag|=1;
+			break;
 
-	case AM_RESURRECTHOMUN:	//[orn]
-		if (sd)
-		{
-			if (!merc_resurrect_homunculus(sd, 20*skill_lv, x, y))
+		case PA_GOSPEL:
+			if (sce && sce->val4 == BCT_SELF)
 			{
-				clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
-				break;
+				status_change_end(src, SC_GOSPEL, INVALID_TIMER);
+				return 0;
 			}
-		}
-		break;
+			else
+			{
+				sg = skill->unitsetting(src,skill_id,skill_lv,src->x,src->y,0);
+				if (!sg) break;
+				if (sce)
+					status_change_end(src, type, INVALID_TIMER); //Was under someone else's Gospel. [Skotlex]
+				sc_start4(src,type,100,skill_lv,0,sg->group_id,BCT_SELF,skill->get_time(skill_id,skill_lv));
+				clif_skill_poseffect(src, skill_id, skill_lv, 0, 0, tick); // PA_GOSPEL music packet
+			}
+			break;
+		case NJ_TATAMIGAESHI:
+			if (skill->unitsetting(src,skill_id,skill_lv,src->x,src->y,0))
+				sc_start(src,type,100,skill_lv,skill->get_time2(skill_id,skill_lv));
+			break;
 
-	case RK_WINDCUTTER:
-		clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
-	case NC_COLDSLOWER:
-	case NC_ARMSCANNON:
-	case RK_DRAGONBREATH:
-		i = skill->get_splash(skill_id,skill_lv);
-		map_foreachinarea(skill_area_sub,src->m,x-i,y-i,x+i,y+i,splash_target(src),
-			src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill->castend_damage_id);
-		break;
+		case AM_RESURRECTHOMUN:	//[orn]
+			if (sd)
+			{
+				if (!merc_resurrect_homunculus(sd, 20*skill_lv, x, y))
+				{
+					clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
+					break;
+				}
+			}
+			break;
 
-	case SO_ARRULLO:
-		i = skill->get_splash(skill_id,skill_lv);
-		map_foreachinarea(skill_area_sub,src->m,x-i,y-i,x+i,y+i,splash_target(src),
-			src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill->castend_nodamage_id);
-		break;
-	/**
-	 * Guilotine Cross
-	 **/
-	case GC_POISONSMOKE:
-		if( !(sc && sc->data[SC_POISONINGWEAPON]) ) {
-			if( sd )
-				clif_skill_fail(sd,skill_id,USESKILL_FAIL_GC_POISONINGWEAPON,0);
-			return 0;
-		}
-		clif_skill_damage(src,src,tick,status_get_amotion(src),0,-30000,1,skill_id,skill_lv,6);
-		skill->unitsetting(src, skill_id, skill_lv, x, y, flag);
-		//status_change_end(src,SC_POISONINGWEAPON,INVALID_TIMER); // 08/31/2011 - When using poison smoke, you no longer lose the poisoning weapon effect.
-		break;
-	/**
-	 * Arch Bishop
-	 **/
-	case AB_EPICLESIS:
-		if( (sg = skill->unitsetting(src, skill_id, skill_lv, x, y, 0)) ) {
-			i = sg->unit->range;
-			map_foreachinarea(skill_area_sub, src->m, x - i, y - i, x + i, y + i, BL_CHAR, src, ALL_RESURRECTION, 1, tick, flag|BCT_NOENEMY|1,skill->castend_nodamage_id);
-		}
-		break;
-	/**
-	 * Warlock
-	 **/
-	case WL_COMET:
-		if( sc ) {
-			sc->comet_x = x;
-			sc->comet_y = y;
-		}
-		i = skill->get_splash(skill_id,skill_lv);
-		map_foreachinarea(skill_area_sub,src->m,x-i,y-i,x+i,y+i,splash_target(src),src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill->castend_damage_id);
-		break;
+		case RK_WINDCUTTER:
+			clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
+		case NC_COLDSLOWER:
+		case NC_ARMSCANNON:
+		case RK_DRAGONBREATH:
+			i = skill->get_splash(skill_id,skill_lv);
+			map_foreachinarea(skill->area_sub,src->m,x-i,y-i,x+i,y+i,splash_target(src),
+				src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill->castend_damage_id);
+			break;
 
-	case WL_EARTHSTRAIN:
-		{
-			int i, wave = skill_lv + 4, dir = map_calc_dir(src,x,y);
-			int sx = x = src->x, sy = y = src->y; // Store first caster's location to avoid glitch on unit setting
+		case SO_ARRULLO:
+			i = skill->get_splash(skill_id,skill_lv);
+			map_foreachinarea(skill->area_sub,src->m,x-i,y-i,x+i,y+i,splash_target(src),
+				src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill->castend_nodamage_id);
+			break;
+		/**
+		 * Guilotine Cross
+		 **/
+		case GC_POISONSMOKE:
+			if( !(sc && sc->data[SC_POISONINGWEAPON]) ) {
+				if( sd )
+					clif_skill_fail(sd,skill_id,USESKILL_FAIL_GC_POISONINGWEAPON,0);
+				return 0;
+			}
+			clif_skill_damage(src,src,tick,status_get_amotion(src),0,-30000,1,skill_id,skill_lv,6);
+			skill->unitsetting(src, skill_id, skill_lv, x, y, flag);
+			//status_change_end(src,SC_POISONINGWEAPON,INVALID_TIMER); // 08/31/2011 - When using poison smoke, you no longer lose the poisoning weapon effect.
+			break;
+		/**
+		 * Arch Bishop
+		 **/
+		case AB_EPICLESIS:
+			if( (sg = skill->unitsetting(src, skill_id, skill_lv, x, y, 0)) ) {
+				i = sg->unit->range;
+				map_foreachinarea(skill->area_sub, src->m, x - i, y - i, x + i, y + i, BL_CHAR, src, ALL_RESURRECTION, 1, tick, flag|BCT_NOENEMY|1,skill->castend_nodamage_id);
+			}
+			break;
+		/**
+		 * Warlock
+		 **/
+		case WL_COMET:
+			if( sc ) {
+				sc->comet_x = x;
+				sc->comet_y = y;
+			}
+			i = skill->get_splash(skill_id,skill_lv);
+			map_foreachinarea(skill->area_sub,src->m,x-i,y-i,x+i,y+i,splash_target(src),src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill->castend_damage_id);
+			break;
 
-			for( i = 1; i <= wave; i++ )
+		case WL_EARTHSTRAIN:
 			{
-				switch( dir ){
-					case 0: case 1: case 7: sy = y + i; break;
-					case 3: case 4: case 5: sy = y - i; break;
-					case 2: sx = x - i; break;
-					case 6: sx = x + i; break;
+				int i, wave = skill_lv + 4, dir = map_calc_dir(src,x,y);
+				int sx = x = src->x, sy = y = src->y; // Store first caster's location to avoid glitch on unit setting
+
+				for( i = 1; i <= wave; i++ )
+				{
+					switch( dir ){
+						case 0: case 1: case 7: sy = y + i; break;
+						case 3: case 4: case 5: sy = y - i; break;
+						case 2: sx = x - i; break;
+						case 6: sx = x + i; break;
+					}
+					skill->addtimerskill(src,gettick() + (150 * i),0,sx,sy,skill_id,skill_lv,dir,flag&2);
 				}
-				skill->addtimerskill(src,gettick() + (150 * i),0,sx,sy,skill_id,skill_lv,dir,flag&2);
 			}
-		}
-		break;
-	/**
-	 * Ranger
-	 **/
-	case RA_DETONATOR:
-		i = skill->get_splash(skill_id, skill_lv);
-		map_foreachinarea(skill->detonator, src->m, x-i, y-i, x+i, y+i, BL_SKILL, src);
-		clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
-		break;
-	/**
-	 * Mechanic
-	 **/
-	case NC_NEUTRALBARRIER:
-	case NC_STEALTHFIELD:
-		skill->clear_unitgroup(src); // To remove previous skills - cannot used combined
-		if( (sg = skill->unitsetting(src,skill_id,skill_lv,src->x,src->y,0)) != NULL ) {
-			sc_start2(src,skill_id == NC_NEUTRALBARRIER ? SC_NEUTRALBARRIER_MASTER : SC_STEALTHFIELD_MASTER,100,skill_lv,sg->group_id,skill->get_time(skill_id,skill_lv));
-			if( sd ) pc_overheat(sd,1);
-		}
-		break;
-
-	case NC_SILVERSNIPER:
-		{
-			int class_ = 2042;
-			struct mob_data *md;
+			break;
+		/**
+		 * Ranger
+		 **/
+		case RA_DETONATOR:
+			i = skill->get_splash(skill_id, skill_lv);
+			map_foreachinarea(skill->detonator, src->m, x-i, y-i, x+i, y+i, BL_SKILL, src);
+			clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
+			break;
+		/**
+		 * Mechanic
+		 **/
+		case NC_NEUTRALBARRIER:
+		case NC_STEALTHFIELD:
+			skill->clear_unitgroup(src); // To remove previous skills - cannot used combined
+			if( (sg = skill->unitsetting(src,skill_id,skill_lv,src->x,src->y,0)) != NULL ) {
+				sc_start2(src,skill_id == NC_NEUTRALBARRIER ? SC_NEUTRALBARRIER_MASTER : SC_STEALTHFIELD_MASTER,100,skill_lv,sg->group_id,skill->get_time(skill_id,skill_lv));
+				if( sd ) pc_overheat(sd,1);
+			}
+			break;
 
-			md = mob_once_spawn_sub(src, src->m, x, y, status_get_name(src), class_, "", SZ_SMALL, AI_NONE);
-			if( md )
+		case NC_SILVERSNIPER:
 			{
-				md->master_id = src->id;
-				md->special_state.ai = AI_FLORA;
-				if( md->deletetimer != INVALID_TIMER )
-					delete_timer(md->deletetimer, mob_timer_delete);
-				md->deletetimer = add_timer (gettick() + skill->get_time(skill_id, skill_lv), mob_timer_delete, md->bl.id, 0);
-				mob_spawn( md );
+				int class_ = 2042;
+				struct mob_data *md;
+
+				md = mob_once_spawn_sub(src, src->m, x, y, status_get_name(src), class_, "", SZ_SMALL, AI_NONE);
+				if( md )
+				{
+					md->master_id = src->id;
+					md->special_state.ai = AI_FLORA;
+					if( md->deletetimer != INVALID_TIMER )
+						delete_timer(md->deletetimer, mob_timer_delete);
+					md->deletetimer = add_timer (gettick() + skill->get_time(skill_id, skill_lv), mob_timer_delete, md->bl.id, 0);
+					mob_spawn( md );
+				}
 			}
-		}
-		break;
+			break;
 
-	case NC_MAGICDECOY:
-		if( sd ) clif_magicdecoy_list(sd,skill_lv,x,y);
-		break;
+		case NC_MAGICDECOY:
+			if( sd ) clif_magicdecoy_list(sd,skill_lv,x,y);
+			break;
 
-	case SC_FEINTBOMB:
-		clif_skill_nodamage(src,src,skill_id,skill_lv,1);
-		skill->unitsetting(src,skill_id,skill_lv,x,y,0); // Set bomb on current Position
-		if( skill->blown(src,src,6,unit_getdir(src),0) )
-			skill->castend_nodamage_id(src,src,TF_HIDING,1,tick,0);
-		break;
+		case SC_FEINTBOMB:
+			clif_skill_nodamage(src,src,skill_id,skill_lv,1);
+			skill->unitsetting(src,skill_id,skill_lv,x,y,0); // Set bomb on current Position
+			if( skill->blown(src,src,6,unit_getdir(src),0) )
+				skill->castend_nodamage_id(src,src,TF_HIDING,1,tick,0);
+			break;
 
-	case LG_OVERBRAND:
-		{
-			int width;//according to data from irowiki it actually is a square
-			for( width = 0; width < 7; width++ )
-				for( i = 0; i < 7; i++ )
-					map_foreachincell(skill_area_sub, src->m, x-2+i, y-2+width, splash_target(src), src, LG_OVERBRAND_BRANDISH, skill_lv, tick, flag|BCT_ENEMY,skill->castend_damage_id);
-			for( width = 0; width < 7; width++ )
-				for( i = 0; i < 7; i++ )
-					map_foreachincell(skill_area_sub, src->m, x-2+i, y-2+width, splash_target(src), src, skill_id, skill_lv, tick, flag|BCT_ENEMY,skill->castend_damage_id);
-		}
-		break;
+		case LG_OVERBRAND:
+			{
+				int width;//according to data from irowiki it actually is a square
+				for( width = 0; width < 7; width++ )
+					for( i = 0; i < 7; i++ )
+						map_foreachincell(skill->area_sub, src->m, x-2+i, y-2+width, splash_target(src), src, LG_OVERBRAND_BRANDISH, skill_lv, tick, flag|BCT_ENEMY,skill->castend_damage_id);
+				for( width = 0; width < 7; width++ )
+					for( i = 0; i < 7; i++ )
+						map_foreachincell(skill->area_sub, src->m, x-2+i, y-2+width, splash_target(src), src, skill_id, skill_lv, tick, flag|BCT_ENEMY,skill->castend_damage_id);
+			}
+			break;
 
-	case LG_BANDING:
-		if( sc && sc->data[SC_BANDING] )
-			status_change_end(src,SC_BANDING,INVALID_TIMER);
-		else if( (sg = skill->unitsetting(src,skill_id,skill_lv,src->x,src->y,0)) != NULL ) {
-			sc_start4(src,SC_BANDING,100,skill_lv,0,0,sg->group_id,skill->get_time(skill_id,skill_lv));
-			if( sd ) pc_banding(sd,skill_lv);
-		}
-		clif_skill_nodamage(src,src,skill_id,skill_lv,1);
-		break;
+		case LG_BANDING:
+			if( sc && sc->data[SC_BANDING] )
+				status_change_end(src,SC_BANDING,INVALID_TIMER);
+			else if( (sg = skill->unitsetting(src,skill_id,skill_lv,src->x,src->y,0)) != NULL ) {
+				sc_start4(src,SC_BANDING,100,skill_lv,0,0,sg->group_id,skill->get_time(skill_id,skill_lv));
+				if( sd ) pc_banding(sd,skill_lv);
+			}
+			clif_skill_nodamage(src,src,skill_id,skill_lv,1);
+			break;
 
-	case LG_RAYOFGENESIS:
-		if( status_charge(src,status_get_max_hp(src)*3*skill_lv / 100,0) ) {
-			i = skill->get_splash(skill_id,skill_lv);
-			map_foreachinarea(skill_area_sub,src->m,x-i,y-i,x+i,y+i,splash_target(src),
-				src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill->castend_damage_id);
-		} else if( sd )
-			clif_skill_fail(sd,skill_id,USESKILL_FAIL,0);
-		break;
+		case LG_RAYOFGENESIS:
+			if( status_charge(src,status_get_max_hp(src)*3*skill_lv / 100,0) ) {
+				i = skill->get_splash(skill_id,skill_lv);
+				map_foreachinarea(skill->area_sub,src->m,x-i,y-i,x+i,y+i,splash_target(src),
+					src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill->castend_damage_id);
+			} else if( sd )
+				clif_skill_fail(sd,skill_id,USESKILL_FAIL,0);
+			break;
 
-	case WM_DOMINION_IMPULSE:
-		i = skill->get_splash(skill_id, skill_lv);
-		map_foreachinarea( skill_ative_reverberation,
-			src->m, x-i, y-i, x+i,y+i,BL_SKILL);
-		break;
+		case WM_DOMINION_IMPULSE:
+			i = skill->get_splash(skill_id, skill_lv);
+			map_foreachinarea( skill->activate_reverberation,
+				src->m, x-i, y-i, x+i,y+i,BL_SKILL);
+			break;
 
-	case WM_GREAT_ECHO:
-		flag|=1; // Should counsume 1 item per skill usage.
-		map_foreachinrange(skill_area_sub, src, skill->get_splash(skill_id,skill_lv),splash_target(src), src, skill_id, skill_lv, tick, flag|BCT_ENEMY, skill->castend_damage_id);
-		break;
-	case GN_CRAZYWEED: {
-			int area = skill->get_splash(GN_CRAZYWEED_ATK, skill_lv);
-			short x1 = 0, y1 = 0;
+		case WM_GREAT_ECHO:
+			flag|=1; // Should counsume 1 item per skill usage.
+			map_foreachinrange(skill->area_sub, src, skill->get_splash(skill_id,skill_lv),splash_target(src), src, skill_id, skill_lv, tick, flag|BCT_ENEMY, skill->castend_damage_id);
+			break;
+		case GN_CRAZYWEED: {
+				int area = skill->get_splash(GN_CRAZYWEED_ATK, skill_lv);
+				short x1 = 0, y1 = 0;
 
-			for( i = 0; i < 3 + (skill_lv/2); i++ ) {
-				x1 = x - area + rnd()%(area * 2 + 1);
-				y1 = y - area + rnd()%(area * 2 + 1);
-				skill->addtimerskill(src,tick+i*150,0,x1,y1,GN_CRAZYWEED_ATK,skill_lv,-1,0);
+				for( i = 0; i < 3 + (skill_lv/2); i++ ) {
+					x1 = x - area + rnd()%(area * 2 + 1);
+					y1 = y - area + rnd()%(area * 2 + 1);
+					skill->addtimerskill(src,tick+i*150,0,x1,y1,GN_CRAZYWEED_ATK,skill_lv,-1,0);
+				}
 			}
-		}
-		break;
-	case GN_FIRE_EXPANSION: {
-		int i;
-		struct unit_data *ud = unit_bl2ud(src);
+			break;
+		case GN_FIRE_EXPANSION: {
+			int i;
+			struct unit_data *ud = unit_bl2ud(src);
 
-		if( !ud ) break;
+			if( !ud ) break;
 
