summaryrefslogblamecommitdiff
path: root/src/map/skill.c
blob: 8420f0ac550c48cb9a5251b0e71e4572d3c1d345 (plain) (tree)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
                                                      














                   
                   







                   
                  
                  
                    
                  





                                   
                        
                                                 
 
                                            














































































































                                                                  

                                                                      



















                                                                



                                                          























                                                       
                                                 






















































































































































































































































                                                                          

                                              




































                                                             
                                                       













                                                      
            


















                                                               



































                                                                                                                                       





                                                                                                                
 

                                                               



                                                                                        

 
                  
                                                                                                                    


                                                                                                                                
                                                                





                                                            


                                                                                                                           

                                            



                                                        
                            
                           

                                                                             


                                                           
 







                                            

                                                                  

                                            
                                                                                                
                         
                                                                    
                         
                                                                    
                         
                                                        
                         
                                                                                                  
                         









                                                           











                                                





                                                                                                           
 


                                                              
 














                                                                         

 














                                          























                                                                                                                                     
                 






                                                             





                                                                                              
                                                                                              
 





                                                                         

         





                                                                       
                   




                                                 
                    



                                                   



                                                             









                                                                                                                     

                                                                                      
                                                                                   
                                                                        
                         




                                                                                                                  
                         




                                                                                                                        
                 




                                                                       
                                                                                                                      





                                                                 
                                                                                                           







                                                                
                                                                                                         

                      







                                                                                   


                                                         
                                                                                                           



                                                             








                                                                                                                                       



                                                           
                                                                               

                                                          
                                                                
                                                                                                                           





                                                                
                                                                                                         




                                                                                     
                                                



                                                                
                                                                                                          


                                                    
                                                                                                          



                                                    
                                                                                                         



                                                           
                                                                                                          


                                                            
                                                            
                 


                                                                                                                                                                   


                      

                                                             
                                                                                                             

                      

                                                                  
                                                                                                         



                                                                
                                                                                                         
                                                                
                                                                                                          


                                                               
                                                                                                           



                                                                
                                                                                                         



                                                    
                                                                                                          





                                            
                                                                                                                        




                                                                
                                                                                                                        
                                     
                                                                                                    


                                           
                                                                                                                        



                                           
                                                                                                                        












                                                                                             
                                                                                                         


                                           
                                                                                                          




                                                             
                                                                     

                                                                                            
                 



                                                                  
                                                                                                         


                                                         
                                                                                                                

                                                          
                                                                     
                                                                                                          


                                                                              

                                                                                                                                              
                                                                                                                                         



                                                                             
                                                               
                                                                                                                                 


                                                               





                                                                                
                                                                                         
                         



                                                                                                       
                                                                                                         
                                                                
                                                                                                          


                                                                  
                                                                                                                           
                      
                                                                     

                                                        
                                                                                                      
                      

         
                                                                                                                




                                                
















                                                                
                         














                                                                                                                                                     


                                       
















                                                                 
                         














                                                                                                                                                      

                                 
                                                                                                    




                                                                                                                                      











                                                                             
                                       









                                         
                                                     
                                       
                                             
                                       
                                             
                                         
                                               

                       








                                                                           














































                                                                                                                                 






                                                   

















                                                                                                                                      


















                                                                                   


                                      
                              
 
                                                 
 




                             
                                         







                                                                                                                      
                                                                                                                                       


                                                                                                                 
                                                                                   





























                                                                                                                                            
















                                                                                                                                       





                                                                                                                    
                                                                                                    













                                                                 
                                                                                     









                                                                                      

                                                                                                                   


                                                                                                                                               
                                                                                                                          






                                                                                   

                                                                                             






                                                                                                                                                      
                                                                                                                   






                                                                                   

                                                                                              


                                                                                                                          
                                                                                                                 






                                                                                   

                                                                                              



                                                                                                                                                  
                                                                                                                  

















































                                                                                                                                      


                                                                                                          

                                                                                         

                                                                                                                                             
                                                                     


                                                                                                                                 
                                                                                    
                 
                      


                                  


                                                                              


                                                                                                                                              


                                                                               









                                                              





                                                                              

                                                                                                             




                                                                                              
                                                                                                                                                                 

                                                                             


                                                                                            
                                                                   
                                                                                                  
                                                                           


                                                                             








                                                                                                                  




                                                                                                 








































                                                                                                                           



                                                           

         





                                                                               



                                                                                                                         
                                                        













































                                                                                                    

                            











                                                       
                                 
                                       
 

                                                           
                                 

                                                                    
                                 

                                                                                                 
                                 

                                            
                                 






                                                                                     



                 
                                                                     

                  





                                                                                                                
 



                                                                             






                                                                          

                    










                                                                         



                                                    




                 
                                                                                              
 
                               















                                                                                                                                 
         
 








                                                                 



                 



































                                                                            





                                                                                                                             




                                       




















                                                                          




































                                                                         



                                       



























                                                                                                                           
                                                    




                                                                       
                                                                                          













                                                                                                                              
                                                    




                                                                       
                                                                                          
















                                                                                                                              
                                                                                 



                                                                                                          






                                                                                                                                           






                                                                                                                        
                                      















































                                                                                                                                    
                                                       































































                                                                                                             



                                              



                                                                                             
                                                       



























                                                                                                                               
                                           
                                                                

              





                                                                                              
                                                 
 







                                                  
                                                                                    





                                                                         
 








                                                                    
                                                                    


                                                        
                                                          




































                                                               
                              



                             



                                                          
                                                 
                                                    
                                                                          
                                                                   
                                                                            
                                                                 
                                                    
                          

                                                                             
 





                                                                                             
                                                                          




                                                                                                                                                              

                      


                                                                             
                                                                                                             
                    
                                                                                                                 






                                                                                     
                                                     

                      





                                                                           
                                                                                
                                                                                     
                                                                        
                                                                       




                                                                           
 

                                                          
                                                                                           

                                                                                             
                                                                                        
                                                                             
                                                                                                   





                                                                                             
                                                     
                                                                                           







                                                                             
                                                                                                                           
                                                                     

                                             


                                                 
                                                                                
 








                                                                                                                              
                         
                                                                        
                                                                       



                                                    
                                                                                
                                                                                     
                                                                        
                                                                       


                                            



                                                                             









                                                                                         

                                                  
                                                                                






























                                                                                                                
                                                               


                                                                                     
                                                                
                                                                        
                                                                       



                                                          


                                                            



                                                       
                                                                                       
                                                                                
                         
                        
                                   







                                                      
                         
 









                                                                                  



                                                                       
                                                           

                                                                   










                                                                               

                                                                                   







                                                                                               
                        
                                                                                                                  


                                                                                               

















                                                                                          




                                                                                   























                                                                                           
                         




                                                                     
                                                                                                          








                                                                                    


                                                                      
                                                                


                                                                    

                                                                      

                                                                  
                                                              
                                                                            
                      
 

                                                                            










                                                                            


                                                             
                                                                    





                                                                                    
                                                              











                                                                                                            

                                             
                                                  






















                                                                                                    
                         








                                                                                      
                                                         


                                                                                    


                      


                                                       
                                                                                      






                                                              
                                                                 






                                                                                  
                         







                                                                              

                                                                    
                                                                             
                                                                              
                                                                                                                                                    

                      






















                                                                                                                         
                                                                    












                                                                              







                                                                                                  
                                                                                                          


                                                                                                     
                                                                             
                                         
                                 



                                                                                                   



                                                                    
                         

                                                                                                


                      















                                                                                                                
                                                                      


























                                                                                                                               







                                                              

















                                                                                                       
                                                          




                                                                                                                
                                                                











                                                                                                                                 




                                            
                                   





                                                                     





                                                                                              
                                                                 
 







                                                  

                                   

                                                  




                                                                    
         






                                                                    
                                        
                         
                                                         
                         
 








                                                                 
 


                                                                           
                                                                              
                                                                                                
                                                                 


                                                                                                                                                                                                                
 





























































                                                                                                                                                           
                                                                                                          
                                                                      
                                                                                                                                




                            
                                                                                      
                                                                                                                   
                                                                                      

                                                                  
                                                                                                                  













                                                                                             
                                                                               



                                                                                                               
                                                                   
                                                            
                                                                                                                                        



                            
                                                                                     
                                                                                                           


                                                            

                                                                     








                                                                                                                                                       
                      
















                                                                                                       
                                                                  





































                                                                                                 
                                                            




                                                              

                                                                             












                                                                  


                                                                                                        
                                                                                                                                 





                                                                      

                                                                                

                                                                 
 


                                                       
                                                                              



                                                                

                                                                                          

                                                                                                                           
                                 

                                                                                                

                                                                       
                                 




                                                                        

                                                                              
                 





                                                                                                         
                                     







                                                                                                                                     
                                                                               
                                                                        



                                                                              
                                                                                                                                    
                                                                

                                                                                 

                                                                                                            




                                                    
                                                                                                                                 









                                                                                                       
                                                                                                                         




                                                                                                       
                                                                                                                         







                                                            
                                                        






                                                          
                                                      






                                                           
                          
                                                   
                                                                      
                                                              
                                                                                                                         
                      

                                                              
                                                                                                                         

                                                                 
                      
 

                                         
                                                                                



                                                                      
                                                                                     
                                    
                                                                      


                         
 











                                                                                                                         
                                                                                                                         
                      
 



                                                              
                                                                                                                         
                      

                                                              
                                                                                                                         
                                                        
                      
 


                                                              
 



                                                                      

                                                                                                                                 



                                                                                                
 

                                                        
                                                                               

                                                     
                                                                                                                                                                 





                                                                      
                                                                                                                                 








                                                                                                                         
                                                                           
                                                                                            
                                                                          
                                                               
                                                                          

                         
                                   

                                                                             
                                                                                    
                                                                    
                                                            






                                                             
                                                                                                




                                                                                 
                                                                                                                   


                                                                                                                
                                                                                     
















                                                                                       
                                                                                                                      

















                                                                                       
                                                                                                                          


                                      

                                                                                                 





                                                                                      
                                                                                       
                                                                                      
                                 
                         
                                                         

                                                                                                     
                                                             


                                                        



                                                                     


























                                                                              





                                                                                                
                      




                                                                                                        
                                                                                                         




                                                                



                                                                   
                                                                           

                      







                                                                   



























































                                                                                                               
                                                                                                                                














                                                                           
                                                                                                                                               















                                                                           
                                                                                




                                                                      
                                                                                                                   

                                                      
                                                                      





                                                          
                                                                                

                                                                 
                                                               
                                              
                                                              

                                              
                                                                                                           




                                                         
                                                                                
                                                               
                                                                 
                                                               
                                              
                                                              

                                              
                                                                                                           
                                                   




                                                                  
                                                                                

                                                                 

                                                               
                                                              

                                              
                                                                                                           





















                                                                          
                                                                              




                                                                       
                 






                                                                                                    


                      



                                                                       
                                                                                                                                



                                                              
                                                                                

















                                                                                     
                                                                   







                                                                             
                                                                                    



                                                                              
                                                                



                                                                  
                 
                                                                               

                                                                                    
                                                                           





                                                                                                               
                                                                       
                                                                  


                                                                        

                                                                                                                                 












                                                                                                    
                 








                                                              
                                                                  
                              




                                                                                                               




                                                              

                                                               




                                                                      
                                                                         
                                      


                                                               
                                                               
                                                                                                                       



                                                                                                                          























                                                                                 
                        
                                        
                                                                                                          


                                                                    
                           
                                                  
                 
































































                                                                                                          



                                                                        




                                                     



                                                       
                                                       
                                      

                                                   
                                                       
                                      

                                                  
                                                      
                                      

                                                 
                                                     

                                      
                                                       
                                         
                 
 
                                                                                              
                              

                                                              
 
                                                                     







                                                       
                                                                                                                    
                                                                  
                                              

                                 

                                               
                 

                                                                         
                                                                         
                      
         




































                                                                                                                               
 





                                                                


















                                                                                                                                   
                                                                                             


                                                                                                                                            
                                                                                                                                                    




                                                                                                                                                               
                                                                                                



                                                                                                                    
                                                                                                                                                               
                                                                                                






                                                                                                                     
                                                                                