-		for( i = 0; i < MAX_SKILLUNITGROUP && ud->skillunit[i]; i ++ ) {
-			if( ud->skillunit[i]->skill_id == GN_DEMONIC_FIRE &&
-			   distance_xy(x, y, ud->skillunit[i]->unit->bl.x, ud->skillunit[i]->unit->bl.y) < 4 ) {
-				switch( skill_lv ) {
-					case 3:
-						ud->skillunit[i]->unit_id = UNT_FIRE_EXPANSION_SMOKE_POWDER;
-						clif_changetraplook(&ud->skillunit[i]->unit->bl, UNT_FIRE_EXPANSION_SMOKE_POWDER);
-						break;
-					case 4:
-						ud->skillunit[i]->unit_id = UNT_FIRE_EXPANSION_TEAR_GAS;
-						clif_changetraplook(&ud->skillunit[i]->unit->bl, UNT_FIRE_EXPANSION_TEAR_GAS);
-						break;
-					case 5:
-						map_foreachinarea(skill_area_sub, src->m,
-										  ud->skillunit[i]->unit->bl.x - 3, ud->skillunit[i]->unit->bl.y - 3,
-										  ud->skillunit[i]->unit->bl.x + 3, ud->skillunit[i]->unit->bl.y + 3, BL_CHAR,
-										  src, CR_ACIDDEMONSTRATION, sd ? pc_checkskill(sd, CR_ACIDDEMONSTRATION) : skill_lv, tick, flag|BCT_ENEMY|1|SD_LEVEL, skill->castend_damage_id);
-						skill->delunit(ud->skillunit[i]->unit);
-						break;
-					default:
-						ud->skillunit[i]->unit->val2 = skill_lv;
-						ud->skillunit[i]->unit->group->val2 = skill_lv;
-						break;
+			for( i = 0; i < MAX_SKILLUNITGROUP && ud->skillunit[i]; i ++ ) {
+				if( ud->skillunit[i]->skill_id == GN_DEMONIC_FIRE &&
+				   distance_xy(x, y, ud->skillunit[i]->unit->bl.x, ud->skillunit[i]->unit->bl.y) < 4 ) {
+					switch( skill_lv ) {
+						case 3:
+							ud->skillunit[i]->unit_id = UNT_FIRE_EXPANSION_SMOKE_POWDER;
+							clif_changetraplook(&ud->skillunit[i]->unit->bl, UNT_FIRE_EXPANSION_SMOKE_POWDER);
+							break;
+						case 4:
+							ud->skillunit[i]->unit_id = UNT_FIRE_EXPANSION_TEAR_GAS;
+							clif_changetraplook(&ud->skillunit[i]->unit->bl, UNT_FIRE_EXPANSION_TEAR_GAS);
+							break;
+						case 5:
+							map_foreachinarea(skill->area_sub, src->m,
+											  ud->skillunit[i]->unit->bl.x - 3, ud->skillunit[i]->unit->bl.y - 3,
+											  ud->skillunit[i]->unit->bl.x + 3, ud->skillunit[i]->unit->bl.y + 3, BL_CHAR,
+											  src, CR_ACIDDEMONSTRATION, sd ? pc_checkskill(sd, CR_ACIDDEMONSTRATION) : skill_lv, tick, flag|BCT_ENEMY|1|SD_LEVEL, skill->castend_damage_id);
+							skill->delunit(ud->skillunit[i]->unit);
+							break;
+						default:
+							ud->skillunit[i]->unit->val2 = skill_lv;
+							ud->skillunit[i]->unit->group->val2 = skill_lv;
+							break;
+						}
 					}
 				}
-			}
-		}
-		break;
+			}
+			break;
 
-	case SO_FIREWALK:
-	case SO_ELECTRICWALK:
-		if( sc && sc->data[type] )
-			status_change_end(src,type,INVALID_TIMER);
-		clif_skill_nodamage(src, src ,skill_id, skill_lv,
-							sc_start2(src, type, 100, skill_id, skill_lv, skill->get_time(skill_id, skill_lv)));
-		break;
+		case SO_FIREWALK:
+		case SO_ELECTRICWALK:
+			if( sc && sc->data[type] )
+				status_change_end(src,type,INVALID_TIMER);
+			clif_skill_nodamage(src, src ,skill_id, skill_lv,
+								sc_start2(src, type, 100, skill_id, skill_lv, skill->get_time(skill_id, skill_lv)));
+			break;
 
-	case SC_BLOODYLUST: //set in another group so instance will move if recasted
-            flag |= 33;
-            skill->unitsetting(src, skill_id, skill_lv, x, y, 0);
-            break;
+		case SC_BLOODYLUST: //set in another group so instance will move if recasted
+				flag |= 33;
+				skill->unitsetting(src, skill_id, skill_lv, x, y, 0);
+				break;
 
-	case KO_MAKIBISHI:
-		for( i = 0; i < (skill_lv+2); i++ ) {
-			x = src->x - 1 + rnd()%3;
-			y = src->y - 1 + rnd()%3;
-			skill->unitsetting(src,skill_id,skill_lv,x,y,0);
-		}
-		break;
+		case KO_MAKIBISHI:
+			for( i = 0; i < (skill_lv+2); i++ ) {
+				x = src->x - 1 + rnd()%3;
+				y = src->y - 1 + rnd()%3;
+				skill->unitsetting(src,skill_id,skill_lv,x,y,0);
+			}
+			break;
 
-	default:
-		ShowWarning("skill_castend_pos2: Unknown skill used:%d\n",skill_id);
-		return 1;
+		default:
+			ShowWarning("skill_castend_pos2: Unknown skill used:%d\n",skill_id);
+			return 1;
 	}
 
 	if( sc && sc->data[SC_CURSEDCIRCLE_ATKER] ) //Should only remove after the skill has been casted.
 		status_change_end(src,SC_CURSEDCIRCLE_ATKER,INVALID_TIMER);
 
-	if( sd )
-	{// ensure that the skill last-cast tick is recorded
+	if( sd ) {// ensure that the skill last-cast tick is recorded
 		sd->canskill_tick = gettick();
 
-		if( sd->state.arrow_atk && !(flag&1) )
-		{// consume arrow if this is a ground skill
+		if( sd->state.arrow_atk && !(flag&1) ) {
+			// consume arrow if this is a ground skill
 			battle->consume_ammo(sd, skill_id, skill_lv);
 		}
 
@@ -10323,83 +10255,82 @@ int skill_castend_map (struct map_session_data *sd, uint16 skill_id, const char
 		return 0;
 	}
 
-	switch(skill_id)
-	{
-	case AL_TELEPORT:
-		if(strcmp(map,"Random")==0)
-			pc_randomwarp(sd,CLR_TELEPORT);
-		else if (sd->menuskill_val > 1) //Need lv2 to be able to warp here.
-			pc_setpos(sd,sd->status.save_point.map,sd->status.save_point.x,sd->status.save_point.y,CLR_TELEPORT);
-		break;
-
-	case AL_WARP:
-		{
-			const struct point *p[4];
-			struct skill_unit_group *group;
-			int i, lv, wx, wy;
-			int maxcount=0;
-			int x,y;
-			unsigned short mapindex;
-
-			mapindex  = mapindex_name2id((char*)map);
-			if(!mapindex) { //Given map not found?
-				clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
-				skill_failed(sd);
-				return 0;
-			}
-			p[0] = &sd->status.save_point;
-			p[1] = &sd->status.memo_point[0];
-			p[2] = &sd->status.memo_point[1];
-			p[3] = &sd->status.memo_point[2];
+	switch(skill_id) {
+		case AL_TELEPORT:
+			if(strcmp(map,"Random")==0)
+				pc_randomwarp(sd,CLR_TELEPORT);
+			else if (sd->menuskill_val > 1) //Need lv2 to be able to warp here.
+				pc_setpos(sd,sd->status.save_point.map,sd->status.save_point.x,sd->status.save_point.y,CLR_TELEPORT);
+			break;
 
-			if((maxcount = skill->get_maxcount(skill_id, sd->menuskill_val)) > 0) {
-				for(i=0;i<MAX_SKILLUNITGROUP && sd->ud.skillunit[i] && maxcount;i++) {
-					if(sd->ud.skillunit[i]->skill_id == skill_id)
-						maxcount--;
-				}
-				if(!maxcount) {
+		case AL_WARP:
+			{
+				const struct point *p[4];
+				struct skill_unit_group *group;
+				int i, lv, wx, wy;
+				int maxcount=0;
+				int x,y;
+				unsigned short mapindex;
+
+				mapindex  = mapindex_name2id((char*)map);
+				if(!mapindex) { //Given map not found?
 					clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
 					skill_failed(sd);
 					return 0;
 				}
-			}
+				p[0] = &sd->status.save_point;
+				p[1] = &sd->status.memo_point[0];
+				p[2] = &sd->status.memo_point[1];
+				p[3] = &sd->status.memo_point[2];
+
+				if((maxcount = skill->get_maxcount(skill_id, sd->menuskill_val)) > 0) {
+					for(i=0;i<MAX_SKILLUNITGROUP && sd->ud.skillunit[i] && maxcount;i++) {
+						if(sd->ud.skillunit[i]->skill_id == skill_id)
+							maxcount--;
+					}
+					if(!maxcount) {
+						clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
+						skill_failed(sd);
+						return 0;
+					}
+				}
 
-			lv = sd->skillitem==skill_id?sd->skillitemlv:pc_checkskill(sd,skill_id);
-			wx = sd->menuskill_val>>16;
-			wy = sd->menuskill_val&0xffff;
+				lv = sd->skillitem==skill_id?sd->skillitemlv:pc_checkskill(sd,skill_id);
+				wx = sd->menuskill_val>>16;
+				wy = sd->menuskill_val&0xffff;
 
-			if( lv <= 0 ) return 0;
-			if( lv > 4 ) lv = 4; // crash prevention
+				if( lv <= 0 ) return 0;
+				if( lv > 4 ) lv = 4; // crash prevention
 
-			// check if the chosen map exists in the memo list
-			ARR_FIND( 0, lv, i, mapindex == p[i]->map );
-			if( i < lv ) {
-				x=p[i]->x;
-				y=p[i]->y;
-			} else {
-				skill_failed(sd);
-				return 0;
-			}
+				// check if the chosen map exists in the memo list
+				ARR_FIND( 0, lv, i, mapindex == p[i]->map );
+				if( i < lv ) {
+					x=p[i]->x;
+					y=p[i]->y;
+				} else {
+					skill_failed(sd);
+					return 0;
+				}
 
-			if(!skill->check_condition_castend(sd, sd->menuskill_id, lv)) { // This checks versus skill_id/skill_lv...
-				skill_failed(sd);
-				return 0;
-			}
+				if(!skill->check_condition_castend(sd, sd->menuskill_id, lv)) { // This checks versus skill_id/skill_lv...
+					skill_failed(sd);
+					return 0;
+				}
 
-			skill->consume_requirement(sd,sd->menuskill_id,lv,2);
-			sd->skillitem = sd->skillitemlv = 0; // Clear data that's skipped in 'skill_castend_pos' [Inkfish]
+				skill->consume_requirement(sd,sd->menuskill_id,lv,2);
+				sd->skillitem = sd->skillitemlv = 0; // Clear data that's skipped in 'skill_castend_pos' [Inkfish]
 
-			if((group=skill->unitsetting(&sd->bl,skill_id,lv,wx,wy,0))==NULL) {
-				skill_failed(sd);
-				return 0;
-			}
+				if((group=skill->unitsetting(&sd->bl,skill_id,lv,wx,wy,0))==NULL) {
+					skill_failed(sd);
+					return 0;
+				}
 
-			group->val1 = (group->val1<<16)|(short)0;
-			// record the destination coordinates
-			group->val2 = (x<<16)|y;
-			group->val3 = mapindex;
-		}
-		break;
+				group->val1 = (group->val1<<16)|(short)0;
+				// record the destination coordinates
+				group->val2 = (x<<16)|y;
+				group->val3 = mapindex;
+			}
+			break;
 	}
 
 	sd->menuskill_id = sd->menuskill_val = 0;
@@ -10408,8 +10339,7 @@ int skill_castend_map (struct map_session_data *sd, uint16 skill_id, const char
 }
 
 /// transforms 'target' skill unit into dissonance (if conditions are met)
-static int skill_dance_overlap_sub(struct block_list* bl, va_list ap)
-{
+int skill_dance_overlap_sub(struct block_list* bl, va_list ap) {
 	struct skill_unit* target = (struct skill_unit*)bl;
 	struct skill_unit* src = va_arg(ap, struct skill_unit*);
 	int flag = va_arg(ap, int);
@@ -10434,28 +10364,26 @@ static int skill_dance_overlap_sub(struct block_list* bl, va_list ap)
 //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)
-{
+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
+	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);
+	return map_foreachincell(skill->dance_overlap_sub, unit->bl.m,unit->bl.x,unit->bl.y,BL_SKILL, unit,flag);
 }
 
 /*==========================================
  * Converts this group information so that it is handled as a Dissonance or Ugly Dance cell.
  * Flag: 0 - Convert, 1 - Revert.
  *------------------------------------------*/
-static bool skill_dance_switch(struct skill_unit* unit, int flag)
-{
+bool skill_dance_switch(struct skill_unit* unit, int flag) {
 	static int prevflag = 1;  // by default the backup is empty
 	static struct skill_unit_group backup;
 	struct skill_unit_group* group = unit->group;
@@ -10505,7 +10433,7 @@ static bool skill_dance_switch(struct skill_unit* unit, int flag)
 /**
  * Upon Ice Wall cast it checks all nearby mobs to find any who may be blocked by the IW
  **/
-static int skill_icewall_block(struct block_list *bl,va_list ap) {
+int skill_icewall_block(struct block_list *bl,va_list ap) {
 	struct block_list *target = NULL;
 	struct mob_data *md = ((TBL_MOB*)bl);
 
@@ -10543,11 +10471,11 @@ struct skill_unit_group* skill_unitsetting (struct block_list *src, uint16 skill
 	nullpo_retr(NULL, src);
 
 	limit = skill->get_time(skill_id,skill_lv);
-	range = skill_get_unit_range(skill_id,skill_lv);
-	interval = skill_get_unit_interval(skill_id);
+	range = skill->get_unit_range(skill_id,skill_lv);
+	interval = skill->get_unit_interval(skill_id);
 	target = skill->get_unit_target(skill_id);
 	unit_flag = skill->get_unit_flag(skill_id);
-	layout = skill_get_unit_layout(skill_id,skill_lv,src,x,y);
+	layout = skill->get_unit_layout(skill_id,skill_lv,src,x,y);
 
 	if( map[src->m].unit_count ) {
 		ARR_FIND(0, map[src->m].unit_count, i, map[src->m].units[i]->skill_id == skill_id );
@@ -10661,7 +10589,7 @@ struct skill_unit_group* skill_unitsetting (struct block_list *src, uint16 skill
 		case SA_VIOLENTGALE:
 		{
 			struct skill_unit_group *old_sg;
-			if ((old_sg = skill_locate_element_field(src)) != NULL)
+			if ((old_sg = skill->locate_element_field(src)) != NULL)
 			{	//HelloKitty confirmed that these are interchangeable,
 				//so you can change element and not consume gemstones.
 				if ((
@@ -10866,7 +10794,7 @@ struct skill_unit_group* skill_unitsetting (struct block_list *src, uint16 skill
 	group->val2=val2;
 	group->val3=val3;
 	group->target_flag=target;
-	group->bl_flag= skill_get_unit_bl_target(skill_id);
+	group->bl_flag= skill->get_unit_bl_target(skill_id);
 	group->state.ammo_consume = (sd && sd->state.arrow_atk && skill_id != GS_GROUNDDRIFT); //Store if this skill needs to consume ammo.
 	group->state.song_dance = (unit_flag&(UF_DANCE|UF_SONG)?1:0)|(unit_flag&UF_ENSEMBLE?2:0); //Signals if this is a song/dance/duet
 	group->state.guildaura = ( skill_id >= GD_LEADERSHIP && skill_id <= GD_HAWKEYES )?1:0;
@@ -10970,7 +10898,7 @@ struct skill_unit_group* skill_unitsetting (struct block_list *src, uint16 skill
 			val2 |= UF_RANGEDSINGLEUNIT; // center.
 
 		if( range <= 0 )
-			map_foreachincell(skill_cell_overlap,src->m,ux,uy,BL_SKILL,skill_id, &alive, src);
+			map_foreachincell(skill->cell_overlap,src->m,ux,uy,BL_SKILL,skill_id, &alive, src);
 		if( !alive )
 			continue;
 
@@ -10978,15 +10906,15 @@ struct skill_unit_group* skill_unitsetting (struct block_list *src, uint16 skill
 		unit->limit=limit;
 		unit->range=range;
 
-		if (skill_id == PF_FOGWALL && alive == 2)
-		{	//Double duration of cells on top of Deluge/Suiton
+		if (skill_id == PF_FOGWALL && alive == 2) {
+			//Double duration of cells on top of Deluge/Suiton
 			unit->limit *= 2;
 			group->limit = unit->limit;
 		}
 
 		// execute on all targets standing on this cell
 		if (range==0 && active_flag)
-			map_foreachincell(skill_unit_effect,unit->bl.m,unit->bl.x,unit->bl.y,group->bl_flag,&unit->bl,gettick(),1);
+			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?
@@ -10997,7 +10925,7 @@ struct skill_unit_group* skill_unitsetting (struct block_list *src, uint16 skill
 	//success, unit created.
 	switch( skill_id ) {
 		case WZ_ICEWALL:
-			map_foreachinrange(skill_icewall_block, src, AREA_SIZE, BL_MOB);
+			map_foreachinrange(skill->icewall_block, src, AREA_SIZE, BL_MOB);
 			break;
 		case NJ_TATAMIGAESHI: //Store number of tiles.
 			group->val1 = group->alive_count;
@@ -11230,8 +11158,7 @@ int skill_unit_onplace (struct skill_unit *src, struct block_list *bl, unsigned
 /*==========================================
  *
  *------------------------------------------*/
-int skill_unit_onplace_timer (struct skill_unit *src, struct block_list *bl, unsigned int tick)
-{
+int skill_unit_onplace_timer (struct skill_unit *src, struct block_list *bl, unsigned int tick) {
 	struct skill_unit_group *sg;
 	struct block_list *ss;
 	TBL_PC* tsd;
@@ -11273,8 +11200,8 @@ int skill_unit_onplace_timer (struct skill_unit *src, struct block_list *bl, uns
 		}
 	}
 
-	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]
+	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;
@@ -11284,11 +11211,9 @@ int skill_unit_onplace_timer (struct skill_unit *src, struct block_list *bl, uns
 			ts->tick += sg->interval*(map_count_oncell(bl->m,bl->x,bl->y,BL_CHAR)-1);
 	}
 
-	switch (sg->unit_id)
-	{
+	switch (sg->unit_id) {
 		case UNT_FIREWALL:
-		case UNT_KAEN:
-		{
+		case UNT_KAEN: {
 			int count=0;
 			const int x = bl->x, y = bl->y;
 
@@ -11469,7 +11394,7 @@ int skill_unit_onplace_timer (struct skill_unit *src, struct block_list *bl, uns
 
 				}
 
-				map_foreachinrange(skill_trap_splash, &src->bl, skill->get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag, &src->bl, tick);
+				map_foreachinrange(skill->trap_splash, &src->bl, skill->get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag, &src->bl, tick);
 				sg->unit_id = UNT_USED_TRAPS; //Changed ID so it does not invoke a for each in area again.
 			}
 			break;
@@ -11499,7 +11424,7 @@ int skill_unit_onplace_timer (struct skill_unit *src, struct block_list *bl, uns
 		case UNT_FLASHER:
 		case UNT_FREEZINGTRAP:
 		case UNT_FIREPILLAR_ACTIVE:
-			map_foreachinrange(skill_trap_splash,&src->bl, skill->get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag, &src->bl,tick);
+			map_foreachinrange(skill->trap_splash,&src->bl, skill->get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag, &src->bl,tick);
 			if (sg->unit_id != UNT_FIREPILLAR_ACTIVE)
 				clif_changetraplook(&src->bl, sg->unit_id==UNT_LANDMINE?UNT_FIREPILLAR_ACTIVE:UNT_USED_TRAPS);
 			sg->limit=DIFF_TICK(tick,sg->tick)+1500 +
@@ -11685,7 +11610,7 @@ int skill_unit_onplace_timer (struct skill_unit *src, struct block_list *bl, uns
 		case UNT_GROUNDDRIFT_POISON:
 		case UNT_GROUNDDRIFT_WATER:
 		case UNT_GROUNDDRIFT_FIRE:
-			map_foreachinrange(skill_trap_splash,&src->bl,
+			map_foreachinrange(skill->trap_splash,&src->bl,
 				skill->get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag,
 				&src->bl,tick);
 			sg->unit_id = UNT_USED_TRAPS;
@@ -11701,12 +11626,10 @@ int skill_unit_onplace_timer (struct skill_unit *src, struct block_list *bl, uns
 			break;
 
 		case UNT_EPICLESIS:
-			if( bl->type == BL_PC && !battle->check_undead(tstatus->race, tstatus->def_ele) && tstatus->race != RC_DEMON )
-			{
+			if( bl->type == BL_PC && !battle->check_undead(tstatus->race, tstatus->def_ele) && tstatus->race != RC_DEMON ) {
 				if( ++sg->val2 % 3 == 0 ) {
 					int hp, sp;
-					switch( sg->skill_lv )
-					{
+					switch( sg->skill_lv ) {
 						case 1: case 2: hp = 3; sp = 2; break;
 						case 3: case 4: hp = 4; sp = 3; break;
 						case 5: default: hp = 5; sp = 4; break;
@@ -11744,7 +11667,7 @@ int skill_unit_onplace_timer (struct skill_unit *src, struct block_list *bl, uns
 
 		case UNT_REVERBERATION:
 			clif_changetraplook(&src->bl,UNT_USED_TRAPS);
-			map_foreachinrange(skill_trap_splash,&src->bl, skill->get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag, &src->bl,tick);
+			map_foreachinrange(skill->trap_splash,&src->bl, skill->get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag, &src->bl,tick);
 			sg->limit = DIFF_TICK(tick,sg->tick)+1000;
 			sg->unit_id = UNT_USED_TRAPS;
 			break;
@@ -11864,7 +11787,7 @@ int skill_unit_onplace_timer (struct skill_unit *src, struct block_list *bl, uns
 		case UNT_VACUUM_EXTREME:
 			{// TODO: official behavior in gvg area. [malufett]
 				int sec = sg->limit - DIFF_TICK(tick, sg->tick);
-				int range = skill_get_unit_range(sg->skill_id, sg->skill_lv);
+				int range = skill->get_unit_range(sg->skill_id, sg->skill_lv);
 
 				if( tsc && !tsc->data[type] &&
 					distance_xy(src->bl.x, src->bl.y, bl->x, bl->y) <= range)// don't consider outer bounderies
@@ -11966,35 +11889,34 @@ int skill_unit_onout (struct skill_unit *src, struct block_list *bl, unsigned in
 		return 0;
 
 	switch(sg->unit_id){
-	case UNT_SAFETYWALL:
-	case UNT_PNEUMA:
-	case UNT_EPICLESIS://Arch Bishop
-	case UNT_NEUTRALBARRIER:
-	case UNT_STEALTHFIELD:
-		if (sce)
-			status_change_end(bl, type, INVALID_TIMER);
-		break;
+		case UNT_SAFETYWALL:
+		case UNT_PNEUMA:
+		case UNT_EPICLESIS://Arch Bishop
+		case UNT_NEUTRALBARRIER:
+		case UNT_STEALTHFIELD:
+			if (sce)
+				status_change_end(bl, type, INVALID_TIMER);
+			break;
 
-	case UNT_BASILICA:
-		if( sce && sce->val4 == src->bl.id )
-			status_change_end(bl, type, INVALID_TIMER);
-		break;
-	case UNT_HERMODE:	//Clear Hermode if the owner moved.
-		if (sce && sce->val3 == BCT_SELF && sce->val4 == sg->group_id)
-			status_change_end(bl, type, INVALID_TIMER);
-		break;
+		case UNT_BASILICA:
+			if( sce && sce->val4 == src->bl.id )
+				status_change_end(bl, type, INVALID_TIMER);
+			break;
+		case UNT_HERMODE:	//Clear Hermode if the owner moved.
+			if (sce && sce->val3 == BCT_SELF && sce->val4 == sg->group_id)
+				status_change_end(bl, type, INVALID_TIMER);
+			break;
 
-	case UNT_SPIDERWEB:
-		{
-			struct block_list *target = map_id2bl(sg->val2);
-			if (target && target==bl)
-			{
-				if (sce && sce->val3 == sg->group_id)
-					status_change_end(bl, type, INVALID_TIMER);
-				sg->limit = DIFF_TICK(tick,sg->tick)+1000;
+		case UNT_SPIDERWEB: {
+				struct block_list *target = map_id2bl(sg->val2);
+				if (target && target==bl)
+				{
+					if (sce && sce->val3 == sg->group_id)
+						status_change_end(bl, type, INVALID_TIMER);
+					sg->limit = DIFF_TICK(tick,sg->tick)+1000;
+				}
+				break;
 			}
-			break;
-		}
 	}
 	return sg->skill_id;
 }
@@ -12015,8 +11937,7 @@ static int skill_unit_onleft (uint16 skill_id, struct block_list *bl, unsigned i
 	type = status_skill2sc(skill_id);
 	sce = (sc && type != -1)?sc->data[type]:NULL;
 
-	switch (skill_id)
-	{
+	switch (skill_id) {
 		case WZ_QUAGMIRE:
 			if (bl->type==BL_MOB)
 				break;
@@ -12076,8 +11997,7 @@ static int skill_unit_onleft (uint16 skill_id, struct block_list *bl, unsigned i
 		case DC_DONTFORGETME:
 		case DC_FORTUNEKISS:
 		case DC_SERVICEFORYOU:
-			if (sce)
-			{
+			if (sce) {
 				delete_timer(sce->timer, status_change_timer);
 				//NOTE: It'd be nice if we could get the skill_lv for a more accurate extra time, but alas...
 				//not possible on our current implementation.
@@ -12086,11 +12006,9 @@ static int skill_unit_onleft (uint16 skill_id, struct block_list *bl, unsigned i
 			}
 			break;
 		case PF_FOGWALL:
-			if (sce)
-			{
+			if (sce) {
 				status_change_end(bl, type, INVALID_TIMER);
-				if ((sce=sc->data[SC_BLIND]))
-				{
+				if ((sce=sc->data[SC_BLIND])) {
 					if (bl->type == BL_PC) //Players get blind ended inmediately, others have it still for 30 secs. [Skotlex]
 						status_change_end(bl, SC_BLIND, INVALID_TIMER);
 					else {
@@ -12118,8 +12036,7 @@ static int skill_unit_onleft (uint16 skill_id, struct block_list *bl, unsigned i
  * flag&1: Invoke onplace function (otherwise invoke onout)
  * flag&4: Invoke a onleft call (the unit might be scheduled for deletion)
  *------------------------------------------*/
-static int skill_unit_effect (struct block_list* bl, va_list ap)
-{
+int skill_unit_effect (struct block_list* bl, va_list ap) {
 	struct skill_unit* unit = va_arg(ap,struct skill_unit*);
 	struct skill_unit_group* group = unit->group;
 	unsigned int tick = va_arg(ap,unsigned int);
@@ -12132,7 +12049,7 @@ static int skill_unit_effect (struct block_list* bl, va_list ap)
 
 	nullpo_ret(group);
 
-	dissonance = skill_dance_switch(unit, 0);
+	dissonance = skill->dance_switch(unit, 0);
 
 	//Necessary in case the group is deleted after calling on_place/on_out [Skotlex]
 	skill_id = group->skill_id;
@@ -12150,7 +12067,7 @@ static int skill_unit_effect (struct block_list* bl, va_list ap)
 	  		skill->unit_onleft(skill_id, bl, tick);
 	}
 
-	if( dissonance ) skill_dance_switch(unit, 1);
+	if( dissonance ) skill->dance_switch(unit, 1);
 
 	return 0;
 }
@@ -12191,8 +12108,7 @@ int skill_unit_ondamaged (struct skill_unit *src, struct block_list *bl, int dam
 /*==========================================
  *
  *------------------------------------------*/
-static int skill_check_condition_char_sub (struct block_list *bl, va_list ap)
-{
+int skill_check_condition_char_sub (struct block_list *bl, va_list ap) {
 	int *c, skill_id;
 	struct block_list *src;
 	struct map_session_data *sd;
@@ -12327,9 +12243,9 @@ int skill_check_pc_partner (struct map_session_data *sd, uint16 skill_id, short*
 	c = 0;
 	memset (p_sd, 0, sizeof(p_sd));
 	if( is_chorus )
-		i = party_foreachsamemap(skill_check_condition_char_sub,sd,AREA_SIZE,&sd->bl, &c, &p_sd, skill_id, *skill_lv);
+		i = party_foreachsamemap(skill->check_condition_char_sub,sd,AREA_SIZE,&sd->bl, &c, &p_sd, skill_id, *skill_lv);
 	else
-		i = map_foreachinrange(skill_check_condition_char_sub, &sd->bl, range, BL_PC, &sd->bl, &c, &p_sd, skill_id);
+		i = map_foreachinrange(skill->check_condition_char_sub, &sd->bl, range, BL_PC, &sd->bl, &c, &p_sd, skill_id);
 
 	if ( skill_id != PR_BENEDICTIO && skill_id != AB_ADORAMUS && skill_id != WL_COMET ) //Apply the average lv to encore skills.
 		*skill_lv = (i+(*skill_lv))/(c+1); //I know c should be one, but this shows how it could be used for the average of n partners.
@@ -12339,8 +12255,7 @@ int skill_check_pc_partner (struct map_session_data *sd, uint16 skill_id, short*
 /*==========================================
  *
  *------------------------------------------*/
-static int skill_check_condition_mob_master_sub (struct block_list *bl, va_list ap)
-{
+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;
 
@@ -12371,7 +12286,7 @@ int skill_isammotype (struct map_session_data *sd, int skill_id)
 		skill_id != HT_PHANTASMIC &&
 		skill->get_type(skill_id) == BF_WEAPON &&
 	  	!(skill->get_nk(skill_id)&NK_NO_DAMAGE) &&
-		!skill_get_spiritball(skill_id,1) //Assume spirit spheres are used as ammo instead.
+		!skill->get_spiritball(skill_id,1) //Assume spirit spheres are used as ammo instead.
 	);
 }
 
@@ -12417,12 +12332,11 @@ int skill_check_condition_castbegin(struct map_session_data* sd, uint16 skill_id
 	if( !sc->count )
 		sc = NULL;
 
-	if( sd->skillitem == skill_id )
-	{
+	if( sd->skillitem == skill_id ) {
 		if( sd->state.abra_flag ) // Hocus-Pocus was used. [Inkfish]
 			sd->state.abra_flag = 0;
-		else
-		{ // When a target was selected, consume items that were skipped in pc_use_item [Skotlex]
+		else {
+			// When a target was selected, consume items that were skipped in pc_use_item [Skotlex]
 			if( (i = sd->itemindex) == -1 ||
 				sd->status.inventory[i].nameid != sd->itemid ||
 				sd->inventory_data[i] == NULL ||
@@ -12443,8 +12357,7 @@ int skill_check_condition_castbegin(struct map_session_data* sd, uint16 skill_id
 		return 1;
 	}
 
-	if( pc_is90overweight(sd) )
-	{
+	if( pc_is90overweight(sd) ) {
 		clif_skill_fail(sd,skill_id,USESKILL_FAIL_WEIGHTOVER,0);
 		return 0;
 	}
@@ -13260,7 +13173,7 @@ int skill_check_condition_castend(struct map_session_data* sd, uint16 skill_id,
 			int maxcount = (skill_id==AM_CANNIBALIZE)? 6-skill_lv : skill->get_maxcount(skill_id,skill_lv);
 			int mob_class = (skill_id==AM_CANNIBALIZE)? summons[skill_lv-1] :1142;
 			if(battle_config.land_skill_limit && maxcount>0 && (battle_config.land_skill_limit&BL_PC)) {
-				i = map_foreachinmap(skill_check_condition_mob_master_sub ,sd->bl.m, BL_MOB, sd->bl.id, mob_class, skill_id, &c);
+				i = map_foreachinmap(skill->check_condition_mob_master_sub ,sd->bl.m, BL_MOB, sd->bl.id, mob_class, skill_id, &c);
 				if(c >= maxcount ||
 					(skill_id==AM_CANNIBALIZE && c != i && battle_config.summon_flora&2))
 				{	//Fails when: exceed max limit. There are other plant types already out.
@@ -13281,9 +13194,9 @@ int skill_check_condition_castend(struct map_session_data* sd, uint16 skill_id,
 				if( battle_config.land_skill_limit && maxcount > 0 && ( battle_config.land_skill_limit&BL_PC ) ) {
 					if( skill_id == NC_MAGICDECOY ) {
 						for( j = mob_class; j <= 2046; j++ )
-							map_foreachinmap(skill_check_condition_mob_master_sub, sd->bl.m, BL_MOB, sd->bl.id, j, skill_id, &c);
+							map_foreachinmap(skill->check_condition_mob_master_sub, sd->bl.m, BL_MOB, sd->bl.id, j, skill_id, &c);
 					} else
-						map_foreachinmap(skill_check_condition_mob_master_sub, sd->bl.m, BL_MOB, sd->bl.id, mob_class, skill_id, &c);
+						map_foreachinmap(skill->check_condition_mob_master_sub, sd->bl.m, BL_MOB, sd->bl.id, mob_class, skill_id, &c);
 					if( c >= maxcount ) {
 						clif_skill_fail(sd , skill_id, USESKILL_FAIL_LEVEL, 0);
 						return 0;
@@ -13293,9 +13206,8 @@ int skill_check_condition_castend(struct map_session_data* sd, uint16 skill_id,
 			break;
 		case KO_ZANZOU: {
 				int c = 0;
-				i = map_foreachinmap(skill_check_condition_mob_master_sub, sd->bl.m, BL_MOB, sd->bl.id, 2308, skill_id, &c);
-				if( c >= skill->get_maxcount(skill_id,skill_lv) || c != i)
-				{
+				i = map_foreachinmap(skill->check_condition_mob_master_sub, sd->bl.m, BL_MOB, sd->bl.id, 2308, skill_id, &c);
+				if( c >= skill->get_maxcount(skill_id,skill_lv) || c != i) {
 					clif_skill_fail(sd , skill_id, USESKILL_FAIL_LEVEL, 0);
 					return 0;
 				}
@@ -13788,7 +13700,7 @@ int skill_vfcastfix (struct block_list *bl, double time, uint16 skill_id, uint16
 {
 	struct status_change *sc = status_get_sc(bl);
 	struct map_session_data *sd = BL_CAST(BL_PC,bl);
-	int fixed = skill_get_fixed_cast(skill_id, skill_lv), fixcast_r = 0, varcast_r = 0, i = 0;
+	int fixed = skill->get_fixed_cast(skill_id, skill_lv), fixcast_r = 0, varcast_r = 0, i = 0;
 
 	if( time < 0 )
 		return 0;
@@ -13907,40 +13819,39 @@ int skill_delay_fix (struct block_list *bl, uint16 skill_id, uint16 skill_lv)
 