                                                                                                    
                          
                         

                        
                                                                             
                                                                                
                                                                      
                                                                  
                                                                 
                                                                                                                                 

                      
 


                                                                


                                                                                                               





                                                                                                                       
                                                           



























                                                                                       
                                                                               































































                                                                                                       
                                                                                                                         





























                                                                                                      
                                                                                             


























                                                                                          
                                                                                                





                                                                                                       
                                                                                                                         






                                                                         
                                                                                                            
                                                
                                                                                            
                                                    





                                                                                          
                                                               


                                                                                                               
                                                                                     


                                                                    
                                                                     









                                                             
                                                                                                                              







                                                                                                        
                                                                                                         













                                                                      
                      
                                                                                                                              




                                
                                                                                        



                                                                 
                                                                                            





                                                              


                                                              

                                                                         
                      
 

                                                              

                                                                         
                      
 

                                                              

                                                                         
                      
 

                                                              






                                                                                                             

                      


















                                                                                           

                                                                 
                                                       

                                         

                                                                                                                     
                                                       
                                         
                         





























                                                                                                                  






                                                                                                                                                               












                                                                                                                                                                                        
 



                                                                                                       
                                                                                      










                                                                                                 





                                                                                                               





















                                                                                                      
 
                                                                 

                                                                                                        
                                 
                 
                                                              
                                                                                                                                        
                      
 

                                                        
                                                                               

                                                     
                                                                                                                                                                 





                                                                      
                                                                                                                                 








                                                                                                                         
                                                                           
                                                                                            
                                                                          
                                                               
                                                                          




                                                                             
                                                                                    




                                                                            









                                                                                                                          
                                                                    
                                                                       
                                                                       










                                                                                        
                                                                    






                                                                          






                                                  


                                           
                                                      
                                                                                                                                                                                         
                                                                              
                                            
                                                                                                  






                                                                          


                         



                                         
                                                                                



                                                                                        

                                                                                                    


                         
 












                                                                                                          


                                                                                 
                                                                         
                            
                                                                                                                       


                                                                       

                                    
                            

                                               







                                                                                                 
                                                                                                           

                                 






                                                                                                            
                                                                          
                         

                      
                             

                                               







                                                                                                 
                                                                                                           

                                 






                                                                                                            
                                                                          
                         

                      
                        

                                               








                                                                                                 

                                                                       


                                                                                                                                          

                                 






                                                                                                            
                                                                          
                         
                 
                      
                              
                 

                                                               
                                  
                                               
                                                 


                                                                                                            



                                                                
                                                                                           



                                                                                                       



                                                                                               
                                                                                              
                                                                                                                      
                                                                          


                                                                                                                 
                                                                          

                         
                      
 















































                                                                                                       
                                                                       








                                                                                                                                   
                                                                                       





















                                                                                     
                                                                                                             











                                                             
                                                                









































                                                                                                                                    
                                                                                                                                                                                                    














                                                                                                               


                                                

                                                                 
 




                                                                  
                                   



                                                                   

                                                         


























                                                                              
                                              



                                                             
                                                                   
                                                                            









                                                                       

                                                                            
                                                                    




                                                                          
                                                                    















                                                                             
 
















                                                                                  
                                        











                                                                          
                                                                                                 





























                                                                                                                          

                                                                         


                                                 
                                                        

                                                                          

                                            
















                                                                                                                                   
                         


                                                                                                                                 












                                                                              
                                                        





                                                                                                                           




                                 



                                                                                                                
                                                                        



                                                                 

                                                                                            
                                                                 
                                                                                   


                                                                         
                                                                                          
                                                                           



                                 
















                                                                                  

                                     



                                               
                         
































                                                                                         
                                                 


                                                       



                                                         






























                                                                                                                        
                                                                        















                                                                                                                 



                                            
                                      
                          


                            









                                                                  
                                                                                    
 


                                                                       
                               
                      
                                                                      

                                                                
                               


                                                                  


                                   
                              


                                                                    
                                   
                                                 
                                


                                                                    
                           
                                   
                               
                                
                                

                      

                                                                 


                                                                      


                                                                    
                                                    
                                                     
                      
                                                                             


                                   
                                                    





                                                                                                                        


                                                          

                                                                                                     

                                                             

                                                              

                                                                                                     
                                              
                      
                                                              

                                                                                                     
                                                             
                                                        

                                                                

                                                                                              

                                                             

                                                                    
                                      
                                                                                                     

                                                           

                                                             

                                                                                                     
                                              

                                                                  

                                                                                                     
                                              

                                                        

                                                                                                     
                                              
                      
 
                                                   
                                                                       
                      
 

                                                              
                      
         
 

                                                                                            


                           
                         

                                  

                                   
                                                       





                                                                       
                                     
                                        



                                                                         
                                                                      
                                         
                              
                                                                   



                                                                 










                                                                                                          
                                                                    


                                              
                                                            









                                                                              
 
                                                    


                                                                                    

                 
        










                                                                                      
                                 
                                      
                 


                            


                                                                                



                                                 


                                                    
 
                                                                

                         

                                                                             
                         
 





                                                                                   
 


















                                                                                                                  
 






                                                                                                      
 







                                                                                          
                 
                                                                      
                                                                      

                      

















                                                  










                                                                                            
 












                                                                                                             





                                                                                            
                 


                                                                                       

                      



                                                                                    
                      




                                                                                                             
 























































































                                                                                                                     

                                           



                                                                                       



                                                                                      



                                                                                                                  











                                                                                 
                        



























                                                                                      










                                                                                                                                



                                                       
                                                   






                                                                      
                                                                 
                                        

                                          


                      
                                          

                                                                                                                            
                      
 




                                                                                                      


                                                                      







                                                                        

                        



                                                                   


                                                   



                                                                                                           




                                                                                                                                
                                                   
                                                       

                                                  
                                                       







                                                                                                        
                                        

                                          


                      




                                                                                                             
 






















                                                                                                  

                                      



                                      

                                                    
 

                                                                                


                            

                                                
                                          






                                                                                         

                      




                                                                


                                                                
         


                                          

                                                

                                        






                                                                              






                                                  

                                             

                                                                                                         
 





                                                                             











                                                                                                   

                                               

                                                                        
                                                                      

                                                                  
                 
 




                                                                                                           
 

                 
 
                                            

                                                 

                                            
                                                       
 



                                       
 
                           



                                                           
 
                                                

                         
                                           

                         
                                          
 






                                                                                       
         
 

                 
 






                                                                










                                                                                                  
                                                               
















                                                                                
                                                                


































































                                                                                  
                             











                                             

                                          



                                          








                                                                                                         
         
                             









                                             
                                          
                                        
                                          


                                          


                                                                        
                                                                                                                  




                                                     
         




















                                                                                                                
                                                                























































                                                                                                                         
                                                      





                                                                                                                          
                                                        


                                                                     
                                                                                              













                                                                                                        

                                                          
































                                                                          
                                                      
 





                                                                                                                          
                                                        

                             

                                                                 

                                                                     
                                                                                              

                                                                                                         
                                             













                                                                                      

                                                                                       







                                                                                    
                                                                                                                                                  
























                                                                                 
                                                          











                                                                              
                           






















                                                                                            

                                                                 












                                                                             
                         





                                                                                                     
                                                            
                                                              
                 



                             

                                                          






































































                                                                                        



                                                                               










                                                                                                      
                                                                                                                                

















































                                                                                                                                                                                                                                                                                                     

                                                                                                 
                                                                                     










                                                                                                                                                                              
                                     
















                                                                                                                  







                                                     
                                             




                                              








                                                      










































































                                                                                                


                                                                                                                                                                                                                                 




















                                                                                                                                              
                                                                                                                                  















                                                                                                                          
                                                                  

                                                           














                                                                                       
                                       

                                          





                                                                                               

                                                                



























                                                                   
                                           

                                         
                         
                     



                                                    
                                                        

                                    
                
                                                                





                                    
                                         



                                              


                                                                   
                                                                  
 

                         
                 
                                                         
                                                                           
                                                                                                                                            

                                                              

         



                                                                                       









                                                     
                                           


                             

                           

                                                                  





                                    
                                         
 
                

                                                                     


                                                                              
                                                                


                                                                                               
                                                                                                                     
 
                                                                                 
                                                                                                                    
                                                                                                                                   
 



                                                                                            


                        


                                                                                                 



























                                                                           
 

                                                    
 




                                                         
                    


                                                                                  





                                                              





                                                                                                 



                                                              








                                                                                                                                                                    
                                                                                                         





                                                                                                           










                                                                                                                






                                                                                                                                   

















                                                                              
 



                              



                                                 
                                                                            


                                                              

                                                                  
                 
                      



































                                                                                      





                                                            
                                                                        

                                                                                                         
                                

                                                           



                                                                                                         



                                         










                                                                                       
                                                                       





                                                                                     

                                                                     


                                                         
                                                                                     


                                                                                 
                                                                                                                                        
















                                                                                                               
                                                    



                                                     





                                                                                                        















                                                                                                                                                       
                                                                           


                                                                                                     

                                                                                                                                                       
                                                                                                                                                                 
                                         



                                                                    
                                                                                

                                                                        

                      
                                                      
                 
                                                      



                                                                                                         
                                                                                                                  



                                                                    
                                                              







                                                                                                                   

                      



                              
                                                      
                      





                                                                        
                                                                    









                                                                                                                                
                                                                                           

                                      
                                                                                                     
















                                                                                                                               
                                                          















                                                                                            



















                                                              

                                                    


                                                                                                                           
                         












                                                              
                                                           
                                                              
 






                                                                                                           
                 




                               











                                                  









                                                                                                         
                                 

                                                            



                                                                                                         



                                         















                                                                                                                                            
                                                                    














                                                                                                 
                                                          














                                                                                             


                                                                    











































                                                                                                      
                 


































































































































































































                                                                                                                                                     
                                           
 
                                           



                                                            
                                                                            
















                                                                                           
                                                         








































                                                                                           
                                                                                                                
































































                                                                                               
                                                                                 










                                                                     
                         





























                                                                      
                                                         
                                                                              




                                                                                      

                                                                                      
                                                                   


                 
 




























                                                                                        






                                                             
                               


                                  




                                                                                                       
                                                          




                                            















                                                            


















                                                        

                                                                 
















                                                                             
                          


                           







                                                   
 
                             




































































                                                                                                                       

                                                         



























































                                                                                                                              




                                            
                                                                
 
                                      
 

                                                       

                                                                                                      
                                                      
                                                                                              
                                                     
                                                                                                          
                                                          
                                                                                                  
                                                        
                                                                                                            
                                                            
                                                                                                              
                                                          




                                                   
                                               
 
                                           

                                                                           

                    

                           
                                                                                                         
                         
                                                                              
                         




                                                        
                                                
                                                                               


                              

                
                                                                                    
                                                               
                 
                                                                      
                                                            
                                               


                 
                                                                 
                                                            
                                               
                 



                   






                                                                              








                                                         
                        

                         

                                                         
 
                                                              















                                                                                                                                                
                                                                                                  



                                                                                                  
                                                                                                                               

                                                                                                                                          
                                                                                                          
                                 

                         






                                                                                                                
                                                                         
         


























                                                                                     
 

                                                           
 


                    






                                            








                                             






                                                                      

                                                           














                                                             
                                                 


                                                                    



                                                        

                                  





































                                                                             

                                                 

                                                 
                                                      






                                                                                  




                              
                                                    




                                                                             
                                                                                                                  




                                                                                              


















                                                      
                                            

                                                                                
                                                             



                                                                                                        
                 
         











                                                               
                                                             




















                                                                  
                                     

                                                          
                                                  

                                                          

                         













                                                                             
                                                                      
 

                                             

                           

                                
 




                                                                     
                         
 

                                                              
            
                                         



                                                      
                                       
                                                                                  
                            






                                                                                                 

                                                   
 
                       
                           



                                            




                                                                     

                                       



                           

                                              
 



                                                
 
                                          
 

                                                                    
 
                                               
 
















                                                             



                                     
                          
 
                              
                            
 









                                                                                   

                 








                                                                                        
                          
                                                                                                    
                                       


























                                                                                                                                        
                                                            
                                 