 	// Delay reductions
 	switch (skill_id) {	//Monk combo skills have their delay reduced by agi/dex.
-	case MO_TRIPLEATTACK:
-	case MO_CHAINCOMBO:
-	case MO_COMBOFINISH:
-	case CH_TIGERFIST:
-	case CH_CHAINCRUSH:
-	case SR_DRAGONCOMBO:
-	case SR_FALLENEMPIRE:
-		time -= 4*status_get_agi(bl) - 2*status_get_dex(bl);
-		break;
-	case HP_BASILICA:
-		if( sc && !sc->data[SC_BASILICA] )
-			time = 0; // There is no Delay on Basilica creation, only on cancel
-		break;
-	default:
-		if (battle_config.delay_dependon_dex && !(delaynodex&1))
-		{	// if skill delay is allowed to be reduced by dex
-			int scale = battle_config.castrate_dex_scale - status_get_dex(bl);
-			if (scale > 0)
-				time = time * scale / battle_config.castrate_dex_scale;
-			else //To be capped later to minimum.
-				time = 0;
-		}
-		if (battle_config.delay_dependon_agi && !(delaynodex&1))
-		{	// if skill delay is allowed to be reduced by agi
-			int scale = battle_config.castrate_dex_scale - status_get_agi(bl);
-			if (scale > 0)
-				time = time * scale / battle_config.castrate_dex_scale;
-			else //To be capped later to minimum.
-				time = 0;
-		}
+		case MO_TRIPLEATTACK:
+		case MO_CHAINCOMBO:
+		case MO_COMBOFINISH:
+		case CH_TIGERFIST:
+		case CH_CHAINCRUSH:
+		case SR_DRAGONCOMBO:
+		case SR_FALLENEMPIRE:
+			time -= 4*status_get_agi(bl) - 2*status_get_dex(bl);
+			break;
+		case HP_BASILICA:
+			if( sc && !sc->data[SC_BASILICA] )
+				time = 0; // There is no Delay on Basilica creation, only on cancel
+			break;
+		default:
+			if (battle_config.delay_dependon_dex && !(delaynodex&1))
+			{	// if skill delay is allowed to be reduced by dex
+				int scale = battle_config.castrate_dex_scale - status_get_dex(bl);
+				if (scale > 0)
+					time = time * scale / battle_config.castrate_dex_scale;
+				else //To be capped later to minimum.
+					time = 0;
+			}
+			if (battle_config.delay_dependon_agi && !(delaynodex&1))
+			{	// if skill delay is allowed to be reduced by agi
+				int scale = battle_config.castrate_dex_scale - status_get_agi(bl);
+				if (scale > 0)
+					time = time * scale / battle_config.castrate_dex_scale;
+				else //To be capped later to minimum.
+					time = 0;
+			}
 	}
 
-	if ( sc && sc->data[SC_SPIRIT] )
-	{
+	if ( sc && sc->data[SC_SPIRIT] ) {
 		switch (skill_id) {
 			case CR_SHIELDBOOMERANG:
 				if (sc->data[SC_SPIRIT]->val2 == SL_CRUSADER)
@@ -13986,8 +13897,7 @@ struct square {
 	int val2[5];
 };
 
-static void skill_brandishspear_first (struct square *tc, uint8 dir, int16 x, int16 y)
-{
+void skill_brandishspear_first (struct square *tc, uint8 dir, int16 x, int16 y) {
 	nullpo_retv(tc);
 
 	if(dir == 0){
@@ -14001,8 +13911,7 @@ static void skill_brandishspear_first (struct square *tc, uint8 dir, int16 x, in
 		tc->val2[2]=
 		tc->val2[3]=
 		tc->val2[4]=y-1;
-	}
-	else if(dir==2){
+	} else if(dir==2){
 		tc->val1[0]=
 		tc->val1[1]=
 		tc->val1[2]=
@@ -14013,8 +13922,7 @@ static void skill_brandishspear_first (struct square *tc, uint8 dir, int16 x, in
 		tc->val2[2]=y;
 		tc->val2[3]=y-1;
 		tc->val2[4]=y-2;
-	}
-	else if(dir==4){
+	} else if(dir==4){
 		tc->val1[0]=x-2;
 		tc->val1[1]=x-1;
 		tc->val1[2]=x;
@@ -14025,8 +13933,7 @@ static void skill_brandishspear_first (struct square *tc, uint8 dir, int16 x, in
 		tc->val2[2]=
 		tc->val2[3]=
 		tc->val2[4]=y+1;
-	}
-	else if(dir==6){
+	} else if(dir==6){
 		tc->val1[0]=
 		tc->val1[1]=
 		tc->val1[2]=
@@ -14037,8 +13944,7 @@ static void skill_brandishspear_first (struct square *tc, uint8 dir, int16 x, in
 		tc->val2[2]=y;
 		tc->val2[3]=y-1;
 		tc->val2[4]=y-2;
-	}
-	else if(dir==1){
+	} else if(dir==1){
 		tc->val1[0]=x-1;
 		tc->val1[1]=x;
 		tc->val1[2]=x+1;
@@ -14049,8 +13955,7 @@ static void skill_brandishspear_first (struct square *tc, uint8 dir, int16 x, in
 		tc->val2[2]=y-1;
 		tc->val2[3]=y;
 		tc->val2[4]=y+1;
-	}
-	else if(dir==3){
+	} else if(dir==3){
 		tc->val1[0]=x+3;
 		tc->val1[1]=x+2;
 		tc->val1[2]=x+1;
@@ -14061,8 +13966,7 @@ static void skill_brandishspear_first (struct square *tc, uint8 dir, int16 x, in
 		tc->val2[2]=y+1;
 		tc->val2[3]=y+2;
 		tc->val2[4]=y+3;
-	}
-	else if(dir==5){
+	} else if(dir==5){
 		tc->val1[0]=x+1;
 		tc->val1[1]=x;
 		tc->val1[2]=x-1;
@@ -14073,8 +13977,7 @@ static void skill_brandishspear_first (struct square *tc, uint8 dir, int16 x, in
 		tc->val2[2]=y+1;
 		tc->val2[3]=y;
 		tc->val2[4]=y-1;
-	}
-	else if(dir==7){
+	} else if(dir==7){
 		tc->val1[0]=x-3;
 		tc->val1[1]=x-2;
 		tc->val1[2]=x-1;
@@ -14089,15 +13992,12 @@ static void skill_brandishspear_first (struct square *tc, uint8 dir, int16 x, in
 
 }
 
-static void skill_brandishspear_dir (struct square* tc, uint8 dir, int are)
-{
+void skill_brandishspear_dir (struct square* tc, uint8 dir, int are) {
 	int c;
 	nullpo_retv(tc);
 
-	for( c = 0; c < 5; c++ )
-	{
-		switch( dir )
-		{
+	for( c = 0; c < 5; c++ ) {
+		switch( dir ) {
 			case 0:                   tc->val2[c]+=are; break;
 			case 1: tc->val1[c]-=are; tc->val2[c]+=are; break;
 			case 2: tc->val1[c]-=are;                   break;
@@ -14116,29 +14016,29 @@ void skill_brandishspear(struct block_list* src, struct block_list* bl, uint16 s
 	uint8 dir = map_calc_dir(src,bl->x,bl->y);
 	struct square tc;
 	int x=bl->x,y=bl->y;
-	skill_brandishspear_first(&tc,dir,x,y);
-	skill_brandishspear_dir(&tc,dir,4);
+	skill->brandishspear_first(&tc,dir,x,y);
+	skill->brandishspear_dir(&tc,dir,4);
 	skill_area_temp[1] = bl->id;
 
 	if(skill_lv > 9){
 		for(c=1;c<4;c++){
-			map_foreachincell(skill_area_sub,
+			map_foreachincell(skill->area_sub,
 				bl->m,tc.val1[c],tc.val2[c],BL_CHAR,
 				src,skill_id,skill_lv,tick, flag|BCT_ENEMY|n,
 				skill->castend_damage_id);
 		}
 	}
 	if(skill_lv > 6){
-		skill_brandishspear_dir(&tc,dir,-1);
+		skill->brandishspear_dir(&tc,dir,-1);
 		n--;
-	}else{
-		skill_brandishspear_dir(&tc,dir,-2);
+	} else {
+		skill->brandishspear_dir(&tc,dir,-2);
 		n-=2;
 	}
 
 	if(skill_lv > 3){
 		for(c=0;c<5;c++){
-			map_foreachincell(skill_area_sub,
+			map_foreachincell(skill->area_sub,
 				bl->m,tc.val1[c],tc.val2[c],BL_CHAR,
 				src,skill_id,skill_lv,tick, flag|BCT_ENEMY|n,
 				skill->castend_damage_id);
@@ -14149,8 +14049,8 @@ void skill_brandishspear(struct block_list* src, struct block_list* bl, uint16 s
 		}
 	}
 	for(c=0;c<10;c++){
-		if(c==0||c==5) skill_brandishspear_dir(&tc,dir,-1);
-		map_foreachincell(skill_area_sub,
+		if(c==0||c==5) skill->brandishspear_dir(&tc,dir,-1);
+		map_foreachincell(skill->area_sub,
 			bl->m,tc.val1[c%5],tc.val2[c%5],BL_CHAR,
 			src,skill_id,skill_lv,tick, flag|BCT_ENEMY|1,
 			skill->castend_damage_id);
@@ -14345,8 +14245,7 @@ int skill_autospell (struct map_session_data *sd, uint16 skill_id)
 /*==========================================
  * Sitting skills functions.
  *------------------------------------------*/
-static int skill_sit_count (struct block_list *bl, va_list ap)
-{
+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;
@@ -14363,8 +14262,7 @@ static int skill_sit_count (struct block_list *bl, va_list ap)
 	return 0;
 }
 
-static int skill_sit_in (struct block_list *bl, va_list ap)
-{
+int skill_sit_in (struct block_list *bl, va_list ap) {
 	struct map_session_data *sd;
 	int type =va_arg(ap,int);
 
@@ -14376,8 +14274,7 @@ static int skill_sit_in (struct block_list *bl, va_list ap)
 	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 ))
-	{
+	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);
@@ -14386,8 +14283,7 @@ static int skill_sit_in (struct block_list *bl, va_list ap)
 	return 0;
 }
 
-static int skill_sit_out (struct block_list *bl, va_list ap)
-{
+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;
@@ -14430,11 +14326,11 @@ int skill_sit (struct map_session_data *sd, int type)
 	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);
+		if (map_foreachinrange(skill->sit_count,&sd->bl, range, BL_PC, flag) > 1)
+			map_foreachinrange(skill->sit_in,&sd->bl, range, BL_PC, flag);
 	} else {
-		if (map_foreachinrange(skill_sit_count,&sd->bl, range, BL_PC, flag) < 2)
-			map_foreachinrange(skill_sit_out,&sd->bl, range, BL_PC, flag);
+		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;
 }
@@ -14442,8 +14338,7 @@ int skill_sit (struct map_session_data *sd, int type)
 /*==========================================
  *
  *------------------------------------------*/
-int skill_frostjoke_scream (struct block_list *bl, va_list ap)
-{
+int skill_frostjoke_scream (struct block_list *bl, va_list ap) {
 	struct block_list *src;
 	uint16 skill_id,skill_lv;
 	unsigned int tick;
@@ -14475,9 +14370,8 @@ int skill_frostjoke_scream (struct block_list *bl, va_list ap)
 /*==========================================
  *
  *------------------------------------------*/
-static void skill_unitsetmapcell (struct skill_unit *src, uint16 skill_id, uint16 skill_lv, cell_t cell, bool flag)
-{
-	int range = skill_get_unit_range(skill_id,skill_lv);
+void skill_unitsetmapcell (struct skill_unit *src, uint16 skill_id, uint16 skill_lv, cell_t cell, bool flag) {
+	int range = skill->get_unit_range(skill_id,skill_lv);
 	int x,y;
 
 	for( y = src->bl.y - range; y <= src->bl.y + range; ++y )
@@ -14516,16 +14410,16 @@ int skill_attack_area (struct block_list *bl, va_list ap)
 
 
 	switch (skill_id) {
-	case WZ_FROSTNOVA: //Skills that don't require the animation to be removed
-	case NPC_ACIDBREATH:
-	case NPC_DARKNESSBREATH:
-	case NPC_FIREBREATH:
-	case NPC_ICEBREATH:
-	case NPC_THUNDERBREATH:
-		return skill->attack(atk_type,src,dsrc,bl,skill_id,skill_lv,tick,flag);
-	default:
-		//Area-splash, disable skill animation.
-		return skill->attack(atk_type,src,dsrc,bl,skill_id,skill_lv,tick,flag|SD_ANIMATION);
+		case WZ_FROSTNOVA: //Skills that don't require the animation to be removed
+		case NPC_ACIDBREATH:
+		case NPC_DARKNESSBREATH:
+		case NPC_FIREBREATH:
+		case NPC_ICEBREATH:
+		case NPC_THUNDERBREATH:
+			return skill->attack(atk_type,src,dsrc,bl,skill_id,skill_lv,tick,flag);
+		default:
+			//Area-splash, disable skill animation.
+			return skill->attack(atk_type,src,dsrc,bl,skill_id,skill_lv,tick,flag|SD_ANIMATION);
 	}
 }
 /*==========================================
@@ -14541,8 +14435,7 @@ int skill_clear_group (struct block_list *bl, int flag)
 	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++)
-	{
+	for (i=0;i<MAX_SKILLUNITGROUP && ud->skillunit[i];i++) {
 		switch (ud->skillunit[i]->skill_id) {
 			case SA_DELUGE:
 			case SA_VOLCANO:
@@ -14576,8 +14469,7 @@ int skill_clear_group (struct block_list *bl, int flag)
 /*==========================================
  * Returns the first element field found [Skotlex]
  *------------------------------------------*/
-struct skill_unit_group *skill_locate_element_field(struct block_list *bl)
-{
+struct skill_unit_group *skill_locate_element_field(struct block_list *bl) {
 	struct unit_data *ud = unit_bl2ud(bl);
 	int i;
 	nullpo_ret(bl);
@@ -14599,8 +14491,7 @@ struct skill_unit_group *skill_locate_element_field(struct block_list *bl)
 }
 
 // for graffiti cleaner [Valaris]
-int skill_graffitiremover (struct block_list *bl, va_list ap)
-{
+int skill_graffitiremover (struct block_list *bl, va_list ap) {
 	struct skill_unit *unit=NULL;
 
 	nullpo_ret(bl);
@@ -14615,8 +14506,7 @@ int skill_graffitiremover (struct block_list *bl, va_list ap)
 	return 0;
 }
 
-int skill_greed (struct block_list *bl, va_list ap)
-{
+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;
@@ -14655,13 +14545,11 @@ int skill_detonator(struct block_list *bl, va_list ap)
 		case UNT_CLUSTERBOMB:
 		case UNT_FIRINGTRAP:
 		case UNT_ICEBOUNDTRAP:
-			if( unit_id == UNT_TALKIEBOX )
-			{
+			if( unit_id == UNT_TALKIEBOX ) {
 				clif_talkiebox(bl,unit->group->valstr);
 				unit->group->val2 = -1;
-			}
-			else
-				map_foreachinrange(skill_trap_splash,bl,skill->get_splash(unit->group->skill_id,unit->group->skill_lv),unit->group->bl_flag,bl,unit->group->tick);
+			} else
+				map_foreachinrange(skill->trap_splash,bl,skill->get_splash(unit->group->skill_id,unit->group->skill_lv),unit->group->bl_flag,bl,unit->group->tick);
 
 			clif_changetraplook(bl,unit_id == UNT_FIRINGTRAP ? UNT_DUMMYSKILL : UNT_USED_TRAPS);
 			unit->group->unit_id = UNT_USED_TRAPS;
@@ -14675,8 +14563,7 @@ int skill_detonator(struct block_list *bl, va_list ap)
 /*==========================================
  *
  *------------------------------------------*/
-static int skill_cell_overlap(struct block_list *bl, va_list ap)
-{
+int skill_cell_overlap(struct block_list *bl, va_list ap) {
 	uint16 skill_id;
 	int *alive;
 	struct skill_unit *unit;
@@ -14801,8 +14688,7 @@ int skill_chastle_mob_changetarget(struct block_list *bl,va_list ap)
 /*==========================================
  *
  *------------------------------------------*/
-static int skill_trap_splash (struct block_list *bl, va_list ap)
-{
+int skill_trap_splash (struct block_list *bl, va_list ap) {
 	struct block_list *src;
 	int tick;
 	struct skill_unit *unit;
@@ -14909,23 +14795,16 @@ bool skill_check_cloaking(struct block_list *bl, struct status_change_entry *sce
 			wall = false;
 	}
 
-	if( sce )
-	{
-		if( !wall )
-		{
+	if( sce ) {
+		if( !wall ) {
 			if( sce->val1 < 3 ) //End cloaking.
 				status_change_end(bl, SC_CLOAKING, INVALID_TIMER);
-			else
-			if( sce->val4&1 )
-			{	//Remove wall bonus
+			else if( sce->val4&1 ) { //Remove wall bonus
 				sce->val4&=~1;
 				status_calc_bl(bl,SCB_SPEED);
 			}
-		}
-		else
-		{
-			if( !(sce->val4&1) )
-			{	//Add wall speed bonus
+		} else {
+			if( !(sce->val4&1) ) { //Add wall speed bonus
 				sce->val4|=1;
 				status_calc_bl(bl,SCB_SPEED);
 			}
@@ -14940,23 +14819,18 @@ bool skill_check_camouflage(struct block_list *bl, struct status_change_entry *s
 	static int dy[] = {-1, 0, 1,  0, -1, -1, 1,  1};
 	bool wall = true;
 
-	if( bl->type == BL_PC )
-	{	//Check for walls.
+	if( bl->type == BL_PC ) { //Check for walls.
 		int i;
 		ARR_FIND( 0, 8, i, map_getcell(bl->m, bl->x+dx[i], bl->y+dy[i], CELL_CHKNOPASS) != 0 );
 		if( i == 8 )
 			wall = false;
 	}
 
-	if( sce )
-	{
-		if( !wall )
-		{
+	if( sce ) {
+		if( !wall ) {
 			if( sce->val1 < 3 ) //End camouflage.
 				status_change_end(bl, SC_CAMOUFLAGE, INVALID_TIMER);
-			else
-			if( sce->val3&1 )
-			{	//Remove wall bonus
+			else if( sce->val3&1 ) { //Remove wall bonus
 				sce->val3&=~1;
 				status_calc_bl(bl,SCB_SPEED);
 			}
@@ -14999,21 +14873,21 @@ struct skill_unit *skill_initunit (struct skill_unit_group *group, int idx, int
 		case WZ_ICEWALL:
 			map_setgatcell(unit->bl.m,unit->bl.x,unit->bl.y,5);
 			clif_changemapcell(0,unit->bl.m,unit->bl.x,unit->bl.y,5,AREA);
-			skill_unitsetmapcell(unit,WZ_ICEWALL,group->skill_lv,CELL_ICEWALL,true);
+			skill->unitsetmapcell(unit,WZ_ICEWALL,group->skill_lv,CELL_ICEWALL,true);
 			map[unit->bl.m].icewall_num++;
 			break;
 		case SA_LANDPROTECTOR:
-			skill_unitsetmapcell(unit,SA_LANDPROTECTOR,group->skill_lv,CELL_LANDPROTECTOR,true);
+			skill->unitsetmapcell(unit,SA_LANDPROTECTOR,group->skill_lv,CELL_LANDPROTECTOR,true);
 			break;
 		case HP_BASILICA:
-			skill_unitsetmapcell(unit,HP_BASILICA,group->skill_lv,CELL_BASILICA,true);
+			skill->unitsetmapcell(unit,HP_BASILICA,group->skill_lv,CELL_BASILICA,true);
 			break;
 		case SC_MAELSTROM:
-			skill_unitsetmapcell(unit,SC_MAELSTROM,group->skill_lv,CELL_MAELSTROM,true);
+			skill->unitsetmapcell(unit,SC_MAELSTROM,group->skill_lv,CELL_MAELSTROM,true);
 			break;
 		default:
 			if (group->state.song_dance&0x1) //Check for dissonance.
-				skill_dance_overlap(unit, 1);
+				skill->dance_overlap(unit, 1);
 			break;
 	}
 
@@ -15036,11 +14910,11 @@ int skill_delunit (struct skill_unit* unit) {
 	nullpo_ret(group=unit->group);
 
 	if( group->state.song_dance&0x1 ) //Cancel dissonance effect.
-		skill_dance_overlap(unit, 0);
+		skill->dance_overlap(unit, 0);
 
 	// invoke onout event
 	if( !unit->range )
-		map_foreachincell(skill_unit_effect,unit->bl.m,unit->bl.x,unit->bl.y,group->bl_flag,&unit->bl,gettick(),4);
+		map_foreachincell(skill->unit_effect,unit->bl.m,unit->bl.x,unit->bl.y,group->bl_flag,&unit->bl,gettick(),4);
 
 	// perform ondelete actions
 	switch (group->skill_id) {
@@ -15053,14 +14927,14 @@ int skill_delunit (struct skill_unit* unit) {
 		case WZ_ICEWALL:
 			map_setgatcell(unit->bl.m,unit->bl.x,unit->bl.y,unit->val2);
 			clif_changemapcell(0,unit->bl.m,unit->bl.x,unit->bl.y,unit->val2,ALL_SAMEMAP); // hack to avoid clientside cell bug
-			skill_unitsetmapcell(unit,WZ_ICEWALL,group->skill_lv,CELL_ICEWALL,false);
+			skill->unitsetmapcell(unit,WZ_ICEWALL,group->skill_lv,CELL_ICEWALL,false);
 			map[unit->bl.m].icewall_num--;
 			break;
 		case SA_LANDPROTECTOR:
-			skill_unitsetmapcell(unit,SA_LANDPROTECTOR,group->skill_lv,CELL_LANDPROTECTOR,false);
+			skill->unitsetmapcell(unit,SA_LANDPROTECTOR,group->skill_lv,CELL_LANDPROTECTOR,false);
 			break;
 		case HP_BASILICA:
-			skill_unitsetmapcell(unit,HP_BASILICA,group->skill_lv,CELL_BASILICA,false);
+			skill->unitsetmapcell(unit,HP_BASILICA,group->skill_lv,CELL_BASILICA,false);
 			break;
 		case RA_ELECTRICSHOCKER: {
 				struct block_list* target = map_id2bl(group->val2);
@@ -15069,7 +14943,7 @@ int skill_delunit (struct skill_unit* unit) {
 			}
 			break;
 		case SC_MAELSTROM:
-			skill_unitsetmapcell(unit,SC_MAELSTROM,group->skill_lv,CELL_MAELSTROM,false);
+			skill->unitsetmapcell(unit,SC_MAELSTROM,group->skill_lv,CELL_MAELSTROM,false);
 			break;
 		case SC_MANHOLE: // Note : Removing the unit don't remove the status (official info)
 			if( group->val2 ) { // Someone Traped
@@ -15139,8 +15013,7 @@ struct skill_unit_group* skill_initunitgroup (struct block_list* src, int count,
 
 	// find a free spot to store the new unit group
 	ARR_FIND( 0, MAX_SKILLUNITGROUP, i, ud->skillunit[i] == NULL );
-	if(i == MAX_SKILLUNITGROUP)
-	{
+	if(i == MAX_SKILLUNITGROUP) {
 		// array is full, make room by discarding oldest group
 		int j=0;
 		unsigned maxdiff=0,x,tick=gettick();
@@ -15295,8 +15168,7 @@ int skill_delunitgroup(struct skill_unit_group *group, const char* file, int lin
 			skill->delunit(&group->unit[i]);
 
 	// clear Talkie-box string
-	if( group->valstr != NULL )
-	{
+	if( group->valstr != NULL ) {
 		aFree(group->valstr);
 		group->valstr = NULL;
 	}
@@ -15338,8 +15210,7 @@ int skill_clear_unitgroup (struct block_list *src)
 /*==========================================
  *
  *------------------------------------------*/
-struct skill_unit_group_tickset *skill_unitgrouptickset_search (struct block_list *bl, struct skill_unit_group *group, int tick)
-{
+struct skill_unit_group_tickset *skill_unitgrouptickset_search (struct block_list *bl, struct skill_unit_group *group, int tick) {
 	int i,j=-1,k,s,id;
 	struct unit_data *ud;
 	struct skill_unit_group_tickset *set;
@@ -15379,8 +15250,7 @@ struct skill_unit_group_tickset *skill_unitgrouptickset_search (struct block_lis
 /*==========================================
  *
  *------------------------------------------*/
-int skill_unit_timer_sub_onplace (struct block_list* bl, va_list ap)
-{
+int skill_unit_timer_sub_onplace (struct block_list* bl, va_list ap) {
 	struct skill_unit* unit = va_arg(ap,struct skill_unit *);
 	struct skill_unit_group* group = unit->group;
 	unsigned int tick = va_arg(ap,unsigned int);
@@ -15396,7 +15266,7 @@ int skill_unit_timer_sub_onplace (struct block_list* bl, va_list ap)
 	if( battle->check_target(&unit->bl,bl,group->target_flag) <= 0 )
 		return 0;
 
-	skill_unit_onplace_timer(unit,bl,tick);
+	skill->unit_onplace_timer(unit,bl,tick);
 
 	return 1;
 }
@@ -15404,8 +15274,7 @@ int skill_unit_timer_sub_onplace (struct block_list* bl, va_list ap)
 /**
  * @see DBApply
  */
-static int skill_unit_timer_sub(DBKey key, DBData *data, va_list ap)
-{
+int skill_unit_timer_sub(DBKey key, DBData *data, va_list ap) {
 	struct skill_unit* unit = db_data2ptr(data);
 	struct skill_unit_group* group = unit->group;
 	unsigned int tick = va_arg(ap,unsigned int);
@@ -15484,7 +15353,7 @@ static int skill_unit_timer_sub(DBKey key, DBData *data, va_list ap)
 				group->limit = skill->get_time(group->skill_id,group->skill_lv);
 				unit->limit = skill->get_time(group->skill_id,group->skill_lv);
 				// apply effect to all units standing on it
-				map_foreachincell(skill_unit_effect,unit->bl.m,unit->bl.x,unit->bl.y,group->bl_flag,&unit->bl,gettick(),1);
+				map_foreachincell(skill->unit_effect,unit->bl.m,unit->bl.x,unit->bl.y,group->bl_flag,&unit->bl,gettick(),1);
 			break;
 
 			case UNT_CALLFAMILY:
@@ -15512,7 +15381,7 @@ static int skill_unit_timer_sub(DBKey key, DBData *data, va_list ap)
 					break;
 				}
 				clif_changetraplook(bl,UNT_USED_TRAPS);
-				map_foreachinrange(skill_trap_splash, bl, skill->get_splash(group->skill_id, group->skill_lv), group->bl_flag, bl, tick);
+				map_foreachinrange(skill->trap_splash, bl, skill->get_splash(group->skill_id, group->skill_lv), group->bl_flag, bl, tick);
 				group->limit = DIFF_TICK(tick,group->tick)+1000;
 				unit->limit = DIFF_TICK(tick,group->tick)+1000;
 				group->unit_id = UNT_USED_TRAPS;
@@ -15521,7 +15390,7 @@ static int skill_unit_timer_sub(DBKey key, DBData *data, va_list ap)
 			case UNT_FEINTBOMB: {
 				struct block_list *src =  map_id2bl(group->src_id);
 				if( src )
-					map_foreachinrange(skill_area_sub, &group->unit->bl, unit->range, splash_target(src), src, SC_FEINTBOMB, group->skill_lv, tick, BCT_ENEMY|SD_ANIMATION|1, skill->castend_damage_id);
+					map_foreachinrange(skill->area_sub, &group->unit->bl, unit->range, splash_target(src), src, SC_FEINTBOMB, group->skill_lv, tick, BCT_ENEMY|SD_ANIMATION|1, skill->castend_damage_id);
 				skill->delunit(unit);
 				break;
 			}
@@ -15544,11 +15413,8 @@ static int skill_unit_timer_sub(DBKey key, DBData *data, va_list ap)
 			default:
 				skill->delunit(unit);
 		}
-	}
-	else
-	{// skill unit is still active
-		switch( group->unit_id )
-		{
+	} else {// skill unit is still active
+		switch( group->unit_id ) {
 			case UNT_ICEWALL:
 				// icewall loses 50 hp every second
 				unit->val1 -= SKILLUNITTIMER_INTERVAL/20; // trap's hp
@@ -15578,7 +15444,7 @@ static int skill_unit_timer_sub(DBKey key, DBData *data, va_list ap)
 			case UNT_REVERBERATION:
 				if( unit->val1 <= 0 ){
 					clif_changetraplook(bl,UNT_USED_TRAPS);
-					map_foreachinrange(skill_trap_splash, bl, skill->get_splash(group->skill_id, group->skill_lv), group->bl_flag, bl, tick);
+					map_foreachinrange(skill->trap_splash, bl, skill->get_splash(group->skill_id, group->skill_lv), group->bl_flag, bl, tick);
 					group->limit = DIFF_TICK(tick,group->tick)+1000;
 					unit->limit = DIFF_TICK(tick,group->tick)+1000;
 					group->unit_id = UNT_USED_TRAPS;
@@ -15597,41 +15463,38 @@ static int skill_unit_timer_sub(DBKey key, DBData *data, va_list ap)
 	if( !group || !unit->alive )
 		return 0;
 
-	dissonance = skill_dance_switch(unit, 0);
+	dissonance = skill->dance_switch(unit, 0);
 
 	if( unit->range >= 0 && group->interval != -1 )
 	{
 		if( battle_config.skill_wall_check )
-			map_foreachinshootrange(skill_unit_timer_sub_onplace, bl, unit->range, group->bl_flag, bl,tick);
+			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);
+			map_foreachinrange(skill->unit_timer_sub_onplace, bl, unit->range, group->bl_flag, bl,tick);
 
 		if(unit->range == -1) //Unit disabled, but it should not be deleted yet.
 			group->unit_id = UNT_USED_TRAPS;
-
-		if( group->unit_id == UNT_TATAMIGAESHI )
-		{
+		else if( group->unit_id == UNT_TATAMIGAESHI ) {
 			unit->range = -1; //Disable processed cell.
-			if (--group->val1 <= 0) // number of live cells
-	  		{	//All tiles were processed, disable skill.
+			if (--group->val1 <= 0) { // number of live cells
+				//All tiles were processed, disable skill.
 				group->target_flag=BCT_NOONE;
 				group->bl_flag= BL_NUL;
 			}
 		}
 	}
 
-  	if( dissonance ) skill_dance_switch(unit, 1);
+  	if( dissonance ) skill->dance_switch(unit, 1);
 
 	return 0;
 }
 /*==========================================
  * Executes on all skill units every SKILLUNITTIMER_INTERVAL miliseconds.
  *------------------------------------------*/
-int skill_unit_timer(int tid, unsigned int tick, int id, intptr_t data)
-{
+int skill_unit_timer(int tid, unsigned int tick, int id, intptr_t data) {
 	map_freeblock_lock();
 
-	skillunit_db->foreach(skillunit_db, skill_unit_timer_sub, tick);
+	skillunit_db->foreach(skillunit_db, skill->unit_timer_sub, tick);
 
 	map_freeblock_unlock();
 
@@ -15642,8 +15505,7 @@ static int skill_unit_temp[20];  // temporary storage for tracking skill unit sk
 /*==========================================
  *
  *------------------------------------------*/
-int skill_unit_move_sub (struct block_list* bl, va_list ap)
-{
+int skill_unit_move_sub (struct block_list* bl, va_list ap) {
 	struct skill_unit* unit = (struct skill_unit *)bl;
 	struct skill_unit_group* group = unit->group;
 
@@ -15663,35 +15525,28 @@ int skill_unit_move_sub (struct block_list* bl, va_list ap)
 	if( flag&1 && ( unit->group->skill_id == PF_SPIDERWEB || unit->group->skill_id == GN_THORNS_TRAP ) )
 		return 0; // Fiberlock is never supposed to trigger on skill->unit_move. [Inkfish]
 
-	dissonance = skill_dance_switch(unit, 0);
+	dissonance = skill->dance_switch(unit, 0);
 
 	//Necessary in case the group is deleted after calling on_place/on_out [Skotlex]
 	skill_id = unit->group->skill_id;
 
 	if( unit->group->interval != -1 && !(skill->get_unit_flag(skill_id)&UF_DUALMODE) && skill_id != BD_LULLABY ) //Lullaby is the exception, bugreport:411
 	{	//Non-dualmode unit skills with a timer don't trigger when walking, so just return
-		if( dissonance ) skill_dance_switch(unit, 1);
+		if( dissonance ) skill->dance_switch(unit, 1);
 		return 0;
 	}
 
 	//Target-type check.
-	if( !(group->bl_flag&target->type && battle->check_target(&unit->bl,target,group->target_flag) > 0) )
-	{
-		if( group->src_id == target->id && group->state.song_dance&0x2 )
-		{	//Ensemble check to see if they went out/in of the area [Skotlex]
-			if( flag&1 )
-			{
-				if( flag&2 )
-				{	//Clear this skill id.
+	if( !(group->bl_flag&target->type && battle->check_target(&unit->bl,target,group->target_flag) > 0) ) {
+		if( group->src_id == target->id && group->state.song_dance&0x2 ) { //Ensemble check to see if they went out/in of the area [Skotlex]
+			if( flag&1 ) {
+				if( flag&2 ) { //Clear this skill id.
 					ARR_FIND( 0, ARRAYLENGTH(skill_unit_temp), i, skill_unit_temp[i] == skill_id );
 					if( i < ARRAYLENGTH(skill_unit_temp) )
 						skill_unit_temp[i] = 0;
 				}
-			}
-			else
-			{
-				if( flag&2 )
-				{	//Store this skill id.
+			} else {
+				if( flag&2 ) { //Store this skill id.
 					ARR_FIND( 0, ARRAYLENGTH(skill_unit_temp), i, skill_unit_temp[i] == 0 );
 					if( i < ARRAYLENGTH(skill_unit_temp) )
 						skill_unit_temp[i] = skill_id;
@@ -15702,30 +15557,23 @@ int skill_unit_move_sub (struct block_list* bl, va_list ap)
 			}
 
 			if( flag&4 )
-				skill_unit_onleft(skill_id,target,tick);
+				skill->unit_onleft(skill_id,target,tick);
 		}
 
-		if( dissonance ) skill_dance_switch(unit, 1);
+		if( dissonance ) skill->dance_switch(unit, 1);
 
 		return 0;
-	}
-	else
-	{
-		if( flag&1 )
-		{
+	} else {
+		if( flag&1 ) {
 			int result = skill->unit_onplace(unit,target,tick);
-			if( flag&2 && result )
-			{	//Clear skill ids we have stored in onout.
+			if( flag&2 && result ) { //Clear skill ids we have stored in onout.
 				ARR_FIND( 0, ARRAYLENGTH(skill_unit_temp), i, skill_unit_temp[i] == result );
 				if( i < ARRAYLENGTH(skill_unit_temp) )
 					skill_unit_temp[i] = 0;
 			}
-		}
-		else
-		{
+		} else {
 			int result = skill->unit_onout(unit,target,tick);
-			if( flag&2 && result )
-			{	//Store this unit id.
+			if( flag&2 && result ) { //Store this unit id.
 				ARR_FIND( 0, ARRAYLENGTH(skill_unit_temp), i, skill_unit_temp[i] == 0 );
 				if( i < ARRAYLENGTH(skill_unit_temp) )
 					skill_unit_temp[i] = skill_id;
@@ -15737,10 +15585,10 @@ int skill_unit_move_sub (struct block_list* bl, va_list ap)
 		//TODO: Normally, this is dangerous since the unit and group could be freed
 		//inside the onout/onplace functions. Currently it is safe because we know song/dance
 		//cells do not get deleted within them. [Skotlex]
-		if( dissonance ) skill_dance_switch(unit, 1);
+		if( dissonance ) skill->dance_switch(unit, 1);
 
 		if( flag&4 )
-			skill_unit_onleft(skill_id,target,tick);
+			skill->unit_onleft(skill_id,target,tick);
 
 		return 1;
 	}
@@ -15760,19 +15608,17 @@ int skill_unit_move (struct block_list *bl, unsigned int tick, int flag) {
 	if( bl->prev == NULL )
 		return 0;
 