                                                                                        































                                                                             

                                                            
                                                          
                                       

                                  


                           


                                                             
 
                                                        

                         

                                          
                         
 
                                               

                         

                                                     
            
                                                   







                                            
                                                                     
 
                           
 
                           

                         

                                                                             
 









                                                                                    





                                 
                              



                                 
 


                                                                                          

                         
                                                                

















                                                                                        
                         










































                                                                                        

                                 





                                                                                  

                 
                      




























                                                                                 
                                                                                     











                                                                                                                  
                                            










                                                                                            
                                                                                        












































                                                                             
                                            























                                                                                           
                                                          
                                                                  
                                                                          
                                                                                             
                                                                    
 
                                                                            


                                                                                                                                                                                                                               
                                                                                       
                                 
                                                         
                                                 
                                                                 
                                                                                         
                                                              
                                                                                      
                                                               
                                                                                       
                                                                       
                                                                                      
                                                                  

                                                                                                                           
                                                                        
                                                                                                
                        
                                         
                                                                                                                                                                        
                            
                                                                                                                                                                        
                 


                                                                          




                                                                        




                                                                                                                                                                                                    
         
                                                          


                                      





















                                                                                                                    

                                                                   
 

                                                          
                                                                                   


                                                                                    
                                                                                         





                                                                                         





                                                                                                  
                

                                                                   
 

                                                          
                                                                                       



                                                                                    
                                                                                                  







                                                                                            

















































                                                                                                                














































































































































































































                                                                                             























                                                                    
                                

                                                
                                                   



                                           

                                                                     
                                               


                                             
                                                             




                                               
                                                           















                                                         
                                                                  

                   
                                                                                         
                               






                                                               
                                

                                                
                                                   



                                           

                                                                     
                                               

                                 










                                                               




                                                                



                                        















                                                                                                             
                                                                  





















                                                      
                                                                                                 
                               







                                                            
                                


                                                                          
                                                  



                                         

                                                                     
                                               

                                 







                                                                                              
 












                                                            
 




















                                                                                             

                   
                                                                                              
                               
                                 












                                                              
                                                                  



                                                        
                                                                                       
                                                        

                                         
                                          




                                                                     
                                                                                                 







                                                                                   
                                                                                                                                 
                                       














                                                              
                                                   
                                                















                                                                         
                                                                                                                                      
                               












                                                      
                                                   
                                                












                                                       
                                                                                                                              
                               






                                                                 
                                

                                                
                                              
                                                  
                                                
                                 
                                 

                                                                     
                                               
                                 
 
                                                                 

                                 
                                                                  

                   
                                                                                                   
                               
 










                                                              
                                                  
                                                

                                 

                                                                     
                                               




                                                  
                                                                                            
                               
 


                 








                                                 
 
                                                                       






                              
 



















                                                                                  
                   





                                                                                                         

                       


                                                    








                                            

                                                    




                                                                   



                                                                                                           
// $Id: skill.c,v 1.8 2004/02/27 5:34:51 PM Celestia $
/* �X�L��?�W */

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

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

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

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

#define SKILLUNITTIMER_INVERVAL	100
#define STATE_BLIND 0x10
#define swap(x,y) { int t; t = x; x = y; y = t; }

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

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

static int rdamage;

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

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

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

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

// macros to check for out of bounds errors [celest]
// i: Skill ID, l: Skill Level, var: Value to return after checking
// for values that don't require level just put a one (putting 0 will trigger return 0; instead
// for values that might need to use a different function just skill_chk would suffice.
#define skill_chk(i, l) \
	if (i >= 10000 && i < 10015) {i -= 9500;} \
	if (i < 1 || i > MAX_SKILL_DB) {return 0;} \
	if (l <= 0 || l > MAX_SKILL_LEVEL) {return 0;}
#define skill_get(var, i, l) \
	{ skill_chk(i, l); return var; }

// Skill DB
int	skill_get_hit( int id ){ skill_get (skill_db[id].hit, id, 1); }
int	skill_get_inf( int id ){ skill_chk (id, 1); return (id < 500) ? skill_db[id].inf : guild_skill_get_inf(id); }
int	skill_get_pl( int id ){ skill_get (skill_db[id].pl, id, 1); }
int	skill_get_nk( int id ){ skill_get (skill_db[id].nk, id, 1); }
int skill_get_max( int id ){ skill_chk (id, 1); return (id < 500) ? skill_db[id].max : guild_skill_get_max(id); }
int skill_get_range( int id , int lv ){ skill_chk (id, lv); return (id < 500) ? skill_db[id].range[lv-1] : guild_skill_get_range(id); }
int	skill_get_hp( int id ,int lv ){ skill_get (skill_db[id].hp[lv-1], id, lv); }
int	skill_get_sp( int id ,int lv ){ skill_get (skill_db[id].sp[lv-1], id, lv); }
int	skill_get_zeny( int id ,int lv ){ skill_get (skill_db[id].zeny[lv-1], id, lv); }
int	skill_get_num( int id ,int lv ){ skill_get (skill_db[id].num[lv-1], id, lv); }
int	skill_get_cast( int id ,int lv ){ skill_get (skill_db[id].cast[lv-1], id, lv); }
int	skill_get_delay( int id ,int lv ){ skill_get (skill_db[id].delay[lv-1], id, lv); }
int	skill_get_time( int id ,int lv ){ skill_get (skill_db[id].upkeep_time[lv-1], id, lv); }
int	skill_get_time2( int id ,int lv ){ skill_get (skill_db[id].upkeep_time2[lv-1], id, lv); }
int	skill_get_castdef( int id ){ skill_get (skill_db[id].cast_def_rate, id, 1); }
int	skill_get_weapontype( int id ){ skill_get (skill_db[id].weapon, id, 1); }
int	skill_get_inf2( int id ){ skill_get (skill_db[id].inf2, id, 1); }
int	skill_get_castcancel( int id ){ skill_get (skill_db[id].castcancel, id, 1); }
int	skill_get_maxcount( int id ){ skill_get (skill_db[id].maxcount, id, 1); }
int	skill_get_blewcount( int id ,int lv ){ skill_get (skill_db[id].blewcount[lv-1], id, lv); }
int	skill_get_mhp( int id ,int lv ){ skill_get (skill_db[id].mhp[lv-1], id, lv); }
int	skill_get_castnodex( int id ,int lv ){ skill_get (skill_db[id].castnodex[lv-1], id, lv); }
int	skill_get_delaynodex( int id ,int lv ){ skill_get (skill_db[id].delaynodex[lv-1], id, lv); }
int	skill_get_nocast ( int id ){ skill_get (skill_db[id].nocast, id, 1); }
int	skill_get_unit_id ( int id, int flag ){ skill_get (skill_db[id].unit_id[flag], id, 1); }
int	skill_get_unit_layout_type( int id ,int lv ){ skill_get (skill_db[id].unit_layout_type[lv-1], id, lv); }
int	skill_get_unit_interval( int id ){ skill_get (skill_db[id].unit_interval, id, 1); }
int	skill_get_unit_range( int id ){ skill_get (skill_db[id].unit_range, id, 1); }
int	skill_get_unit_target( int id ){ skill_get (skill_db[id].unit_target, id, 1); }
int	skill_get_unit_flag( int id ){ skill_get (skill_db[id].unit_flag, id, 1); }

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

/* �v���g�^�C�v */
//struct skill_unit_group *skill_unitsetting( struct block_list *src, int skillid,int skilllv,int x,int y,int flag);
int skill_check_condition( struct map_session_data *sd,int type);
int skill_castend_damage_id( struct block_list* src, struct block_list *bl,int skillid,int skilllv,unsigned int tick,int flag );
int skill_frostjoke_scream(struct block_list *bl,va_list ap);
int status_change_timer_sub(struct block_list *bl, va_list ap );
int skill_attack_area(struct block_list *bl,va_list ap);
int skill_abra_dataset(int skilllv);
int skill_clear_element_field(struct block_list *bl);
int skill_landprotector(struct block_list *bl, va_list ap );
int skill_trap_splash(struct block_list *bl, va_list ap );
int skill_count_target(struct block_list *bl, va_list ap );
struct skill_unit_group_tickset *skill_unitgrouptickset_search(struct block_list *bl,struct skill_unit_group *sg,int tick);
int skill_unit_onplace(struct skill_unit *src,struct block_list *bl,unsigned int tick);
int skill_unit_effect(struct block_list *bl,va_list ap);

// [MouseJstr] - skill ok to cast? and when?
int skillnotok(int skillid, struct map_session_data *sd)
{	
	nullpo_retr (1, sd);
	//if (sd == 0)
		//return 0; 
		//return 1;
	// I think it was meant to be "no skills allowed when not a valid sd"
	
	if (!(skillid >= 10000 && skillid < 10015))
		if ((skillid > MAX_SKILL) || (skillid < 0))
			return 1;

	{
		int i = skillid;
		if (i >= 10000 && i < 10015)
			i -= 9500;
		if (sd->blockskill[i] > 0)
			return 1;
	}

     if (pc_isGM(sd) >= 20)
           return 0;  // gm's can do anything damn thing they want

	// Check skill restrictions [Celest]
	if(!map[sd->bl.m].flag.pvp && !map[sd->bl.m].flag.gvg && skill_get_nocast (skillid) & 1)
		return 1;
	if(map[sd->bl.m].flag.pvp && skill_get_nocast (skillid) & 2)
		return 1;
	if(map[sd->bl.m].flag.gvg && skill_get_nocast (skillid) & 4)
		return 1;
	if (agit_flag && skill_get_nocast (skillid) & 8)
		return 1;
	if (battle_config.pk_mode && !map[sd->bl.m].flag.nopvp && skill_get_nocast (skillid) & 16)
		return 1;
	
	switch (skillid) {
		case AL_WARP:
		case AL_TELEPORT:
		case MC_VENDING:
		case MC_IDENTIFY:
			return 0; // always allowed
		default:
			return(map[sd->bl.m].flag.noskill);
	}
}


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

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

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

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

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

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

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

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

//	0x89,0x8a,0x8b �\������
//	0x9a ��?���̉r���݂����ȃG�t�F�N�g
//	0x9b ��?���̉r���݂����ȃG�t�F�N�g
//	0x9c ��?���̉r���݂����ȃG�t�F�N�g
//	0x9d ���������ȃG�t�F�N�g
//	0xb1 Alchemist Demonstration
//	0xb2 = Pink Warp Portal
//	0xb3 = Gospel For Paladin
//	0xb4 = Basilica
//	0xb5 = Empty
//	0xb6 = Fog Wall for Professor
//	0xb7 = Spider Web for Professor
//	0xb8 = Empty
//	0xb9 =

/*==========================================
 * �X�L���lj�?��
 *------------------------------------------
 */
int skill_additional_effect( struct block_list* src, struct block_list *bl,int skillid,int skilllv,int attack_type,unsigned int tick)
{
	/* MOB�lj�?�ʃX�L���p */
	const int sc[]={
		SC_POISON, SC_BLIND, SC_SILENCE, SC_STAN,
		SC_STONE, SC_CURSE, SC_SLEEP
	};
	const int sc2[]={
		MG_STONECURSE,MG_FROSTDIVER,NPC_STUNATTACK,
		NPC_SLEEPATTACK,TF_POISON,NPC_CURSEATTACK,
		NPC_SILENCEATTACK,0,NPC_BLINDATTACK
	};

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

	int skill,skill2;
	int rate;

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

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

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

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

	if(bl->type == BL_PC) {
		nullpo_retr(0, dstsd=(struct map_session_data *)bl);
	} else if(bl->type == BL_MOB) {
		nullpo_retr(0, dstmd=(struct mob_data *)bl); //���g�p�H
	}

	//?�ۂ̑ϐ�
	sc_def_mdef = status_get_sc_def_mdef(bl);
	sc_def_vit = status_get_sc_def_vit(bl);
	sc_def_int = status_get_sc_def_int(bl);
	sc_def_luk = status_get_sc_def_luk(bl);