-	if( flag&2 && !(flag&1) )
-	{	//Onout, clear data
+	if( flag&2 && !(flag&1) ) { //Onout, clear data
 		memset(skill_unit_temp, 0, sizeof(skill_unit_temp));
 	}
 
-	map_foreachincell(skill_unit_move_sub,bl->m,bl->x,bl->y,BL_SKILL,bl,tick,flag);
+	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.
+	if( flag&2 && flag&1 ) { //Onplace, check any skill units you have left.
 		int i;
 		for( i = 0; i < ARRAYLENGTH(skill_unit_temp); i++ )
 			if( skill_unit_temp[i] )
-				skill_unit_onleft(skill_unit_temp[i], bl, tick);
+				skill->unit_onleft(skill_unit_temp[i], bl, tick);
 	}
 
 	return 0;
@@ -15831,8 +15677,8 @@ int skill_unit_move_unit_group (struct skill_unit_group *group, int16 m, int16 d
 			continue;
 		if (!(m_flag[i]&0x2)) {
 			if (group->state.song_dance&0x1) //Cancel dissonance effect.
-				skill_dance_overlap(unit1, 0);
-			map_foreachincell(skill_unit_effect,unit1->bl.m,unit1->bl.x,unit1->bl.y,group->bl_flag,&unit1->bl,tick,4);
+				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])
@@ -15861,9 +15707,9 @@ int skill_unit_move_unit_group (struct skill_unit_group *group, int16 m, int16 d
 		}
 		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);
+				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);
+			map_foreachincell(skill->unit_effect,unit1->bl.m,unit1->bl.x,unit1->bl.y,group->bl_flag,&unit1->bl,tick,1);
 		}
 	}
 	aFree(m_flag);
@@ -16589,22 +16435,17 @@ int skill_poisoningweapon( struct map_session_data *sd, int nameid) {
 	return 0;
 }
 
-static void skill_toggle_magicpower(struct block_list *bl, uint16 skill_id)
-{
+void skill_toggle_magicpower(struct block_list *bl, uint16 skill_id) {
 	struct status_change *sc = status_get_sc(bl);
 
 	// non-offensive and non-magic skills do not affect the status
 	if (skill->get_nk(skill_id)&NK_NO_DAMAGE || !(skill->get_type(skill_id)&BF_MAGIC))
 		return;
 
-	if (sc && sc->count && sc->data[SC_MAGICPOWER])
-	{
-		if (sc->data[SC_MAGICPOWER]->val4)
-		{
+	if (sc && sc->count && sc->data[SC_MAGICPOWER]) {
+		if (sc->data[SC_MAGICPOWER]->val4) {
 			status_change_end(bl, SC_MAGICPOWER, INVALID_TIMER);
-		}
-		else
-		{
+		} else {
 			sc->data[SC_MAGICPOWER]->val4 = 1;
 			status_calc_bl(bl, status_sc2scb_flag(SC_MAGICPOWER));
 #ifndef RENEWAL
@@ -16684,9 +16525,8 @@ int skill_spellbook (struct map_session_data *sd, int nameid) {
 	max_preserve = 4 * pc_checkskill(sd, WL_FREEZE_SP) + status_get_int(&sd->bl) / 10 + sd->status.base_level / 10;
 	point = skill_spellbook_db[i].point;
 
-	if( sc && sc->data[SC_READING_SB] ){
-		if( (sc->data[SC_READING_SB]->val2 + point) > max_preserve )
-		{
+	if( sc && sc->data[SC_READING_SB] ) {
+		if( (sc->data[SC_READING_SB]->val2 + point) > max_preserve ) {
 			clif_skill_fail(sd, WL_READING_SB, USESKILL_FAIL_SPELLBOOK_PRESERVATION_POINT, 0);
 			return 0;
 		}
@@ -16843,7 +16683,7 @@ int skill_changematerial(struct map_session_data *sd, int n, unsigned short *ite
 /**
  * for Royal Guard's LG_TRAMPLE
  **/
-static int skill_destroy_trap( struct block_list *bl, va_list ap ) {
+int skill_destroy_trap( struct block_list *bl, va_list ap ) {
 	struct skill_unit *su = (struct skill_unit *)bl;
 	struct skill_unit_group *sg;
 	unsigned int tick;
@@ -16863,7 +16703,7 @@ static int skill_destroy_trap( struct block_list *bl, va_list ap ) {
 			case UNT_CLUSTERBOMB:
 			case UNT_FIRINGTRAP:
 			case UNT_ICEBOUNDTRAP:
-				map_foreachinrange(skill_trap_splash,&su->bl, skill->get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag, &su->bl,tick);
+				map_foreachinrange(skill->trap_splash,&su->bl, skill->get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag, &su->bl,tick);
 				break;
 		}
 		// Traps aren't recovered.
@@ -16874,8 +16714,7 @@ static int skill_destroy_trap( struct block_list *bl, va_list ap ) {
 /*==========================================
  *
  *------------------------------------------*/
-int skill_blockpc_end(int tid, unsigned int tick, int id, intptr_t data)
-{
+int skill_blockpc_end(int tid, unsigned int tick, int id, intptr_t data) {
 	struct map_session_data *sd = map_id2sd(id);
 	struct skill_cd * cd = NULL;
 
@@ -16938,10 +16777,8 @@ int skill_blockpc_start_(struct map_session_data *sd, uint16 skill_id, int tick,
 	if( battle_config.display_status_timers )
 		clif_skill_cooldown(sd, idx, tick);
 
-	if( !load )
-	{// not being loaded initially so ensure the skill delay is recorded
-		if( !(cd = idb_get(skillcd_db,sd->status.char_id)) )
-		{// create a new skill cooldown object for map storage
+	if( !load ) {// not being loaded initially so ensure the skill delay is recorded
+		if( !(cd = idb_get(skillcd_db,sd->status.char_id)) ) {// create a new skill cooldown object for map storage
 			CREATE( cd, struct skill_cd, 1 );
 			idb_put( skillcd_db, sd->status.char_id, cd );
 		}
@@ -16953,12 +16790,11 @@ int skill_blockpc_start_(struct map_session_data *sd, uint16 skill_id, int tick,
 		cd->cursor++;
 	}
 
-	sd->blockskill[idx] = 0x1|(0xFE&add_timer(gettick()+tick,skill_blockpc_end,sd->bl.id,idx));
+	sd->blockskill[idx] = 0x1|(0xFE&add_timer(gettick()+tick,skill->blockpc_end,sd->bl.id,idx));
 	return 0;
 }
 
-int skill_blockhomun_end(int tid, unsigned int tick, int id, intptr_t data)	//[orn]
-{
+int skill_blockhomun_end(int tid, unsigned int tick, int id, intptr_t data) { //[orn]
 	struct homun_data *hd = (TBL_HOM*) map_id2bl(id);
 	if (data <= 0 || data >= MAX_SKILL)
 		return 0;
@@ -16967,8 +16803,7 @@ int skill_blockhomun_end(int tid, unsigned int tick, int id, intptr_t data)	//[o
 	return 1;
 }
 
-int skill_blockhomun_start(struct homun_data *hd, uint16 skill_id, int tick)	//[orn]
-{
+int skill_blockhomun_start(struct homun_data *hd, uint16 skill_id, int tick) { //[orn]
 	uint16 idx = skill->get_index(skill_id);
 	nullpo_retr (-1, hd);
 
@@ -16981,11 +16816,10 @@ int skill_blockhomun_start(struct homun_data *hd, uint16 skill_id, int tick)	//[
 		return -1;
 	}
 	hd->blockskill[idx] = 1;
-	return add_timer(gettick() + tick, skill_blockhomun_end, hd->bl.id, idx);
+	return add_timer(gettick() + tick, skill->blockhomun_end, hd->bl.id, idx);
 }
 
-int skill_blockmerc_end(int tid, unsigned int tick, int id, intptr_t data)	//[orn]
-{
+int skill_blockmerc_end(int tid, unsigned int tick, int id, intptr_t data) {//[orn]
 	struct mercenary_data *md = (TBL_MER*)map_id2bl(id);
 	if( data <= 0 || data >= MAX_SKILL )
 		return 0;
@@ -17007,7 +16841,7 @@ int skill_blockmerc_start(struct mercenary_data *md, uint16 skill_id, int tick)
 		return -1;
 	}
 	md->blockskill[idx] = 1;
-	return add_timer(gettick() + tick, skill_blockmerc_end, md->bl.id, idx);
+	return add_timer(gettick() + tick, skill->blockmerc_end, md->bl.id, idx);
 }
 /**
  * Adds a new skill unit entry for this player to recast after map load
@@ -17043,12 +16877,10 @@ void skill_usave_trigger(struct map_session_data *sd) {
 /*
  *
  */
-int skill_split_str (char *str, char **val, int num)
-{
+int skill_split_str (char *str, char **val, int num) {
 	int i;
 
-	for( i = 0; i < num && str; i++ )
-	{
+	for( i = 0; i < num && str; i++ ) {
 		val[i] = str;
 		str = strchr(str,',');
 		if( str )
@@ -17060,8 +16892,7 @@ int skill_split_str (char *str, char **val, int num)
 /*
  *
  */
-int skill_split_atoi (char *str, int *val)
-{
+int skill_split_atoi (char *str, int *val) {
 	int i, j, diff, step = 1;
 
 	for (i=0; i<MAX_SKILL_LEVEL; i++) {
@@ -17073,15 +16904,13 @@ int skill_split_atoi (char *str, int *val)
 	}
 	if(i==0) //No data found.
 		return 0;
-	if(i==1)
-	{	//Single value, have the whole range have the same value.
+	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++)
-	{
+	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)
@@ -17090,8 +16919,7 @@ int skill_split_atoi (char *str, int *val)
 		if (j>=step) //No match, try next step.
 			continue;
 
-		for(; i < MAX_SKILL_LEVEL; i++)
-		{	//Apply linear increase
+		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; }
@@ -17107,8 +16935,7 @@ int skill_split_atoi (char *str, int *val)
 /*
  *
  */
-void skill_init_unit_layout (void)
-{
+void skill_init_unit_layout (void) {
 	int i,j,size,pos = 0;
 
 	memset(skill_unit_layout,0,sizeof(skill_unit_layout));
@@ -17396,8 +17223,7 @@ int skill_block_check(struct block_list *bl, sc_type type , uint16 skill_id) {
 			inf = skill->get_inf2(skill_id);
 			if( inf == INF2_SONG_DANCE || /*skill->get_inf2(skill_id) == INF2_CHORUS_SKILL ||*/ inf == INF2_SPIRIT_SKILL )
 				return 1; // Can't do it.
-			switch( skill_id )
-			{
+			switch( skill_id ) {
 				case NV_FIRSTAID:		case TF_HIDING:			case AS_CLOAKING:		case WZ_SIGHTRASHER:
 				case RG_STRIPWEAPON:		case RG_STRIPSHIELD:		case RG_STRIPARMOR:		case WZ_METEOR:
 				case RG_STRIPHELM:		case SC_STRIPACCESSARY:		case ST_FULLSTRIP:		case WZ_SIGHTBLASTER:
@@ -17432,7 +17258,7 @@ int skill_block_check(struct block_list *bl, sc_type type , uint16 skill_id) {
 			}
 			break;
 		case SC_KAGEHUMI:
-			switch(skill_id){
+			switch(skill_id) {
 				case TF_HIDING:		case AS_CLOAKING:	case GC_CLOAKINGEXCEED:	case SC_SHADOWFORM:
 				case MI_HARMONIZE:	case CG_MARIONETTE:	case AL_TELEPORT:		case TF_BACKSLIDING:
 				case RA_CAMOUFLAGE: case ST_CHASEWALK:	case GD_EMERGENCYCALL:
@@ -17471,14 +17297,12 @@ void skill_cooldown_load(struct map_session_data * sd)
 	// always check to make sure the session properly exists
 	nullpo_retv(sd);
 
-	if( !(cd = idb_get(skillcd_db, sd->status.char_id)) )
-	{// no skill cooldown is associated with this character
+	if( !(cd = idb_get(skillcd_db, sd->status.char_id)) ) {// no skill cooldown is associated with this character
 		return;
 	}
 
 	// process each individual cooldown associated with the character
-	for( i = 0; i < cd->cursor; i++ )
-	{
+	for( i = 0; i < cd->cursor; i++ ) {
 		// block the skill from usage but ensure it is not recorded (load = true)
 		skill->blockpc_start( sd, cd->nameid[i], cd->duration[i], true );
 	}
@@ -17488,9 +17312,8 @@ void skill_cooldown_load(struct map_session_data * sd)
  * sub-function of DB reading.
  * skill_db.txt
  *------------------------------------------*/
-
-static bool skill_parse_row_skilldb(char* split[], int columns, int current)
-{// id,range,hit,inf,element,nk,splash,max,list_num,castcancel,cast_defence_rate,inf2,maxcount,skill_type,blow_count,name,description
+bool skill_parse_row_skilldb(char* split[], int columns, int current) {
+// id,range,hit,inf,element,nk,splash,max,list_num,castcancel,cast_defence_rate,inf2,maxcount,skill_type,blow_count,name,description
 	uint16 skill_id = atoi(split[0]);
 	uint16 idx;
 	if( (skill_id >= GD_SKILLRANGEMIN && skill_id <= GD_SKILLRANGEMAX)
@@ -17505,14 +17328,14 @@ static bool skill_parse_row_skilldb(char* split[], int columns, int current)
 	if( !idx ) // invalid skill id
 		return false;
 
-	skill_split_atoi(split[1],skill_db[idx].range);
+	skill->split_atoi(split[1],skill_db[idx].range);
 	skill_db[idx].hit = atoi(split[2]);
 	skill_db[idx].inf = atoi(split[3]);
-	skill_split_atoi(split[4],skill_db[idx].element);
+	skill->split_atoi(split[4],skill_db[idx].element);
 	skill_db[idx].nk = (int)strtol(split[5], NULL, 0);
-	skill_split_atoi(split[6],skill_db[idx].splash);
+	skill->split_atoi(split[6],skill_db[idx].splash);
 	skill_db[idx].max = atoi(split[7]);
-	skill_split_atoi(split[8],skill_db[idx].num);
+	skill->split_atoi(split[8],skill_db[idx].num);
 
 	if( strcmpi(split[9],"yes") == 0 )
 		skill_db[idx].castcancel = 1;
@@ -17520,7 +17343,7 @@ static bool skill_parse_row_skilldb(char* split[], int columns, int current)
 		skill_db[idx].castcancel = 0;
 	skill_db[idx].cast_def_rate = atoi(split[10]);
 	skill_db[idx].inf2 = (int)strtol(split[11], NULL, 0);
-	skill_split_atoi(split[12],skill_db[idx].maxcount);
+	skill->split_atoi(split[12],skill_db[idx].maxcount);
 	if( strcmpi(split[13],"weapon") == 0 )
 		skill_db[idx].skill_type = BF_WEAPON;
 	else if( strcmpi(split[13],"magic") == 0 )
@@ -17529,7 +17352,7 @@ static bool skill_parse_row_skilldb(char* split[], int columns, int current)
 		skill_db[idx].skill_type = BF_MISC;
 	else
 		skill_db[idx].skill_type = 0;
-	skill_split_atoi(split[14],skill_db[idx].blewcount);
+	skill->split_atoi(split[14],skill_db[idx].blewcount);
 	safestrncpy(skill_db[idx].name, trim(split[15]), sizeof(skill_db[idx].name));
 	safestrncpy(skill_db[idx].desc, trim(split[16]), sizeof(skill_db[idx].desc));
 	strdb_iput(skilldb_name2id, skill_db[idx].name, skill_id);
@@ -17537,8 +17360,8 @@ static bool skill_parse_row_skilldb(char* split[], int columns, int current)
 	return true;
 }
 
-static bool skill_parse_row_requiredb(char* split[], int columns, int current)
-{// skill_id,HPCost,MaxHPTrigger,SPCost,HPRateCost,SPRateCost,ZenyCost,RequiredWeapons,RequiredAmmoTypes,RequiredAmmoAmount,RequiredState,SpiritSphereCost,RequiredItemID1,RequiredItemAmount1,RequiredItemID2,RequiredItemAmount2,RequiredItemID3,RequiredItemAmount3,RequiredItemID4,RequiredItemAmount4,RequiredItemID5,RequiredItemAmount5,RequiredItemID6,RequiredItemAmount6,RequiredItemID7,RequiredItemAmount7,RequiredItemID8,RequiredItemAmount8,RequiredItemID9,RequiredItemAmount9,RequiredItemID10,RequiredItemAmount10
+bool skill_parse_row_requiredb(char* split[], int columns, int current) {
+// skill_id,HPCost,MaxHPTrigger,SPCost,HPRateCost,SPRateCost,ZenyCost,RequiredWeapons,RequiredAmmoTypes,RequiredAmmoAmount,RequiredState,SpiritSphereCost,RequiredItemID1,RequiredItemAmount1,RequiredItemID2,RequiredItemAmount2,RequiredItemID3,RequiredItemAmount3,RequiredItemID4,RequiredItemAmount4,RequiredItemID5,RequiredItemAmount5,RequiredItemID6,RequiredItemAmount6,RequiredItemID7,RequiredItemAmount7,RequiredItemID8,RequiredItemAmount8,RequiredItemID9,RequiredItemAmount9,RequiredItemID10,RequiredItemAmount10
 	char* p;
 	int j;
 
@@ -17547,24 +17370,21 @@ static bool skill_parse_row_requiredb(char* split[], int columns, int current)
 	if( !idx ) // invalid skill id
 		return false;
 
-	skill_split_atoi(split[1],skill_db[idx].hp);
-	skill_split_atoi(split[2],skill_db[idx].mhp);
-	skill_split_atoi(split[3],skill_db[idx].sp);
-	skill_split_atoi(split[4],skill_db[idx].hp_rate);
-	skill_split_atoi(split[5],skill_db[idx].sp_rate);
-	skill_split_atoi(split[6],skill_db[idx].zeny);
+	skill->split_atoi(split[1],skill_db[idx].hp);
+	skill->split_atoi(split[2],skill_db[idx].mhp);
+	skill->split_atoi(split[3],skill_db[idx].sp);
+	skill->split_atoi(split[4],skill_db[idx].hp_rate);
+	skill->split_atoi(split[5],skill_db[idx].sp_rate);
+	skill->split_atoi(split[6],skill_db[idx].zeny);
 
     //Wich weapon type are required, see doc/item_db for types
 	p = split[7];
-	for( j = 0; j < 32; j++ )
-	{
+	for( j = 0; j < 32; j++ ) {
 		int l = atoi(p);
-		if( l == 99 ) // Any weapon
-		{
+		if( l == 99 ) { // Any weapon
 			skill_db[idx].weapon = 0;
 			break;
-		}
-		else
+		} else
 			skill_db[idx].weapon |= 1<<l;
 		p = strchr(p,':');
 		if(!p)
@@ -17574,22 +17394,19 @@ static bool skill_parse_row_requiredb(char* split[], int columns, int current)
 
 	//FIXME: document this
 	p = split[8];
-	for( j = 0; j < 32; j++ )
-	{
+	for( j = 0; j < 32; j++ ) {
 		int l = atoi(p);
-		if( l == 99 ) // Any ammo type
-		{
+		if( l == 99 ) { // Any ammo type
 			skill_db[idx].ammo = 0xFFFFFFFF;
 			break;
-		}
-		else if( l ) // 0 stands for no requirement
+		} else if( l ) // 0 stands for no requirement
 			skill_db[idx].ammo |= 1<<l;
 		p = strchr(p,':');
 		if( !p )
 			break;
 		p++;
 	}
-	skill_split_atoi(split[9],skill_db[idx].ammo_qty);
+	skill->split_atoi(split[9],skill_db[idx].ammo_qty);
 
 	if(      strcmpi(split[10],"hiding")              == 0 ) skill_db[idx].state = ST_HIDING;
 	else if( strcmpi(split[10],"cloaking")            == 0 ) skill_db[idx].state = ST_CLOAKING;
@@ -17619,7 +17436,7 @@ static bool skill_parse_row_requiredb(char* split[], int columns, int current)
 	 **/
 	else skill_db[idx].state = ST_NONE;
 
-	skill_split_atoi(split[11],skill_db[idx].spiritball);
+	skill->split_atoi(split[11],skill_db[idx].spiritball);
 	for( j = 0; j < MAX_SKILL_ITEM_REQUIRE; j++ ) {
 		skill_db[idx].itemid[j] = atoi(split[12+ 2*j]);
 		skill_db[idx].amount[j] = atoi(split[13+ 2*j]);
@@ -17628,41 +17445,41 @@ static bool skill_parse_row_requiredb(char* split[], int columns, int current)
 	return true;
 }
 
-static bool skill_parse_row_castdb(char* split[], int columns, int current)
-{// skill_id,CastingTime,AfterCastActDelay,AfterCastWalkDelay,Duration1,Duration2
+bool skill_parse_row_castdb(char* split[], int columns, int current) {
+// skill_id,CastingTime,AfterCastActDelay,AfterCastWalkDelay,Duration1,Duration2
 	uint16 skill_id = atoi(split[0]);
 	uint16 idx = skill->get_index(skill_id);
 	if( !idx ) // invalid skill id
 		return false;
 
-	skill_split_atoi(split[1],skill_db[idx].cast);
-	skill_split_atoi(split[2],skill_db[idx].delay);
-	skill_split_atoi(split[3],skill_db[idx].walkdelay);
-	skill_split_atoi(split[4],skill_db[idx].upkeep_time);
-	skill_split_atoi(split[5],skill_db[idx].upkeep_time2);
-	skill_split_atoi(split[6],skill_db[idx].cooldown);
+	skill->split_atoi(split[1],skill_db[idx].cast);
+	skill->split_atoi(split[2],skill_db[idx].delay);
+	skill->split_atoi(split[3],skill_db[idx].walkdelay);
+	skill->split_atoi(split[4],skill_db[idx].upkeep_time);
+	skill->split_atoi(split[5],skill_db[idx].upkeep_time2);
+	skill->split_atoi(split[6],skill_db[idx].cooldown);
 #ifdef RENEWAL_CAST
-	skill_split_atoi(split[7],skill_db[idx].fixed_cast);
+	skill->split_atoi(split[7],skill_db[idx].fixed_cast);
 #endif
 	return true;
 }
 
-static bool skill_parse_row_castnodexdb(char* split[], int columns, int current)
-{// Skill id,Cast,Delay (optional)
+bool skill_parse_row_castnodexdb(char* split[], int columns, int current) {
+// Skill id,Cast,Delay (optional)
 	uint16 skill_id = atoi(split[0]);
 	uint16 idx = skill->get_index(skill_id);
 	if( !idx ) // invalid skill id
 		return false;
 
-	skill_split_atoi(split[1],skill_db[idx].castnodex);
+	skill->split_atoi(split[1],skill_db[idx].castnodex);
 	if( split[2] ) // optional column
-		skill_split_atoi(split[2],skill_db[idx].delaynodex);
+		skill->split_atoi(split[2],skill_db[idx].delaynodex);
 
 	return true;
 }
 
-static bool skill_parse_row_nocastdb(char* split[], int columns, int current)
-{// skill_id,Flag
+bool skill_parse_row_nocastdb(char* split[], int columns, int current) {
+// skill_id,Flag
 	uint16 skill_id = atoi(split[0]);
 	uint16 idx = skill->get_index(skill_id);
 	if( !idx ) // invalid skill id
@@ -17673,8 +17490,8 @@ static bool skill_parse_row_nocastdb(char* split[], int columns, int current)
 	return true;
 }
 
-static bool skill_parse_row_unitdb(char* split[], int columns, int current)
-{// ID,unit ID,unit ID 2,layout,range,interval,target,flag
+bool skill_parse_row_unitdb(char* split[], int columns, int current) {
+// ID,unit ID,unit ID 2,layout,range,interval,target,flag
 	uint16 skill_id = atoi(split[0]);
 	uint16 idx = skill->get_index(skill_id);
 	if( !idx ) // invalid skill id
@@ -17682,8 +17499,8 @@ static bool skill_parse_row_unitdb(char* split[], int columns, int current)
 
 	skill_db[idx].unit_id[0] = strtol(split[1],NULL,16);
 	skill_db[idx].unit_id[1] = strtol(split[2],NULL,16);
-	skill_split_atoi(split[3],skill_db[idx].unit_layout_type);
-	skill_split_atoi(split[4],skill_db[idx].unit_range);
+	skill->split_atoi(split[3],skill_db[idx].unit_layout_type);
+	skill->split_atoi(split[4],skill_db[idx].unit_range);
 	skill_db[idx].unit_interval = atoi(split[5]);
 
 	if( strcmpi(split[6],"noenemy")==0 ) skill_db[idx].unit_target = BCT_NOENEMY;
@@ -17714,8 +17531,8 @@ static bool skill_parse_row_unitdb(char* split[], int columns, int current)
 	return true;
 }
 
-static bool skill_parse_row_producedb(char* split[], int columns, int current)
-{// ProduceItemID,ItemLV,RequireSkill,Requireskill_lv,MaterialID1,MaterialAmount1,......
+bool skill_parse_row_producedb(char* split[], int columns, int current) {
+// ProduceItemID,ItemLV,RequireSkill,Requireskill_lv,MaterialID1,MaterialAmount1,......
 	int x,y;
 
 	int i = atoi(split[0]);
@@ -17727,8 +17544,7 @@ static bool skill_parse_row_producedb(char* split[], int columns, int current)
 	skill_produce_db[current].req_skill = atoi(split[2]);
 	skill_produce_db[current].req_skill_lv = atoi(split[3]);
 
-	for( x = 4, y = 0; x+1 < columns && split[x] && split[x+1] && y < MAX_PRODUCE_RESOURCE; x += 2, y++ )
-	{
+	for( x = 4, y = 0; x+1 < columns && split[x] && split[x+1] && y < MAX_PRODUCE_RESOURCE; x += 2, y++ ) {
 		skill_produce_db[current].mat_id[y] = atoi(split[x]);
 		skill_produce_db[current].mat_amount[y] = atoi(split[x+1]);
 	}
@@ -17736,8 +17552,8 @@ static bool skill_parse_row_producedb(char* split[], int columns, int current)
 	return true;
 }
 
-static bool skill_parse_row_createarrowdb(char* split[], int columns, int current)
-{// SourceID,MakeID1,MakeAmount1,...,MakeID5,MakeAmount5
+bool skill_parse_row_createarrowdb(char* split[], int columns, int current) {
+// SourceID,MakeID1,MakeAmount1,...,MakeID5,MakeAmount5
 	int x,y;
 
 	int i = atoi(split[0]);
@@ -17746,16 +17562,15 @@ static bool skill_parse_row_createarrowdb(char* split[], int columns, int curren
 
 	skill_arrow_db[current].nameid = i;
 
-	for( x = 1, y = 0; x+1 < columns && split[x] && split[x+1] && y < MAX_ARROW_RESOURCE; x += 2, y++ )
-	{
+	for( x = 1, y = 0; x+1 < columns && split[x] && split[x+1] && y < MAX_ARROW_RESOURCE; x += 2, y++ ) {
 		skill_arrow_db[current].cre_id[y] = atoi(split[x]);
 		skill_arrow_db[current].cre_amount[y] = atoi(split[x+1]);
 	}
 
 	return true;
 }
-static bool skill_parse_row_spellbookdb(char* split[], int columns, int current)
-{// skill_id,PreservePoints
+bool skill_parse_row_spellbookdb(char* split[], int columns, int current) {
+// skill_id,PreservePoints
 
 	uint16 skill_id = atoi(split[0]);
 	int points = atoi(split[1]);
@@ -17767,8 +17582,7 @@ static bool skill_parse_row_spellbookdb(char* split[], int columns, int current)
 		ShowError("spellbook_db: Passive skills cannot be memorized (%d/%s)\n", skill_id, skill->get_name(skill_id));
 	if( points < 1 )
 		ShowError("spellbook_db: PreservePoints have to be 1 or above! (%d/%s)\n", skill_id, skill->get_name(skill_id));
-	else
-	{
+	else {
 		skill_spellbook_db[current].skill_id = skill_id;
 		skill_spellbook_db[current].point = points;
 		skill_spellbook_db[current].nameid = nameid;
@@ -17778,8 +17592,8 @@ static bool skill_parse_row_spellbookdb(char* split[], int columns, int current)
 
 	return false;
 }
-static bool skill_parse_row_improvisedb(char* split[], int columns, int current)
-{// SkillID,Rate
+bool skill_parse_row_improvisedb(char* split[], int columns, int current) {
+// SkillID,Rate
 	uint16 skill_id = atoi(split[0]);
 	short j = atoi(split[1]);
 
@@ -17803,17 +17617,15 @@ static bool skill_parse_row_improvisedb(char* split[], int columns, int current)
 
 	return true;
 }
-static bool skill_parse_row_magicmushroomdb(char* split[], int column, int current)
-{// SkillID
+bool skill_parse_row_magicmushroomdb(char* split[], int column, int current) {
+// SkillID
 	uint16 skill_id = atoi(split[0]);
 
-	if( !skill->get_index(skill_id) || !skill->get_max(skill_id) )
-	{
+	if( !skill->get_index(skill_id) || !skill->get_max(skill_id) ) {
 		ShowError("magicmushroom_db: Invalid skill ID %d\n", skill_id);
 		return false;
 	}
-	if ( !skill->get_inf(skill_id) )
-	{
+	if ( !skill->get_inf(skill_id) ) {
 		ShowError("magicmushroom_db: Passive skills cannot be casted (%d/%s)\n", skill_id, skill->get_name(skill_id));
 		return false;
 	}
@@ -17823,7 +17635,7 @@ static bool skill_parse_row_magicmushroomdb(char* split[], int column, int curre
 	return true;
 }
 
-static bool skill_parse_row_reproducedb(char* split[], int column, int current) {
+bool skill_parse_row_reproducedb(char* split[], int column, int current) {
 	uint16 skill_id = atoi(split[0]);
 	uint16 idx = skill->get_index(skill_id);
 	if( !idx )
@@ -17835,16 +17647,14 @@ static bool skill_parse_row_reproducedb(char* split[], int column, int current)
 }
 
 
-static bool skill_parse_row_abradb(char* split[], int columns, int current)
-{// skill_id,DummyName,RequiredHocusPocusLevel,Rate
+bool skill_parse_row_abradb(char* split[], int columns, int current) {
+// skill_id,DummyName,RequiredHocusPocusLevel,Rate
 	uint16 skill_id = atoi(split[0]);
-	if( !skill->get_index(skill_id) || !skill->get_max(skill_id) )
-	{
+	if( !skill->get_index(skill_id) || !skill->get_max(skill_id) ) {
 		ShowError("abra_db: Invalid skill ID %d\n", skill_id);
 		return false;
 	}
-	if ( !skill->get_inf(skill_id) )
-	{
+	if ( !skill->get_inf(skill_id) ) {
 		ShowError("abra_db: Passive skills cannot be casted (%d/%s)\n", skill_id, skill->get_name(skill_id));
 		return false;
 	}
@@ -17856,8 +17666,8 @@ static bool skill_parse_row_abradb(char* split[], int columns, int current)
 	return true;
 }
 
-static bool skill_parse_row_changematerialdb(char* split[], int columns, int current)
-{// ProductID,BaseRate,MakeAmount1,MakeAmountRate1...,MakeAmount5,MakeAmountRate5
+bool skill_parse_row_changematerialdb(char* split[], int columns, int current) {
+// ProductID,BaseRate,MakeAmount1,MakeAmountRate1...,MakeAmount5,MakeAmountRate5
 	uint16 skill_id = atoi(split[0]);
 	short j = atoi(split[1]);
 	int x,y;
@@ -17880,8 +17690,7 @@ static bool skill_parse_row_changematerialdb(char* split[], int columns, int cur
 	skill_changematerial_db[current].itemid = skill_id;
 	skill_changematerial_db[current].rate = j;
 
-	for( x = 2, y = 0; x+1 < columns && split[x] && split[x+1] && y < 5; x += 2, y++ )
-	{
+	for( x = 2, y = 0; x+1 < columns && split[x] && split[x+1] && y < 5; x += 2, y++ ) {
 		skill_changematerial_db[current].qty[y] = atoi(split[x]);
 		skill_changematerial_db[current].qty_rate[y] = atoi(split[x+1]);
 	}
@@ -17901,8 +17710,7 @@ static bool skill_parse_row_changematerialdb(char* split[], int columns, int cur
  * create_arrow_db.txt
  * abra_db.txt
  *------------------------------*/
-static void skill_readdb(void)
-{
+void skill_readdb(void) {
 	// init skill db structures
 	db_clear(skilldb_name2id);
 	memset(skill_db,0,sizeof(skill_db));
@@ -17918,36 +17726,36 @@ static void skill_readdb(void)
 	safestrncpy(skill_db[0].name, "UNKNOWN_SKILL", sizeof(skill_db[0].name));
 	safestrncpy(skill_db[0].desc, "Unknown Skill", sizeof(skill_db[0].desc));
 
-	sv_readdb(db_path, DBPATH"skill_db.txt"          , ',',  17, 17, MAX_SKILL_DB, skill_parse_row_skilldb);
-	sv_readdb(db_path, DBPATH"skill_require_db.txt"  , ',',  32, 32, MAX_SKILL_DB, skill_parse_row_requiredb);
+	sv_readdb(db_path, DBPATH"skill_db.txt"          , ',',  17, 17, MAX_SKILL_DB, skill->parse_row_skilldb);
+	sv_readdb(db_path, DBPATH"skill_require_db.txt"  , ',',  32, 32, MAX_SKILL_DB, skill->parse_row_requiredb);
 #ifdef RENEWAL_CAST
-	sv_readdb(db_path, "re/skill_cast_db.txt"     , ',',   8,  8, MAX_SKILL_DB, skill_parse_row_castdb);
+	sv_readdb(db_path, "re/skill_cast_db.txt"     , ',',   8,  8, MAX_SKILL_DB, skill->parse_row_castdb);
 #else
-	sv_readdb(db_path, "pre-re/skill_cast_db.txt"     , ',',   7,  7, MAX_SKILL_DB, skill_parse_row_castdb);
+	sv_readdb(db_path, "pre-re/skill_cast_db.txt"     , ',',   7,  7, MAX_SKILL_DB, skill->parse_row_castdb);
 #endif
-	sv_readdb(db_path, DBPATH"skill_castnodex_db.txt", ',',   2,  3, MAX_SKILL_DB, skill_parse_row_castnodexdb);
-	sv_readdb(db_path, DBPATH"skill_unit_db.txt"     , ',',   8,  8, MAX_SKILL_DB, skill_parse_row_unitdb);
+	sv_readdb(db_path, DBPATH"skill_castnodex_db.txt", ',',   2,  3, MAX_SKILL_DB, skill->parse_row_castnodexdb);
+	sv_readdb(db_path, DBPATH"skill_unit_db.txt"     , ',',   8,  8, MAX_SKILL_DB, skill->parse_row_unitdb);
 
-	sv_readdb(db_path, DBPATH"skill_nocast_db.txt"   , ',',   2,  2, MAX_SKILL_DB, skill_parse_row_nocastdb);
+	sv_readdb(db_path, DBPATH"skill_nocast_db.txt"   , ',',   2,  2, MAX_SKILL_DB, skill->parse_row_nocastdb);
 