	//�����̑ϐ�
	sc_def_mdef2 = status_get_sc_def_mdef(src);
	sc_def_vit2 = status_get_sc_def_vit(src);
	sc_def_int2 = status_get_sc_def_int(src);
	sc_def_luk2 = status_get_sc_def_luk(src);

	switch(skillid){
	case 0:					/* �ʏ�U? */
		/* ������ */
		if(sd) {
			struct status_change *sc_data = status_get_sc_data(bl);
			if (pc_isfalcon(sd) && sd->status.weapon == 11 && (skill=pc_checkskill(sd,HT_BLITZBEAT))>0 &&
				rand()%1000 <= sd->paramc[5]*10/3+1 ) {
				int lv=(sd->status.job_level+9)/10;
				skill_castend_damage_id(src,bl,HT_BLITZBEAT,(skill<lv)?skill:lv,tick,0xf00000);
			}
			// �X�i�b�`��?
			if(sd->status.weapon != 11 && (skill=pc_checkskill(sd,RG_SNATCHER)) > 0 &&
				(skill*15 + 55) + (skill2 = pc_checkskill(sd,TF_STEAL))*10 > rand()%1000) {
				if(pc_steal_item(sd,bl))
					clif_skill_nodamage(src,bl,TF_STEAL,skill2,1);
				else if (battle_config.display_snatcher_skill_fail)
					clif_skill_fail(sd,skillid,0,0);
			}
			// enchant poison has a chance of poisoning enemy
			if (sd->sc_data[SC_ENCPOISON].timer != -1 && sc_data && sc_data[SC_POISON].timer == -1 &&
				rand() % 100 < sd->sc_data[SC_ENCPOISON].val1 * sc_def_vit) {
				status_change_start(bl,SC_POISON,sd->sc_data[SC_ENCPOISON].val1,
					0,0,0,skill_get_time2(AS_ENCHANTPOISON,sd->sc_data[SC_ENCPOISON].val1),0);
			}
			// �G���`�����g�f�b�g��?�|�C�Y��(�ғ�?��)
			if (sd->sc_data[SC_EDP].timer != -1 && sc_data && sc_data[SC_DPOISON].timer == -1 &&
				rand() % 100 < sd->sc_data[SC_EDP].val2 * sc_def_vit)
				status_change_start(bl,SC_DPOISON,sd->sc_data[SC_EDP].val1,
					0,0,0,skill_get_time2(ASC_EDP,sd->sc_data[SC_EDP].val1),0);			
		}
		break;

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

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

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

	case AS_GRIMTOOTH:
		if (bl->type == BL_MOB) {
			struct status_change *sc_data = status_get_sc_data(bl);
			if (sc_data && sc_data[SC_SLOWDOWN].timer == -1)
				status_change_start(bl,SC_SLOWDOWN,0,0,0,0,1000,0);
		}
		break;

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

	case MG_FROSTDIVER:		/* �t���X�g�_�C�o? */
	case WZ_FROSTNOVA:		/* �t���X�g�m���@ */
		{
			struct status_change *sc_data = status_get_sc_data(bl);
			rate=(skilllv*3+35)*sc_def_mdef/100-(status_get_int(bl)+status_get_luk(bl))/15;
			rate=rate<=5?5:rate;
			if(sc_data && sc_data[SC_FREEZE].timer == -1 && rand()%100 < rate)
				status_change_start(bl,SC_FREEZE,skilllv,0,0,0,skill_get_time2(skillid,skilllv)*(1-sc_def_mdef/100),0);
			else if (sd && skillid == MG_FROSTDIVER)
				clif_skill_fail(sd,skillid,0,0);
		}
		break;

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

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

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

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

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

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

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

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

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

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

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

	/* MOB�̒lj�?�ʕt���X�L�� */

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

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

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

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

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

		for(i=SC_STONE;i<=SC_BLIND;i++){
			//?�ۂ�?�Ԉُ�
			switch (i) {
				case SC_STONE:
				case SC_FREEZE:
					sc_def_card=sc_def_mdef;
					break;
				case SC_STAN:
				case SC_POISON:
				case SC_SILENCE:
					sc_def_card=sc_def_vit;
					break;
				case SC_SLEEP:
				case SC_CONFUSION:
				case SC_BLIND:
					sc_def_card=sc_def_int;
					break;
				case SC_CURSE:
					sc_def_card=sc_def_luk;
			}

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

			if (sd) {
				if(!sd->state.arrow_atk) {
					if(rand()%10000 < (sd->addeff2[i-SC_STONE])*sc_def_card/100 ){
						if(battle_config.battle_log)
							printf("PC %d skill_addeff: card�ɂ��ُ�?�� %d %d\n",src->id,i,sd->addeff2[i-SC_STONE]);
						status_change_start(src,i,7,0,0,0,(i==SC_CONFUSION)? 10000+7000:skill_get_time2(sc2[i-SC_STONE],7),0);
					}
				}
				else {
					if(rand()%10000 < (sd->addeff2[i-SC_STONE]+sd->arrow_addeff2[i-SC_STONE])*sc_def_card/100 ){
						if(battle_config.battle_log)
							printf("PC %d skill_addeff: card�ɂ��ُ�?�� %d %d\n",src->id,i,sd->addeff2[i-SC_STONE]);
						status_change_start(src,i,7,0,0,0,(i==SC_CONFUSION)? 10000+7000:skill_get_time2(sc2[i-SC_STONE],7),0);
					}
				}
			}
			if (dstsd && ((sd && !sd->state.arrow_atk) || (status_get_range(src)<=2)) &&
				rand()%10000 < dstsd->addeff3[i-SC_STONE]*sc_def_card/100){
				if(battle_config.battle_log)
					printf("PC %d skill_addeff: card�ɂ��ُ�?�� %d %d\n",src->id,i,dstsd->addeff3[i-SC_STONE]);
				status_change_start(src,i,7,0,0,0,(i==SC_CONFUSION)? 10000+7000:skill_get_time2(sc2[i-SC_STONE],7),0);
			}
		}
	}
	return 0;
}

/*=========================================================================
 �X�L���U?������΂�?��
-------------------------------------------------------------------------*/
int skill_blown( struct block_list *src, struct block_list *target,int count)
{
	int dx=0,dy=0,nx,ny;
	int x=target->x,y=target->y;
	int dir,ret,prev_state=MS_IDLE;
	int moveblock;
	struct map_session_data *sd=NULL;
	struct mob_data *md=NULL;
	struct pet_data *pd=NULL;
	struct skill_unit *su=NULL;

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

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

	if (count&0xf00000)
		dir = (count>>20)&0xf;
	else if (count&0x10000 || (target->x==src->x && target->y==src->y))
		dir = status_get_dir(target);
	else
		dir = map_calc_dir(target,src->x,src->y);
	if (dir>=0 && dir<8){
		dx = -dirx[dir];
		dy = -diry[dir];
	}

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

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

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

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

	if(su){
		skill_unit_move_unit_group(su->group,target->m,dx,dy);
	}else{
		int tick = gettick();
		skill_unit_move(target,tick,0);
		if(moveblock) map_delblock(target);
		target->x=nx;
		target->y=ny;
		if(moveblock) map_addblock(target);
		skill_unit_move(target,tick,1);
	}

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

	return 0;
}


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

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

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

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

	sc_data = status_get_sc_data(bl);

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

//�������Ȃ����肱���܂�

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

//�}�W�b�N���b�h?����������
	if(attack_type&BF_MAGIC && sc_data && sc_data[SC_MAGICROD].timer != -1 && src == dsrc) { //���@�U?�Ń}�W�b�N���b�h?�Ԃ�src=dsrc�Ȃ�
		dmg.damage = dmg.damage2 = 0; //�_��?�W0
		if(bl->type == BL_PC) { //?�ۂ�PC�̏ꍇ
			struct map_session_data *sd = (struct map_session_data *)bl;
			if (sd) {
				int sp = skill_get_sp(skillid,skilllv); //�g�p���ꂽ�X�L����SP���z?
				sp = sp * sc_data[SC_MAGICROD].val2 / 100; //�z?���v�Z
				if(skillid == WZ_WATERBALL && skilllv > 1) //�E�H?�^?�{?��Lv1�ȏ�
					sp = sp/((skilllv|1)*(skilllv|1)); //����Ɍv�Z�H
				if(sp > 0x7fff) sp = 0x7fff; //SP�������̏ꍇ�͗��_�ő�l
				else if(sp < 1) sp = 1; //1�ȉ��̏ꍇ��1
				if(sd->status.sp + sp > sd->status.max_sp) { //��SP+���݂�SP��MSP���傫���ꍇ
					sp = sd->status.max_sp - sd->status.sp; //SP��MSP-����SP�ɂ���
					sd->status.sp = sd->status.max_sp; //���݂�SP��MSP����
				}
				else //��SP+���݂�SP��MSP��菬�����ꍇ�͉�SP�����Z
					sd->status.sp += sp;
				clif_heal(sd->fd,SP_SP,sp); //SP�񕜃G�t�F�N�g�̕\��
				sd->canact_tick = tick + skill_delayfix(bl, skill_get_delay(SA_MAGICROD,sc_data[SC_MAGICROD].val1)); //
			}
		}
		clif_skill_nodamage(bl,bl,SA_MAGICROD,sc_data[SC_MAGICROD].val1,1); //�}�W�b�N���b�h�G�t�F�N�g��\��
	}
//�}�W�b�N���b�h?�������܂�

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

	damage = dmg.damage + dmg.damage2;

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

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

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

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

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

					status_change_start(src,SC_COMBO,MO_CHAINCOMBO,skilllv,0,0,delay,0); //�R���{?�Ԃ�
			}
			sd->attackabletime = sd->canmove_tick = tick + delay;
			clif_combo_delay(src,delay); //�R���{�f�B���C�p�P�b�g�̑��M
		}
//�A�ŏ�(MO_CHAINCOMBO)�����܂�
//�җ���(MO_COMBOFINISH)��������
		else if(skillid == MO_COMBOFINISH) {
			int delay = 700 - 4 * status_get_agi(src) - 2 *  status_get_dex(src);
			if(damage < status_get_hp(bl)) {
				//���C���e����(MO_EXTREMITYFIST)�擾��?��4�•ێ��������g��(MO_EXPLOSIONSPIRITS)?�Ԏ���+300ms
				//���Ռ�(CH_TIGERFIST)�擾����+300ms
				if((pc_checkskill(sd, MO_EXTREMITYFIST) > 0 && sd->spiritball >= 4 && sd->sc_data[SC_EXPLOSIONSPIRITS].timer != -1) ||
				(pc_checkskill(sd, CH_TIGERFIST) > 0 && sd->spiritball > 0) ||
				(pc_checkskill(sd, CH_CHAINCRUSH) > 0 && sd->spiritball > 1))
					delay += 300 * battle_config.combo_delay_rate /100; //�lj��f�B���C��conf�ɂ�蒲��

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

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

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

	switch(skillid){
	case AS_SPLASHER:
		clif_skill_damage(dsrc,bl,tick,dmg.amotion,dmg.dmotion, damage, dmg.div_, skillid, -1, 5);
		break;
	case ASC_BREAKER:	// [celest]
		if (attack_type&BF_MAGIC) {	// only display damage for the 2nd attack
			if (damage + tmpdmg != 0)	// if both attacks missed, do not display a 2nd 'miss'
				clif_skill_damage(dsrc, bl, tick, dmg.amotion, dmg.dmotion, damage+tmpdmg, dmg.div_, skillid, skilllv, type);
			tmpdmg = 0;	// clear the temporary damage
		} else {
			if (damage == 0)	// if weapon attack missed, display the 'miss'
				clif_skill_damage(dsrc, bl, tick, dmg.amotion, dmg.dmotion, 0, dmg.div_, skillid, skilllv, type);
			tmpdmg = damage;	// store the temporary weapon damage
		}
		break;
	case NPC_SELFDESTRUCTION:
	case NPC_SELFDESTRUCTION2:
		break;
	case SN_SHARPSHOOTING:
		clif_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,0,0,0);
		break;
	default:
		clif_skill_damage(dsrc,bl,tick,dmg.amotion,dmg.dmotion, damage, dmg.div_, skillid, (lv!=0)?lv:skilllv, (skillid==0)? 5:type );
	}
	/* ������΂������Ƃ��̃p�P�b�g */
	if (dmg.blewcount > 0 && bl->type!=BL_SKILL && !map[src->m].flag.gvg) {
		skill_blown(dsrc,bl,dmg.blewcount);
		if(bl->type == BL_MOB)
			clif_fixmobpos((struct mob_data *)bl);
		else if(bl->type == BL_PET)
			clif_fixpetpos((struct pet_data *)bl);
		else
			clif_fixpos(bl);
	}

	map_freeblock_lock();
	/* ?�ۂɃ_��?�W?�����s�� */
	if (skillid || flag) {
		if (attack_type&BF_WEAPON)
			battle_delay_damage(tick+dmg.amotion,src,bl,damage,0);
		else
			battle_damage(src,bl,damage,0);
	}
	if(skillid == RG_INTIMIDATE && damage > 0 && !(status_get_mode(bl)&0x20) && !map[src->m].flag.gvg ) {
		int s_lv = status_get_lv(src),t_lv = status_get_lv(bl);
		int rate = 50 + skilllv * 5;
		rate = rate + (s_lv - t_lv);
		if(rand()%100 < rate)
			skill_addtimerskill(src,tick + 800,bl->id,0,0,skillid,skilllv,0,flag);
	}
	if(damage > 0 && dmg.flag&BF_SKILL && bl->type==BL_PC && pc_checkskill((struct map_session_data *)bl,RG_PLAGIARISM) && sc_data[SC_PRESERVE].timer == -1){
		struct map_session_data *tsd = (struct map_session_data *)bl;
		nullpo_retr(0, tsd);
		if(!tsd->status.skill[skillid].id && !tsd->status.skill[skillid].lv
			&& !(skillid > NPC_PIERCINGATT && skillid < NPC_SUMMONMONSTER)
			&& !(skillid > NPC_SELFDESTRUCTION2 && skillid < NPC_UNDEADATTACK)){
			//?��?��ł���X�L��������ΊY?�X�L��������
			if (tsd->cloneskill_id && tsd->status.skill[tsd->cloneskill_id].flag==13){
				tsd->status.skill[tsd->cloneskill_id].id=0;
				tsd->status.skill[tsd->cloneskill_id].flag=0;
			}
			tsd->cloneskill_id=skillid;
			tsd->status.skill[skillid].id=skillid;
			tsd->status.skill[skillid].lv=(pc_checkskill(tsd,RG_PLAGIARISM) > skill_get_max(skillid))?
							skill_get_max(skillid):pc_checkskill(tsd,RG_PLAGIARISM);
			tsd->status.skill[skillid].flag=13;//cloneskill flag
			clif_skillinfoblock(tsd);
		}
	}
	/* �_��?�W������Ȃ�lj�?�ʔ��� */
	if(bl->prev != NULL){
		if(!status_isdead(bl)) {
			if(damage > 0)
				skill_additional_effect(src,bl,skillid,skilllv,attack_type,tick);
			if(bl->type==BL_MOB && src!=bl)	/* �X�L���g�p?����MOB�X�L�� */
			{
				struct mob_data *md=(struct mob_data *)bl;
				nullpo_retr(0, md);
				if(battle_config.mob_changetarget_byskill == 1)
				{
					int target;
					target=md->target_id;
					if(src->type == BL_PC)
						md->target_id=src->id;
					mobskill_use(md,tick,MSC_SKILLUSED|(skillid<<16));
					md->target_id=target;
				}
				else
					mobskill_use(md,tick,MSC_SKILLUSED|(skillid<<16));
			}
		}
	}

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

	if ((skillid || flag) && rdamage>0) {
		if (attack_type&BF_WEAPON)
			battle_delay_damage(tick+dmg.amotion,bl,src,rdamage,0);
		else
			battle_damage(bl,src,rdamage,0);
	}

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

	map_freeblock_unlock();

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

/*==========================================
 * �X�L����?�U?�p(map_foreachinarea����Ă΂��)
 * flag�ɂ‚��āF16�i?���m�F
 * MSB <- 00fTffff ->LSB
 *	T	=�^?�Q�b�g�I?�p(BCT_*)
 *  ffff=���R�Ɏg�p�”\
 *  0	=�\��B0�ɌŒ�
 *------------------------------------------
 */
static int skill_area_temp[8];	/* �ꎞ??�B�K�v�Ȃ�g���B */
typedef int (*SkillFunc)(struct block_list *,struct block_list *,int,int,unsigned int,int);
int skill_area_sub( struct block_list *bl,va_list ap )
{
	struct block_list *src;
	int skill_id,skill_lv,flag;
	unsigned int tick;
	SkillFunc func;

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

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

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

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

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

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

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

	if(!unit->alive)
		return 0;

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

	if (skillid==MG_SAFETYWALL || skillid==AL_PNEUMA) {
		if(unit_id != 0x7e && unit_id != 0x85)
			return 0;
	} else if (skillid==AL_WARP) {
		if ((unit_id<0x8f || unit_id>0x99) && unit_id!=0x92)
			return 0;
	} else if ((skillid>=HT_SKIDTRAP && skillid<=HT_CLAYMORETRAP) || skillid==HT_TALKIEBOX) {
		if ((unit_id<0x8f || unit_id>0x99) && unit_id!=0x92)
			return 0;
	} else if (skillid==WZ_FIREPILLAR) {
		if (unit_id!=0x87)
			return 0;
	} else if (skillid==HP_BASILICA) {
		if ((unit_id<0x8f || unit_id>0x99) && unit_id!=0x92 && unit_id!=0x83)
			return 0;
	} else
		return 0;

	(*c)++;

	return 0;
}

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

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

	return c;
}

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


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

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

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

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

	(*c)++;

	return 0;
}

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

	// if the caster is a monster/NPC, only check for players
	// otherwise just check everything
	if (bl->type == BL_PC)
		type = 0;
	else type = BL_PC;

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

	return c;
}

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

	nullpo_retr(0, ap);
	id = va_arg(ap,int);
	gid = va_arg(ap,int);
	if (sd->status.guild_id != gid)
		return 0;
	
	g = va_arg(ap,struct guild *);
	if (guild_checkskill(g, GD_LEADERSHIP)>0) flag |= 1<<0;
	if (guild_checkskill(g, GD_GLORYWOUNDS)>0) flag |= 1<<1;
	if (guild_checkskill(g, GD_SOULCOLD)>0) flag |= 1<<2;
	if (guild_checkskill(g, GD_HAWKEYES)>0) flag |= 1<<3;
	if (guild_checkskill(g, GD_CHARISMA)>0) flag |= 1<<4;

	if (flag > 0) {
		if (sd->sc_count && sd->sc_data[SC_GUILDAURA].timer != -1) {
			if (sd->sc_data[SC_GUILDAURA].val4 != flag) {
				sd->sc_data[SC_GUILDAURA].val4 = flag;
				status_calc_pc (sd, 0);
			}
			return 0;
		}
		status_change_start(&sd->bl, SC_GUILDAURA,1,id,0,flag,0,0 );
	}

	return 0;
}

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

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

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

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

	nullpo_retr(0, src);

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

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

	else
		return 0;

	nullpo_retr(0, skl);

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

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

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

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

			case WZ_WATERBALL:
				if (skl->type>1) {
					skl->timer = 0;	// skill_addtimerskill�Ŏg�p����Ȃ��悤��
					skill_addtimerskill(src,tick+150,target->id,0,0,skl->skill_id,skl->skill_lv,skl->type-1,skl->flag);
					skl->timer = -1;
				}
				skill_attack(BF_MAGIC,src,src,target,skl->skill_id,skl->skill_lv,tick,skl->flag);
				if (skl->type <= 1) {	// partial fix: it still doesn't end if the target dies
					// should put outside of the switch, but since this is the only
					// mage targetted spell for now,
					struct status_change *sc_data = status_get_sc_data(src);
					if(sc_data && sc_data[SC_MAGICPOWER].timer != -1)	//�}�W�b�N�p��?��?�ʏI��
						status_change_end(src,SC_MAGICPOWER,-1);
				}
				break;
			default:
				skill_attack(skl->type,src,src,target,skl->skill_id,skl->skill_lv,tick,skl->flag);
				break;
		}
	}
	else {
		if(src->m != skl->map)
			return 0;
		switch(skl->skill_id) {
			case WZ_METEOR:
				if(skl->type >= 0) {
					skill_unitsetting(src,skl->skill_id,skl->skill_lv,skl->type>>16,skl->type&0xFFFF,0);
					clif_skill_poseffect(src,skl->skill_id,skl->skill_lv,skl->x,skl->y,tick);
				}
				else
					skill_unitsetting(src,skl->skill_id,skl->skill_lv,skl->x,skl->y,0);
				break;
		}
	}

	return 0;
}

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

	nullpo_retr(1, src);

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

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

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

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

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

	nullpo_retr(0, src);

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

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

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

	return 0;
}

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

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

	if(skillid < 0)	
	{	// remove the debug print when this case is finished
		printf("skill_castend_damage_id: skillid=%i\ncall: %p %p %i %i %i %i",skillid,
						src, bl,skillid,skilllv,tick,flag);
		return 0;
	}
	if(skillid > 0 && skilllv <= 0) return 0;

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

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

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

	switch(skillid)
	{
	/* ����U?�n�X�L�� */
	case SM_BASH:			/* �o�b�V�� */
	case MC_MAMMONITE:		/* ���}?�i�C�g */
	case AC_DOUBLE:			/* �_�u���X�g���C�t�B���O */
	case AS_SONICBLOW:		/* �\�j�b�N�u��? */
	case KN_PIERCE:			/* �s�A?�X */
	case KN_SPEARBOOMERANG:	/* �X�s�A�u?������ */
	case KN_BRANDISHSPEAR:		/* �u�����f�B�b�V���X�s�A */
	case TF_POISON:			/* �C���x�i�� */
	case TF_SPRINKLESAND:	/* ���܂� */
	case AC_CHARGEARROW:	/* �`��?�W�A��? */
//	case KN_SPEARSTAB:		/* �X�s�A�X�^�u */
	case RG_RAID:		/* �T�v���C�Y�A�^�b�N */
	case RG_INTIMIDATE:		/* �C���e�B�~�f�C�g */
	case BA_MUSICALSTRIKE:	/* �~��?�W�J���X�g���C�N */
	case DC_THROWARROW:		/* ��?�� */
	case BA_DISSONANCE:		/* �s���a�� */
	case CR_HOLYCROSS:		/* �z?��?�N���X */
	case CR_SHIELDCHARGE:
	case CR_SHIELDBOOMERANG:

	/* �ȉ�MOB?�p */
	/* ??�U?�ASP�����U?�A�������U?�A�h�䖳���U?�A���i�U? */
	case NPC_PIERCINGATT:
	case NPC_MENTALBREAKER:
	case NPC_RANGEATTACK:
	case NPC_CRITICALSLASH:
	case NPC_COMBOATTACK:
	/* �K���U?�A�ōU?�A��?�U?�A��?�U?�A�X�^���U? */
	case NPC_GUIDEDATTACK:
	case NPC_POISON:
	case NPC_BLINDATTACK:
	case NPC_SILENCEATTACK:
	case NPC_STUNATTACK:
	/* �Ή��U?�A�􂢍U?�A�����U?�A�����_��ATK�U? */
	case NPC_PETRIFYATTACK:
	case NPC_CURSEATTACK:
	case NPC_SLEEPATTACK:
	case NPC_RANDOMATTACK:
	/* ��?���U?�A�n?���U?�A��?���U?�A��?���U? */
	case NPC_WATERATTACK:
	case NPC_GROUNDATTACK:
	case NPC_FIREATTACK:
	case NPC_WINDATTACK:
	/* ��?���U?�A��?���U?�A��?���U?�A�O?���U?�ASP�����U? */
	case NPC_POISONATTACK:
	case NPC_HOLYATTACK:
	case NPC_DARKNESSATTACK:
	case NPC_TELEKINESISATTACK:
	case NPC_UNDEADATTACK:
	case NPC_BREAKARMOR:
	case NPC_BREAKWEAPON:
	case NPC_BREAKHELM:
	case NPC_BREAKSHIELD:
	case LK_AURABLADE:		/* �I?���u��?�h */
	case LK_SPIRALPIERCE:	/* �X�p�C�����s�A?�X */
	case LK_HEADCRUSH:	/* �w�b�h�N���b�V�� */
	case LK_JOINTBEAT:	/* �W���C���g�r?�g */
//	case PA_PRESSURE:	/* �v���b�V��? */
//	case PA_SACRIFICE:	/* �T�N���t�@�C�X */
//	case SN_SHARPSHOOTING:			/* �V��?�v�V��?�e�B���O */
	case CG_ARROWVULCAN:			/* �A��?�o���J�� */
//	case ASC_BREAKER:				/* �\�E���u��?�J? */
	case HW_MAGICCRASHER:		/* �}�W�b�N�N���b�V��? */
	case ASC_METEORASSAULT:	/* ���e�I�A�T���g */
	case ITM_TOMAHAWK:
		skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
		break;

	case ASC_BREAKER:				/* �\�E���u��?�J? */	// [DracoRPG]
		// separate weapon and magic attacks
		skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
		skill_attack(BF_MAGIC,src,src,bl,skillid,skilllv,tick,flag);
		break;		
	
	case SN_SHARPSHOOTING:			/* �V��?�v�V��?�e�B���O */
			map_foreachinpath (skill_attack_area,src->m,					// function, map
					src->x,src->y,											// source xy
					bl->x,bl->y,											// target xy
					2,0,													// range, type
					BF_WEAPON,src,src,skillid,skilllv,tick,flag,BCT_ENEMY);	// varargs		
		break;

	case PA_PRESSURE:	/* �v���b�V��? */
		skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
		if (rand()%100 < 50)
			status_change_start(bl,SC_STAN,skilllv,0,0,0,skill_get_time2(PA_PRESSURE,skilllv),0);
		else
			status_change_start(bl,SC_BLEEDING,skilllv,0,0,0,skill_get_time2(PA_PRESSURE,skilllv),0);
		if (bl->type == BL_PC) {
			int sp;
			struct map_session_data *tsd = (struct map_session_data *)bl;
			nullpo_retb (tsd);
			sp = tsd->status.max_sp * 10 * skilllv / 100;
			if (sp > tsd->status.sp) sp = tsd->status.sp;
			tsd->status.sp -= sp;
			clif_updatestatus(tsd,SP_SP);
		}
		break;
	case NPC_DARKBREATH:
		clif_emotion(src,7);
		skill_attack(BF_MISC,src,src,bl,skillid,skilllv,tick,flag);
		break;
	case MO_INVESTIGATE:	/* ?�� */
		{
			struct status_change *sc_data = status_get_sc_data(src);
			skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
			if(sc_data && sc_data[SC_BLADESTOP].timer != -1)
				status_change_end(src,SC_BLADESTOP,-1);
		}
		break;
	case SN_FALCONASSAULT:			/* �t�@���R���A�T���g */
		skill_attack(BF_MISC,src,src,bl,skillid,skilllv,tick,flag);
		break;

	case RG_BACKSTAP:		/* �o�b�N�X�^�u */
		{
			int dir = map_calc_dir(src,bl->x,bl->y),t_dir = status_get_dir(bl);
			int dist = distance(src->x,src->y,bl->x,bl->y);
			if((dist > 0 && !map_check_dir(dir,t_dir)) || bl->type == BL_SKILL) {
				struct status_change *sc_data = status_get_sc_data(src);
				if(sc_data && sc_data[SC_HIDING].timer != -1)
					status_change_end(src, SC_HIDING, -1);	// �n�C�f�B���O����
				skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
				dir = dir < 4 ? dir+4 : dir-4; // change direction [Celest]
				if (bl->type == BL_PC)
					((struct map_session_data *)bl)->dir=dir;
				else if (bl->type == BL_MOB)
					((struct mob_data *)bl)->dir=dir;
				clif_changed_dir(bl);
				//skill_blown(src,bl,skill_get_blewcount(skillid,skilllv));
			}
			else if(src->type == BL_PC)
				clif_skill_fail(sd,sd->skillid,0,0);
		}
		break;

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

			if(!battle_config.finger_offensive_type)
				skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
			else {
				skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
				if(sd) {
					for(i=1;i<sd->spiritball_old;i++)
						skill_addtimerskill(src,tick+i*200,bl->id,0,0,skillid,skilllv,BF_WEAPON,flag);
					sd->canmove_tick = tick + (sd->spiritball_old-1)*200;
				}
			}
			if(sc_data && sc_data[SC_BLADESTOP].timer != -1)
				status_change_end(src,SC_BLADESTOP,-1);
		}
		break;
	case MO_CHAINCOMBO:		/* �A�ŏ� */
		{
			struct status_change *sc_data = status_get_sc_data(src);
			skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
			if(sc_data && sc_data[SC_BLADESTOP].timer != -1)
				status_change_end(src,SC_BLADESTOP,-1);
		}
		break;
	case MO_COMBOFINISH:	/* �җ��� */
	case CH_CHAINCRUSH:		/* �A����? */
	case CH_PALMSTRIKE:		/* �ҌՍd�h�R */
		skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
		break;
	
	case CH_TIGERFIST:		/* ���Ռ� */
		if (bl->type == BL_PC && !(map[bl->m].flag.gvg || map[bl->m].flag.pvp)) {
			map_freeblock_unlock();
			return 1;
		}
		skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
		break;


	case MO_EXTREMITYFIST:	/* ���C���e�P�� */
		{
			struct status_change *sc_data = status_get_sc_data(src);

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

			dx = bl->x - sd->bl.x;
			dy = bl->y - sd->bl.y;
			if(dx > 0) dx++;
			else if(dx < 0) dx--;
			if(dy > 0) dy++;
			else if(dy < 0) dy--;
			if(dx == 0 && dy == 0) dx++;
			if(path_search(&wpd,src->m,sd->bl.x,sd->bl.y,sd->bl.x+dx,sd->bl.y+dy,1) == -1) {
				dx = bl->x - sd->bl.x;
				dy = bl->y - sd->bl.y;
				if(path_search(&wpd,src->m,sd->bl.x,sd->bl.y,sd->bl.x+dx,sd->bl.y+dy,1) == -1) {
					clif_skill_fail(sd,sd->skillid,0,0);
					break;
				}
			}
			sd->to_x = sd->bl.x + dx;
			sd->to_y = sd->bl.y + dy;
			skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
			clif_walkok(sd);
			clif_movechar(sd);
			if(dx < 0) dx = -dx;
			if(dy < 0) dy = -dy;
			sd->attackabletime = sd->canmove_tick = tick + 100 + sd->speed * ((dx > dy)? dx:dy);
			if(sd->canact_tick < sd->canmove_tick)
				sd->canact_tick = sd->canmove_tick;
			pc_movepos(sd,sd->to_x,sd->to_y);
			status_change_end(&sd->bl,SC_COMBO,-1);
		}
		else
			skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
		status_change_end(src, SC_EXPLOSIONSPIRITS, -1);
			if(sc_data && sc_data[SC_BLADESTOP].timer != -1)
				status_change_end(src,SC_BLADESTOP,-1);
		}
		break;
	/* ����n��?�U?�X�L�� */
	case AC_SHOWER:			/* �A��?�V����? */
	case AS_GRIMTOOTH:		/* �O�����g�D?�X */
	case MC_CARTREVOLUTION:	/* �J?�g�����H����?�V���� */
	case NPC_SPLASHATTACK:	/* �X�v���b�V���A�^�b�N */
	case AS_SPLASHER:	/* [Valaris] */
		if(flag&1){
			/* �•ʂɃ_��?�W��?���� */
			if(bl->id!=skill_area_temp[1]){
				skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,
					0x0500);				
			}
		} else {
			int ar = 1;
			int x = bl->x, y = bl->y;
			switch (skillid) {
				case AC_SHOWER:
					ar=2;
					break;
				case NPC_SPLASHATTACK:
					ar=3;
					break;
			}

			skill_area_temp[1]=bl->id;
			skill_area_temp[2]=x;
			skill_area_temp[3]=y;
			/* �܂��^?�Q�b�g�ɍU?�������� */
			skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,0);
			/* ���̌�^?�Q�b�g�ȊO�̔�??�̓G�S?��?�����s�� */
			map_foreachinarea(skill_area_sub,
				bl->m,x-ar,y-ar,x+ar,y+ar,0,
				src,skillid,skilllv,tick, flag|BCT_ENEMY|1,
				skill_castend_damage_id);
		}
		break;

	case SM_MAGNUM:			/* �}�O�i���u���C�N [celest] */
		if(flag&1 && bl->id != skill_area_temp[1]){
			int dx = abs( bl->x - skill_area_temp[2] );
			int dy = abs( bl->y - skill_area_temp[3] );
			int dist = ((dx>dy)?dx:dy);
			skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,
				0x0500|dist);
		} else {
			skill_area_temp[1]=src->id;
			skill_area_temp[2]=src->x;
			skill_area_temp[3]=src->y;
			map_foreachinarea(skill_area_sub,
				src->m,src->x-2,src->y-2,src->x+2,src->y+2,0,
				src,skillid,skilllv,tick, flag|BCT_ENEMY|1,
				skill_castend_damage_id);
			status_change_start (src,SC_FLAMELAUNCHER,0,0,0,0,10000,0);
			clif_skill_nodamage (src,src,skillid,skilllv,1);
		}
		break;

	case KN_BOWLINGBASH:	/* �{�E�����O�o�b�V�� */
		if(flag&1){
			/* �•ʂɃ_��?�W��?���� */
			if(bl->id!=skill_area_temp[1])
				skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,0x0500);
		} else {
				int i,c;	/* ���l���畷���������Ȃ̂ŊԈ���Ă�”\���偕?����?���������� */
				/* �܂��^�[�Q�b�g�ɍU���������� */
				if (!skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,0))
					break;
				c = skill_get_blewcount(skillid,skilllv);
				if(map[bl->m].flag.gvg) c = 0;
				for(i=0;i<c;i++){
					skill_blown(src,bl,1);
					if(bl->type == BL_MOB)
						clif_fixmobpos((struct mob_data *)bl);
					else if(bl->type == BL_PET)
						clif_fixpetpos((struct pet_data *)bl);
					else
						clif_fixpos(bl);
					skill_area_temp[0]=0;
					map_foreachinarea(skill_area_sub,
						bl->m,bl->x-1,bl->y-1,bl->x+1,bl->y+1,0,
						src,skillid,skilllv,tick, flag|BCT_ENEMY ,
						skill_area_sub_count);
					if(skill_area_temp[0]>1) break;
				}
				skill_area_temp[1]=bl->id;
				/* ���̌�^?�Q�b�g�ȊO�̔�??�̓G�S?��?�����s�� */
				map_foreachinarea(skill_area_sub,
					bl->m,bl->x-1,bl->y-1,bl->x+1,bl->y+1,0,
					src,skillid,skilllv,tick, flag|BCT_ENEMY|1,
					skill_castend_damage_id);
		}
		break;
	
	case KN_SPEARSTAB:		/* �X�s�A�X�^�u */
		if(flag&1){
			/* �•ʂɃ_���[�W��^���� */
			if (bl->id==skill_area_temp[1])
				break;
			if (skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,0x0500))
				skill_blown(src,bl,skill_area_temp[2]);
		} else {
			int x=bl->x,y=bl->y,i,dir;
			/* �܂��^�[�Q�b�g�ɍU���������� */
			dir = map_calc_dir(bl,src->x,src->y);
			skill_area_temp[1] = bl->id;
			skill_area_temp[2] = skill_get_blewcount(skillid,skilllv)|dir<<20;
			if (skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,0))
				skill_blown(src,bl,skill_area_temp[2]);
			for (i=0;i<4;i++) {
				map_foreachinarea(skill_area_sub,bl->m,x,y,x,y,0,
					src,skillid,skilllv,tick,flag|BCT_ENEMY|1,
					skill_castend_damage_id);
				x += dirx[dir];
				y += diry[dir];
			}
		}
		break;

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

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

	case WZ_WATERBALL:			/* �E�H?�^?�{?�� */
		skill_attack(BF_MAGIC,src,src,bl,skillid,skilllv,tick,flag);
		if (skilllv>1) {
			int cnt,range;
			range = skilllv>5?2:skilllv/2;
			if (sd)
				cnt = skill_count_water(src,range)-1;
			else
				cnt = skill_get_num(skillid,skilllv)-1;
			if (cnt>0)
				skill_addtimerskill(src,tick+150,bl->id,0,0,
					skillid,skilllv,cnt,flag);
		}
		break;

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

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

	case HW_NAPALMVULCAN: // Fixed By SteelViruZ
		if(flag&1){
			if(bl->id!=skill_area_temp[1]){
				skill_attack(BF_MAGIC,src,src,bl,skillid,skilllv,tick,
					skill_area_temp[0]);
			}
		}else{
			int ar=(skillid==HW_NAPALMVULCAN)?1:2;
			skill_area_temp[1]=bl->id;
			if(skillid==HW_NAPALMVULCAN){
				skill_area_temp[0]=0;
				map_foreachinarea(skill_area_sub,
					bl->m,bl->x-1,bl->y-1,bl->x+1,bl->y+1,0,
					src,skillid,skilllv,tick, flag|BCT_ENEMY ,
					skill_area_sub_count);
			}else{
				skill_area_temp[0]=0;
				skill_area_temp[2]=bl->x;
				skill_area_temp[3]=bl->y;
			}
			skill_attack(BF_MAGIC,src,src,bl,skillid,skilllv,tick,
				skill_area_temp[0] );
			map_foreachinarea(skill_area_sub,
				bl->m,bl->x-ar,bl->y-ar,bl->x+ar,bl->y+ar,0,
				src,skillid,skilllv,tick, flag|BCT_ENEMY|1,
				skill_castend_damage_id);
		}
		break;

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

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

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

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

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

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

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

	// unknown skills [Celest]
	case NPC_BIND:
	case NPC_EXPLOSIONSPIRITS:
	case NPC_INCAGI:
		clif_skill_nodamage(src,bl,skillid,skilllv,1);
		break;

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

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

	return 0;
}

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

	if(skillid < 0) 
	{	// remove the debug print when this case is finished
		printf("skill_castend_damage_id: skillid=%i\ncall: %p %p %i %i %i %i",skillid,
						src, bl,skillid,skilllv,tick,flag);
		return 0;
	}
	if(skillid > 0 && skilllv <= 0) return 0;	// celest

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

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

	sc_dex=status_get_mdef(bl);
	sc_luk=status_get_luk(bl);
	sc_def_vit = status_get_sc_def_vit(bl);
	sc_def_mdef = status_get_sc_def_mdef (bl);

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

	if(bl == NULL || bl->prev == NULL)
		return 1;
	if(sd && pc_isdead(sd))
		return 1;
	if(dstsd && pc_isdead(dstsd) && skillid != ALL_RESURRECTION)
		return 1;
	if(status_get_class(bl) == 1288)
		return 1;
	if (sd && skillnotok(skillid, sd)) // [MouseJstr]
		return 0;

	map_freeblock_lock();
	switch(skillid)
	{
	case AL_HEAL:				/* �q?�� */
		{
			int heal=skill_calc_heal( src, skilllv );
			int heal_get_jobexp;
			int skill;
			struct pc_base_job s_class;

			if( dstsd && dstsd->special_state.no_magic_damage )
				heal=0;	/* ?��峃J?�h�i�q?���ʂO�j */
			if (sd){
				s_class = pc_calc_base_job(sd->status.class_);
				if((skill=pc_checkskill(sd,HP_MEDITATIO))>0) // ���f�B�e�C�e�B�I
					heal += heal*skill*2/100;
				if(sd && dstsd && sd->status.partner_id == dstsd->status.char_id && s_class.job == 23 && sd->status.sex == 0) //������?�ۂ�PC�A?�ۂ������̃p?�g�i?�A�������X�p�m�r�A���������Ȃ�
					heal = heal*2;	//�X�p�m�r�̉ł��U�߂Ƀq?�������2�{�ɂȂ�
			}


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

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

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

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

	case AL_DECAGI:			/* ���x���� */
		if( bl->type==BL_PC && ((struct map_session_data *)bl)->special_state.no_magic_damage )
			break;
		if( rand()%100 < (50+skilllv*3+(status_get_lv(src)+status_get_int(src)/5)-sc_def_mdef) ) {
			clif_skill_nodamage(src,bl,skillid,skilllv,1);
			status_change_start(bl,SkillStatusChangeTable[skillid],skilllv,0,0,0,skill_get_time(skillid,skilllv),0);
		}
		break;

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

	case PR_LEXDIVINA:		/* ���b�N�X�f�B�r?�i */
		{
			struct status_change *sc_data = status_get_sc_data(bl);
			clif_skill_nodamage(src,bl,skillid,skilllv,1);
			if( bl->type==BL_PC && ((struct map_session_data *)bl)->special_state.no_magic_damage )
				break;
			if(sc_data && sc_data[SC_DIVINA].timer != -1)
				status_change_end(bl,SC_DIVINA,-1);
			else if( rand()%100 < sc_def_vit ) {
				status_change_start(bl,SkillStatusChangeTable[skillid],skilllv,0,0,0,skill_get_time(skillid,skilllv),0);
			}
		}
		break;
	case SA_ABRACADABRA:
		//require 1 yellow gemstone even with mistress card or Into the Abyss
		if ((i=pc_search_inventory(sd, 715)) < 0 ) { //bug fixed by Lupus (item pos can be 0, too!)
			clif_skill_fail(sd,sd->skillid,0,0);
			break;
		}
		//pc_delitem(sd, pc_search_inventory(sd, 715), 1, 0);
		pc_delitem(sd, i, 1, 0);
		//
		do{
			abra_skillid=skill_abra_dataset(skilllv);
		}while(abra_skillid == 0);
		abra_skilllv=skill_get_max(abra_skillid)>pc_checkskill(sd,SA_ABRACADABRA)?pc_checkskill(sd,SA_ABRACADABRA):skill_get_max(abra_skillid);
		clif_skill_nodamage(src,bl,skillid,skilllv,1);
		sd->skillitem=abra_skillid;
		sd->skillitemlv=abra_skilllv;
		clif_item_skill(sd,abra_skillid,abra_skilllv,"�A�u���J�_�u��");
		break;
	case SA_COMA:
		clif_skill_nodamage(src,bl,skillid,skilllv,1);
		if( bl->type==BL_PC && ((struct map_session_data *)bl)->special_state.no_magic_damage )
			break;
		if(dstsd){
			dstsd->status.hp=1;
			dstsd->status.sp=1;
			clif_updatestatus(dstsd,SP_HP);
			clif_updatestatus(dstsd,SP_SP);
		}
		if(dstmd) dstmd->hp=1;
		break;
	case SA_FULLRECOVERY:
		clif_skill_nodamage(src,bl,skillid,skilllv,1);
		if( bl->type==BL_PC && ((struct map_session_data *)bl)->special_state.no_magic_damage )
			break;
		if(dstsd) pc_heal(dstsd,dstsd->status.max_hp,dstsd->status.max_sp);
		if(dstmd) dstmd->hp=status_get_max_hp(&dstmd->bl);
		break;
	case SA_SUMMONMONSTER:
		clif_skill_nodamage(src,bl,skillid,skilllv,1);
		if (sd) mob_once_spawn(sd,map[sd->bl.m].name,sd->bl.x,sd->bl.y,"--ja--",-1,1,"");
		break;
	case SA_LEVELUP:
		clif_skill_nodamage(src,bl,skillid,skilllv,1);
		if (sd && pc_nextbaseexp(sd)) pc_gainexp(sd,pc_nextbaseexp(sd)*10/100,0);
		break;

	case SA_INSTANTDEATH:
		clif_skill_nodamage(src,bl,skillid,skilllv,1);
		if (sd) pc_damage(NULL,sd,sd->status.max_hp);
		break;

	case SA_QUESTION:
	case SA_GRAVITY:
		clif_skill_nodamage(src,bl,skillid,skilllv,1);
		break;
	case SA_CLASSCHANGE:
		clif_skill_nodamage(src,bl,skillid,skilllv,1);
		if(dstmd) mob_class_change(dstmd,changeclass);
		break;
	case SA_MONOCELL:
		clif_skill_nodamage(src,bl,skillid,skilllv,1);
		if(dstmd) mob_class_change(dstmd,poringclass);
		break;
	case SA_DEATH:
		clif_skill_nodamage(src,bl,skillid,skilllv,1);
		if (dstsd) pc_damage(NULL,dstsd,dstsd->status.max_hp);
		if (dstmd) mob_damage(NULL,dstmd,dstmd->hp,1);
		break;
	case SA_REVERSEORCISH:
		clif_skill_nodamage(src,bl,skillid,skilllv,1);
		if (dstsd) pc_setoption(dstsd,dstsd->status.option|0x0800);
		break;
	case SA_FORTUNE:
		clif_skill_nodamage(src,bl,skillid,skilllv,1);
		if(sd) pc_getzeny(sd,status_get_lv(bl)*100);
		break;
	case SA_TAMINGMONSTER:
		clif_skill_nodamage(src,bl,skillid,skilllv,1);
		if (dstmd){
			for(i=0;i<MAX_PET_DB;i++){
				if(dstmd->class_ == pet_db[i].class_){
					pet_catch_process1(sd,dstmd->class_);
					break;
				}
			}
		}
		break;
	case AL_INCAGI:			/* ���x?�� */
	case AL_BLESSING:		/* �u���b�V���O */
	case PR_SLOWPOISON:
	case PR_IMPOSITIO:		/* �C���|�V�e�B�I�}�k�X */
	case PR_LEXAETERNA:		/* ���b�N�X�G?�e���i */
	case PR_SUFFRAGIUM:		/* �T�t���M�E�� */
	case PR_BENEDICTIO:		/* ��?�~�� */
	case CR_PROVIDENCE:		/* �v�����B�f���X */
		if( bl->type==BL_PC && ((struct map_session_data *)bl)->special_state.no_magic_damage ){
			clif_skill_nodamage(src,bl,skillid,skilllv,1);
		}else{
			status_change_start(bl,SkillStatusChangeTable[skillid],skilllv,0,0,0,skill_get_time(skillid,skilllv),0 );
			clif_skill_nodamage(src,bl,skillid,skilllv,1);
		}
		break;

	case CG_MARIONETTE:		/* �}���I�l�b�g�R���g��?�� */
		if(sd && dstsd){
			struct status_change *sc_data = status_get_sc_data(src);
			struct status_change *tsc_data = status_get_sc_data(bl);
			int sc = SkillStatusChangeTable[skillid];
			int sc2 = SC_MARIONETTE2;

			if((dstsd->bl.type!=BL_PC)
			 || (sd->bl.id == dstsd->bl.id)
			 || (!sd->status.party_id)
			 || (sd->status.party_id != dstsd->status.party_id)) {
			 	clif_skill_fail(sd,skillid,0,0);
				map_freeblock_unlock();
				return 1;
			}
			if(sc_data && tsc_data){
				if(sc_data[sc].timer == -1 && tsc_data[sc2].timer == -1) {
					status_change_start (src,sc,skilllv,0,bl->id,0,skill_get_time(skillid,skilllv),0);
					status_change_start (bl,sc2,skilllv,0,src->id,0,skill_get_time(skillid,skilllv),0);
				}
				else if (sc_data[sc].timer != -1 && tsc_data[sc2].timer != -1 &&
				sc_data[sc].val3 == bl->id && tsc_data[sc2].val3 == src->id) {
					status_change_end(src, sc, -1);
					status_change_end(bl, sc2, -1);
				}
				else {
					clif_skill_fail(sd,skillid,0,0);
					map_freeblock_unlock();
					return 1;
				}
				clif_skill_nodamage(src,bl,skillid,skilllv,1);
			}
		}
		break;