-	skill_init_unit_layout();
-	sv_readdb(db_path, "produce_db.txt"        , ',',   4,  4+2*MAX_PRODUCE_RESOURCE, MAX_SKILL_PRODUCE_DB, skill_parse_row_producedb);
-	sv_readdb(db_path, "create_arrow_db.txt"   , ',', 1+2,  1+2*MAX_ARROW_RESOURCE, MAX_SKILL_ARROW_DB, skill_parse_row_createarrowdb);
-	sv_readdb(db_path, "abra_db.txt"           , ',',   4,  4, MAX_SKILL_ABRA_DB, skill_parse_row_abradb);
+	skill->init_unit_layout();
+	sv_readdb(db_path, "produce_db.txt"        , ',',   4,  4+2*MAX_PRODUCE_RESOURCE, MAX_SKILL_PRODUCE_DB, skill->parse_row_producedb);
+	sv_readdb(db_path, "create_arrow_db.txt"   , ',', 1+2,  1+2*MAX_ARROW_RESOURCE, MAX_SKILL_ARROW_DB, skill->parse_row_createarrowdb);
+	sv_readdb(db_path, "abra_db.txt"           , ',',   4,  4, MAX_SKILL_ABRA_DB, skill->parse_row_abradb);
 	//Warlock
-	sv_readdb(db_path, "spellbook_db.txt"      , ',',   3,  3, MAX_SKILL_SPELLBOOK_DB, skill_parse_row_spellbookdb);
+	sv_readdb(db_path, "spellbook_db.txt"      , ',',   3,  3, MAX_SKILL_SPELLBOOK_DB, skill->parse_row_spellbookdb);
 	//Guillotine Cross
-	sv_readdb(db_path, "magicmushroom_db.txt"  , ',',   1,  1, MAX_SKILL_MAGICMUSHROOM_DB, skill_parse_row_magicmushroomdb);
-	sv_readdb(db_path, "skill_reproduce_db.txt", ',',   1,  1, MAX_SKILL_DB, skill_parse_row_reproducedb);
-	sv_readdb(db_path, "skill_improvise_db.txt"      , ',',   2,  2, MAX_SKILL_IMPROVISE_DB, skill_parse_row_improvisedb);
-	sv_readdb(db_path, "skill_changematerial_db.txt"      , ',',   4,  4+2*5, MAX_SKILL_PRODUCE_DB, skill_parse_row_changematerialdb);
+	sv_readdb(db_path, "magicmushroom_db.txt"  , ',',   1,  1, MAX_SKILL_MAGICMUSHROOM_DB, skill->parse_row_magicmushroomdb);
+	sv_readdb(db_path, "skill_reproduce_db.txt", ',',   1,  1, MAX_SKILL_DB, skill->parse_row_reproducedb);
+	sv_readdb(db_path, "skill_improvise_db.txt"      , ',',   2,  2, MAX_SKILL_IMPROVISE_DB, skill->parse_row_improvisedb);
+	sv_readdb(db_path, "skill_changematerial_db.txt"      , ',',   4,  4+2*5, MAX_SKILL_PRODUCE_DB, skill->parse_row_changematerialdb);
 
 }
 
 void skill_reload (void) {
 	struct s_mapiterator *iter;
 	struct map_session_data *sd;
-	skill_readdb();
+	skill->read_db();
 	/* lets update all players skill tree : so that if any skill modes were changed they're properly updated */
 	iter = mapit_getallusers();
 	for( sd = (TBL_PC*)mapit_first(iter); mapit_exists(iter); sd = (TBL_PC*)mapit_next(iter) )
@@ -17962,7 +17770,7 @@ void skill_reload (void) {
 int do_init_skill (void)
 {
 	skilldb_name2id = strdb_alloc(DB_OPT_DUP_KEY|DB_OPT_RELEASE_DATA, 0);
-	skill_readdb();
+	skill->read_db();
 
 	group_db = idb_alloc(DB_OPT_BASE);
 	skillunit_db = idb_alloc(DB_OPT_BASE);
@@ -17971,13 +17779,13 @@ int do_init_skill (void)
 	skill_unit_ers = ers_new(sizeof(struct skill_unit_group),"skill.c::skill_unit_ers",ERS_OPT_NONE);
 	skill_timer_ers  = ers_new(sizeof(struct skill_timerskill),"skill.c::skill_timer_ers",ERS_OPT_NONE);
 
-	add_timer_func_list(skill_unit_timer,"skill_unit_timer");
+	add_timer_func_list(skill->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_func_list(skill->timerskill,"skill_timerskill");
+	add_timer_func_list(skill->blockpc_end, "skill_blockpc_end");
 
-	add_timer_interval(gettick()+SKILLUNITTIMER_INTERVAL,skill_unit_timer,0,0,SKILLUNITTIMER_INTERVAL);
+	add_timer_interval(gettick()+SKILLUNITTIMER_INTERVAL,skill->unit_timer,0,0,SKILLUNITTIMER_INTERVAL);
 
 	return 0;
 }
@@ -17999,6 +17807,7 @@ void skill_defaults(void) {
 	skill->init = do_init_skill;
 	skill->final = do_final_skill;
 	skill->reload = skill_reload;
+	skill->read_db = skill_readdb;
 	/* accesssors */
 	skill->get_index = skill_get_index;
 	skill->get_type = skill_get_type;
@@ -18037,9 +17846,14 @@ void skill_defaults(void) {
 	skill->get_unit_target = skill_get_unit_target;
 	skill->get_unit_interval = skill_get_unit_interval;
 	skill->get_unit_bl_target = skill_get_unit_bl_target;
+	skill->get_spiritball = skill_get_spiritball;
+	skill->get_unit_layout_type = skill_get_unit_layout_type;
+	skill->get_unit_range = skill_get_unit_range;
+	skill->get_cooldown = skill_get_cooldown;
 	skill->tree_get_max = skill_tree_get_max;
 	skill->get_name = skill_get_name;
 	skill->get_desc = skill_get_desc;
+	skill->chk = skill_chk;
 	skill->get_casttype = skill_get_casttype;	
 	skill->name2id = skill_name2id;
 	skill->isammotype = skill_isammotype;
@@ -18103,6 +17917,67 @@ void skill_defaults(void) {
 	skill->blockmerc_start = skill_blockmerc_start;
 	skill->attack = skill_attack;
 	skill->attack_area = skill_attack_area;
+	skill->area_sub = skill_area_sub;
+	skill->area_sub_count = skill_area_sub_count;
+	skill->check_unit_range = skill_check_unit_range;
+	skill->check_unit_range_sub = skill_check_unit_range_sub;
+	skill->check_unit_range2 = skill_check_unit_range2;
+	skill->check_unit_range2_sub = skill_check_unit_range2_sub;
+	skill->toggle_magicpower = skill_toggle_magicpower;
+	skill->magic_reflect = skill_magic_reflect;
+	skill->onskillusage = skill_onskillusage;
+	skill->cell_overlap = skill_cell_overlap;
+	skill->timerskill = skill_timerskill;
+	skill->trap_splash = skill_trap_splash;
+	skill->check_condition_mercenary = skill_check_condition_mercenary;
+	skill->locate_element_field = skill_locate_element_field;
+	skill->graffitiremover = skill_graffitiremover;
+	skill->activate_reverberation = skill_activate_reverbetion;
+	skill->dance_overlap = skill_dance_overlap;
+	skill->dance_overlap_sub = skill_dance_overlap_sub;
+	skill->get_unit_layout = skill_get_unit_layout;
+	skill->frostjoke_scream = skill_frostjoke_scream;
+	skill->greed = skill_greed;
+	skill->destroy_trap = skill_destroy_trap;
+	skill->icewall_block = skill_icewall_block;
+	skill->unitgrouptickset_search = skill_unitgrouptickset_search;
+	skill->dance_switch = skill_dance_switch;
+	skill->check_condition_char_sub = skill_check_condition_char_sub;
+	skill->check_condition_mob_master_sub = skill_check_condition_mob_master_sub;
+	skill->brandishspear_first = skill_brandishspear_first;
+	skill->brandishspear_dir = skill_brandishspear_dir;
+#ifdef RENEWAL_CAST
+	skill->get_fixed_cast = skill_get_fixed_cast;
+#endif
+	skill->sit_count = skill_sit_count;
+	skill->sit_in = skill_sit_in;
+	skill->sit_out = skill_sit_out;
+	skill->unitsetmapcell = skill_unitsetmapcell;
+	skill->unit_onplace_timer = skill_unit_onplace_timer;
+	skill->unit_effect = skill_unit_effect;
+	skill->unit_timer_sub_onplace = skill_unit_timer_sub_onplace;
+	skill->unit_move_sub = skill_unit_move_sub;
+	skill->blockpc_end = skill_blockpc_end;
+	skill->blockhomun_end = skill_blockhomun_end;
+	skill->blockmerc_end = skill_blockmerc_end;
+	skill->split_atoi = skill_split_atoi;
+	skill->unit_timer = skill_unit_timer;
+	skill->unit_timer_sub = skill_unit_timer_sub;
+	skill->init_unit_layout = skill_init_unit_layout;
+	skill->parse_row_skilldb = skill_parse_row_skilldb;
+	skill->parse_row_requiredb = skill_parse_row_requiredb;
+	skill->parse_row_castdb = skill_parse_row_castdb;
+	skill->parse_row_castnodexdb = skill_parse_row_castnodexdb;
+	skill->parse_row_unitdb = skill_parse_row_unitdb;
+	skill->parse_row_nocastdb = skill_parse_row_nocastdb;
+	skill->parse_row_producedb = skill_parse_row_producedb;
+	skill->parse_row_createarrowdb = skill_parse_row_createarrowdb;
+	skill->parse_row_abradb = skill_parse_row_abradb;
+	skill->parse_row_spellbookdb = skill_parse_row_spellbookdb;
+	skill->parse_row_magicmushroomdb = skill_parse_row_magicmushroomdb;
+	skill->parse_row_reproducedb = skill_parse_row_reproducedb;
+	skill->parse_row_improvisedb = skill_parse_row_improvisedb;
+	skill->parse_row_changematerialdb = skill_parse_row_changematerialdb;
 	skill->usave_add = skill_usave_add;
 	skill->usave_trigger = skill_usave_trigger;
 	skill->cooldown_load = skill_cooldown_load;
diff --git a/src/map/skill.h b/src/map/skill.h
index b55d32a4d..be5f0a54f 100644
--- a/src/map/skill.h
+++ b/src/map/skill.h
@@ -17,6 +17,7 @@ struct homun_data;
 struct skill_unit;
 struct skill_unit_group;
 struct status_change_entry;
+struct square;
 
 /**
  * Defines
@@ -1701,6 +1702,7 @@ struct skill_interface {
 	int (*init) (void);
 	int (*final) (void);
 	void (*reload) (void);
+	void (*read_db) (void);
 	/* accesssors */
 	int	(*get_index) ( uint16 skill_id );
 	int	(*get_type) ( uint16 skill_id );
@@ -1716,6 +1718,7 @@ struct skill_interface {
 	int	(*get_mhp) ( uint16 skill_id, uint16 skill_lv );
 	int	(*get_sp) ( uint16 skill_id, uint16 skill_lv );
 	int	(*get_state) (uint16 skill_id);
+	int	(*get_spiritball) (uint16 skill_id, uint16 skill_lv);
 	int	(*get_zeny) ( uint16 skill_id, uint16 skill_lv );
 	int	(*get_num) ( uint16 skill_id, uint16 skill_lv );
 	int	(*get_cast) ( uint16 skill_id, uint16 skill_lv );
@@ -1739,9 +1742,14 @@ struct skill_interface {
 	int	(*get_unit_target) ( uint16 skill_id );
 	int	(*get_unit_interval) ( uint16 skill_id );
 	int	(*get_unit_bl_target) ( uint16 skill_id );
+	int	(*get_unit_layout_type) ( uint16 skill_id ,uint16 skill_lv );
+	int	(*get_unit_range) ( uint16 skill_id, uint16 skill_lv );
+	int	(*get_cooldown) ( uint16 skill_id, uint16 skill_lv );
 	int	(*tree_get_max) ( uint16 skill_id, int b_class );
 	const char*	(*get_name) ( uint16 skill_id );
 	const char*	(*get_desc) ( uint16 skill_id );
+	/* check */
+	void (*chk) (int16* skill_id, uint16 skill_lv);
 	/* whether its CAST_GROUND, CAST_DAMAGE or CAST_NODAMAGE */
 	int (*get_casttype) (uint16 skill_id);
 	int (*name2id) (const char* name);
@@ -1780,7 +1788,6 @@ struct skill_interface {
 	int (*unit_move) (struct block_list *bl,unsigned int tick,int flag);
 	int (*unit_onleft) (uint16 skill_id, struct block_list *bl,unsigned int tick);
 	int (*unit_onout) (struct skill_unit *src, struct block_list *bl, unsigned int tick);
-	//ake
 	int (*unit_move_unit_group) ( struct skill_unit_group *group, int16 m,int16 dx,int16 dy);
 	int (*guildaura_sub) (struct map_session_data* sd, int id, int strvit, int agidex);
 	int (*sit) (struct map_session_data *sd, int type);
@@ -1807,6 +1814,67 @@ struct skill_interface {
 	int (*blockmerc_start) (struct mercenary_data*,uint16 skill_id,int);
 	int (*attack) ( int attack_type, struct block_list* src, struct block_list *dsrc,struct block_list *bl,uint16 skill_id,uint16 skill_lv,unsigned int tick,int flag );
 	int (*attack_area) (struct block_list *bl,va_list ap);
+	int (*area_sub) (struct block_list *bl, va_list ap);
+	int (*area_sub_count) (struct block_list *src, struct block_list *target, uint16 skill_id, uint16 skill_lv, unsigned int tick, int flag);
+	int (*check_unit_range) (struct block_list *bl, int x, int y, uint16 skill_id, uint16 skill_lv);
+	int (*check_unit_range_sub) (struct block_list *bl, va_list ap);
+	int (*check_unit_range2) (struct block_list *bl, int x, int y, uint16 skill_id, uint16 skill_lv);
+	int (*check_unit_range2_sub) (struct block_list *bl, va_list ap);
+	void (*toggle_magicpower) (struct block_list *bl, uint16 skill_id);
+	int (*magic_reflect) (struct block_list* src, struct block_list* bl, int type);
+	int (*onskillusage) (struct map_session_data *sd, struct block_list *bl, uint16 skill_id, unsigned int tick);
+	int (*cell_overlap) (struct block_list *bl, va_list ap);
+	int (*timerskill) (int tid, unsigned int tick, int id, intptr_t data);
+	int (*trap_splash) (struct block_list *bl, va_list ap);
+	int (*check_condition_mercenary) (struct block_list *bl, int skill_id, int lv, int type);
+	struct skill_unit_group *(*locate_element_field) (struct block_list *bl);
+	int (*graffitiremover) (struct block_list *bl, va_list ap);
+	int (*activate_reverberation) ( struct block_list *bl, va_list ap);
+	int (*dance_overlap_sub) (struct block_list* bl, va_list ap);
+	int (*dance_overlap) (struct skill_unit* unit, int flag);
+	struct s_skill_unit_layout *(*get_unit_layout) (uint16 skill_id, uint16 skill_lv, struct block_list* src, int x, int y);
+	int (*frostjoke_scream) (struct block_list *bl, va_list ap);
+	int (*greed) (struct block_list *bl, va_list ap);
+	int (*destroy_trap) ( struct block_list *bl, va_list ap );
+	int (*icewall_block) (struct block_list *bl,va_list ap);
+	struct skill_unit_group_tickset *(*unitgrouptickset_search) (struct block_list *bl, struct skill_unit_group *group, int tick);
+	bool (*dance_switch) (struct skill_unit* unit, int flag);
+	int (*check_condition_char_sub) (struct block_list *bl, va_list ap);
+	int (*check_condition_mob_master_sub) (struct block_list *bl, va_list ap);
+	void (*brandishspear_first) (struct square *tc, uint8 dir, int16 x, int16 y);
+	void (*brandishspear_dir) (struct square* tc, uint8 dir, int are);
+#ifdef RENEWAL_CAST
+	int	(*get_fixed_cast) ( uint16 skill_id ,uint16 skill_lv );
+#endif
+	int (*sit_count) (struct block_list *bl, va_list ap);
+	int (*sit_in) (struct block_list *bl, va_list ap);
+	int (*sit_out) (struct block_list *bl, va_list ap);
+	void (*unitsetmapcell) (struct skill_unit *src, uint16 skill_id, uint16 skill_lv, cell_t cell, bool flag);
+	int (*unit_onplace_timer) (struct skill_unit *src, struct block_list *bl, unsigned int tick);
+	int (*unit_effect) (struct block_list* bl, va_list ap);
+	int (*unit_timer_sub_onplace) (struct block_list* bl, va_list ap);
+	int (*unit_move_sub) (struct block_list* bl, va_list ap);
+	int (*blockpc_end) (int tid, unsigned int tick, int id, intptr_t data);
+	int (*blockhomun_end) (int tid, unsigned int tick, int id, intptr_t data);
+	int (*blockmerc_end) (int tid, unsigned int tick, int id, intptr_t data);
+	int (*split_atoi) (char *str, int *val);
+	int (*unit_timer) (int tid, unsigned int tick, int id, intptr_t data);
+	int (*unit_timer_sub) (DBKey key, DBData *data, va_list ap);
+	void (*init_unit_layout) (void);
+	bool (*parse_row_skilldb) (char* split[], int columns, int current);
+	bool (*parse_row_requiredb) (char* split[], int columns, int current);
+	bool (*parse_row_castdb) (char* split[], int columns, int current);
+	bool (*parse_row_castnodexdb) (char* split[], int columns, int current);
+	bool (*parse_row_unitdb) (char* split[], int columns, int current);
+	bool (*parse_row_nocastdb) (char* split[], int columns, int current);
+	bool (*parse_row_producedb) (char* split[], int columns, int current);
+	bool (*parse_row_createarrowdb) (char* split[], int columns, int current);
+	bool (*parse_row_abradb) (char* split[], int columns, int current);
+	bool (*parse_row_spellbookdb) (char* split[], int columns, int current);
+	bool (*parse_row_magicmushroomdb) (char* split[], int column, int current);
+	bool (*parse_row_reproducedb) (char* split[], int column, int current);
+	bool (*parse_row_improvisedb) (char* split[], int columns, int current);
+	bool (*parse_row_changematerialdb) (char* split[], int columns, int current);
 	/* save new unit skill */
 	void (*usave_add) (struct map_session_data * sd, uint16 skill_id, uint16 skill_lv);
 	/* trigger saved unit skills */
-- 
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