	case SA_FLAMELAUNCHER:	// added failure chance and chance to break weapon if turned on [Valaris]
	case SA_FROSTWEAPON:
	case SA_LIGHTNINGLOADER:
	case SA_SEISMICWEAPON:
		if(bl->type==BL_PC) {
			struct map_session_data *sd2 = (struct map_session_data *)bl;
			if (sd2->special_state.no_magic_damage) {
				clif_skill_nodamage(src,bl,skillid,skilllv,0);
				break;
			}
			if(sd2->status.weapon==0 || (sd && sd->status.party_id > 0 && sd->status.party_id != sd2->status.party_id) ||
				sd2->sc_data[SC_FLAMELAUNCHER].timer!=-1 || sd2->sc_data[SC_FROSTWEAPON].timer!=-1 ||
					sd2->sc_data[SC_LIGHTNINGLOADER].timer!=-1 || sd2->sc_data[SC_SEISMICWEAPON].timer!=-1 ||
					sd2->sc_data[SC_ENCPOISON].timer!=-1) {
				if (sd) clif_skill_fail(sd,skillid,0,0);
				clif_skill_nodamage(src,bl,skillid,skilllv,0);
				break;
			}
		}
		if(skilllv < 5 && rand()%100 > (60+skilllv*10) ) { //fixed by Lupus (4 -> 5) or else it has 100% success even at lv4
			if (sd) clif_skill_fail(sd,skillid,0,0);
			clif_skill_nodamage(src,bl,skillid,skilllv,0);
			if(bl->type==BL_PC && battle_config.equipment_breaking) {
				struct map_session_data *sd2 = (struct map_session_data *)bl;
				if(sd && sd != sd2) clif_displaymessage(sd->fd,"You broke target's weapon");
				pc_breakweapon(sd2);
			}
			break;
		}
		else {
			status_change_start(bl,SkillStatusChangeTable[skillid],skilllv,0,0,0,skill_get_time(skillid,skilllv),0 );
			clif_skill_nodamage(src,bl,skillid,skilllv,1);
		}
		break;

	case PR_ASPERSIO:		/* �A�X�y���V�I */
		clif_skill_nodamage(src,bl,skillid,skilllv,1);
		if( bl->type==BL_PC && ((struct map_session_data *)bl)->special_state.no_magic_damage )
			break;
		if(bl->type==BL_MOB)
			break;
		status_change_start(bl,SkillStatusChangeTable[skillid],skilllv,0,0,0,skill_get_time(skillid,skilllv),0 );
		break;
	case PR_KYRIE:			/* �L���G�G���C�\�� */
		clif_skill_nodamage(bl,bl,skillid,skilllv,1);
		if( bl->type==BL_PC && ((struct map_session_data *)bl)->special_state.no_magic_damage )
			break;
		status_change_start(bl,SkillStatusChangeTable[skillid],skilllv,0,0,0,skill_get_time(skillid,skilllv),0 );
		break;
	case KN_AUTOCOUNTER:		/* �I?�g�J�E���^? */
	case KN_TWOHANDQUICKEN:	/* �c?�n���h�N�C�b�P�� */
	case CR_SPEARQUICKEN:	/* �X�s�A�N�C�b�P�� */
	case CR_REFLECTSHIELD:
	case AS_POISONREACT:	/* �|�C�Y�����A�N�g */
	case MC_LOUD:			/* ���E�h�{�C�X */
	case MG_ENERGYCOAT:		/* �G�i�W?�R?�g */
//	case SM_ENDURE:			/* �C���f���A */
	case MG_SIGHT:			/* �T�C�g */
	case AL_RUWACH:			/* ���A�t */
	case MO_EXPLOSIONSPIRITS:	// �����g��
	case MO_STEELBODY:		// ����
	case LK_AURABLADE:		/* �I?���u��?�h */
	case LK_PARRYING:		/* �p���C���O */
	case LK_CONCENTRATION:	/* �R���Z���g��?�V���� */
//	case LK_BERSERK:		/* �o?�T?�N */
	case HP_ASSUMPTIO:		/*  */
	case WS_CARTBOOST:		/* �J?�g�u?�X�g */
	case SN_SIGHT:			/* �g�D��?�T�C�g */
	case WS_MELTDOWN:		/* �����g�_�E�� */
	case ST_REJECTSWORD:	/* ���W�F�N�g�\?�h */
	case HW_MAGICPOWER:		/* ���@��?�� */
	case PF_MEMORIZE:		/* �������C�Y */
	case PA_SACRIFICE:
	case ASC_EDP:			// [Celest]
	case CG_MOONLIT:		/* ������̐�ɗ�����Ԃт� */
		clif_skill_nodamage(src,bl,skillid,skilllv,1);
		status_change_start(bl,SkillStatusChangeTable[skillid],skilllv,0,0,0,skill_get_time(skillid,skilllv),0 );
		break;
	case SM_ENDURE:			/* �C���f���A */
		clif_skill_nodamage(src,bl,skillid,skilllv,1);
		status_change_start(bl,SkillStatusChangeTable[skillid],skilllv,0,0,0,skill_get_time(skillid,skilllv),0 );
		if (sd)
			pc_blockskill_start (sd, skillid, 10000);
		break;

	case SM_AUTOBERSERK:	// Celest
		{
			struct status_change *tsc_data = status_get_sc_data(bl);
			int sc=SkillStatusChangeTable[skillid];
			clif_skill_nodamage(src,bl,skillid,skilllv,1);
			if( tsc_data ){
				if( tsc_data[sc].timer==-1 )
					status_change_start(bl,sc,skilllv,0,0,0,0,0);
				else
					status_change_end(bl, sc, -1);
			}
		}
		break;

	case AS_ENCHANTPOISON: // Prevent spamming [Valaris]
		if(bl->type==BL_PC) {
			struct map_session_data *sd2=(struct map_session_data *)bl;
			if(sd2->sc_data[SC_FLAMELAUNCHER].timer!=-1 || sd2->sc_data[SC_FROSTWEAPON].timer!=-1 ||
				sd2->sc_data[SC_LIGHTNINGLOADER].timer!=-1 || sd2->sc_data[SC_SEISMICWEAPON].timer!=-1 ||
					sd2->sc_data[SC_ENCPOISON].timer!=-1) {
						clif_skill_nodamage(src,bl,skillid,skilllv,0);
						clif_skill_fail(sd,skillid,0,0);
						break;
			}
		}
		clif_skill_nodamage(src,bl,skillid,skilllv,1);
		status_change_start(bl,SkillStatusChangeTable[skillid],skilllv,0,0,0,skill_get_time(skillid,skilllv),0 );
		break;

	case LK_TENSIONRELAX:	/* �e���V���������b�N�X */
		clif_skill_nodamage(src,bl,skillid,skilllv,1);
		pc_setsit(sd);
		clif_sitting(sd);
		status_change_start(bl,SkillStatusChangeTable[skillid],skilllv,0,0,0,skill_get_time(skillid,skilllv),0 );
		break;
	case LK_BERSERK:		/* �o?�T?�N */
		clif_skill_nodamage(src,bl,skillid,skilllv,1);
		status_change_start(bl,SkillStatusChangeTable[skillid],skilllv,0,0,0,skill_get_time(skillid,skilllv),0 );
		//sd->status.hp = sd->status.max_hp * 3;
		break;

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

	case AC_CONCENTRATION:	/* �W���͌��� */
		{
			int range = 1;
			clif_skill_nodamage(src,bl,skillid,skilllv,1);
			status_change_start(bl,SkillStatusChangeTable[skillid],skilllv,0,0,0,skill_get_time(skillid,skilllv),0 );
			map_foreachinarea( status_change_timer_sub,
				src->m, src->x-range, src->y-range, src->x+range,src->y+range,0,
				src,SkillStatusChangeTable[skillid],tick);
		}
		break;

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

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

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

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

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

			if(dstmd) {
				int range = skill_get_range(skillid,skilllv);
				if(range < 0)
					range = status_get_range(src) - (range + 1);
				dstmd->state.provoke_flag = src->id;
				mob_target(dstmd,src,range);
			}
		}
		break;

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

			int lv = sd->status.base_level-dstsd->status.base_level;
			lv = (lv<0)?-lv:lv;
			if((dstsd->bl.type!=BL_PC)	// �����PC����Ȃ��Ƃ���
			 ||(sd->bl.id == dstsd->bl.id)	// ���肪�����͂���
			 ||(lv > battle_config.devotion_level_difference)			// ���x�����}10�܂�
			 ||(!sd->status.party_id && !sd->status.guild_id)	// PT�ɂ��M���h�ɂ���?�����͂���
			 ||((sd->status.party_id != dstsd->status.party_id)	// �����p?�e�B?���A
			 &&(sd->status.guild_id != dstsd->status.guild_id))	// �����M���h����Ȃ��Ƃ���
			 ||(dst_s_class.job==14||dst_s_class.job==21)){	// �N���Z����
				clif_skill_fail(sd,skillid,0,0);
				map_freeblock_unlock();
				return 1;
			}
			for(i=0;i<skilllv;i++){
				if(!sd->dev.val1[i]){		// �󂫂�������������
					sd->dev.val1[i] = bl->id;
					sd->dev.val2[i] = bl->id;
					break;
				}else if(i==skilllv-1){		// �󂫂��Ȃ�����
					clif_skill_fail(sd,skillid,0,0);
					map_freeblock_unlock();
					return 1;
				}
			}
			clif_skill_nodamage(src,bl,skillid,skilllv,1);
			clif_devotion(sd,bl->id);
			status_change_start(bl,SkillStatusChangeTable[skillid],src->id,1,0,0,1000*(15+15*skilllv),0 );
		}
		else	clif_skill_fail(sd,skillid,0,0);
		break;
	case MO_CALLSPIRITS:	// ?��
		if(sd) {
			clif_skill_nodamage(src,bl,skillid,skilllv,1);
			pc_addspiritball(sd,skill_get_time(skillid,skilllv),skilllv);
		}
		break;
	case CH_SOULCOLLECT:	// ��?��
		if(sd) {
			clif_skill_nodamage(src,bl,skillid,skilllv,1);
			for(i=0;i<5;i++)
				pc_addspiritball(sd,skill_get_time(skillid,skilllv),5);
		}
		break;
	case MO_BLADESTOP:	// ���n���
		clif_skill_nodamage(src,bl,skillid,skilllv,1);
		status_change_start(src,SkillStatusChangeTable[skillid],skilllv,0,0,0,skill_get_time(skillid,skilllv),0 );
		break;
	case MO_ABSORBSPIRITS:	// ?�D
		i=0;
		if(dstsd) {
			if((sd && sd == dstsd) || map[src->m].flag.pvp || map[src->m].flag.gvg) {
				if(dstsd->spiritball > 0) {
					clif_skill_nodamage(src,bl,skillid,skilllv,1);
					i = dstsd->spiritball * 7;
					pc_delspiritball(dstsd,dstsd->spiritball,0);
					if(i > 0x7FFF)
						i = 0x7FFF;
					if(sd && sd->status.sp + i > sd->status.max_sp)
						i = sd->status.max_sp - sd->status.sp;
				}
			}
		} else if (dstmd){ //?�ۂ������X�^?�̏ꍇ
			//20%�̊m����?�ۂ�Lv*2��SP���񕜂���B���������Ƃ��̓^?�Q�b�g(��?�D?)��????!!
			if(rand()%100<20){
				i=2*mob_db[dstmd->class_].lv;
				mob_target(dstmd,src,0);
			}
		}
		if(i && sd){
			sd->status.sp += i;
			clif_heal(sd->fd,SP_SP,i);
		} else clif_skill_nodamage(src,bl,skillid,skilllv,0);
		break;

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

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

	case RG_RAID:			/* �T�v���C�Y�A�^�b�N */
		clif_skill_nodamage(src,bl,skillid,skilllv,1);
		map_foreachinarea(skill_area_sub,
			bl->m,bl->x-1,bl->y-1,bl->x+1,bl->y+1,0,
			src,skillid,skilllv,tick, flag|BCT_ENEMY|1,
			skill_castend_damage_id);
		status_change_end(src, SC_HIDING, -1);	// �n�C�f�B���O����
		break;

	case ASC_METEORASSAULT:	/* ���e�I�A�T���g */
		clif_skill_nodamage(src,bl,skillid,skilllv,1);
		map_foreachinarea(skill_area_sub,
			bl->m,bl->x-2,bl->y-2,bl->x+2,bl->y+2,0,
			src,skillid,skilllv,tick, flag|BCT_ENEMY|1,
			skill_castend_damage_id);
		break;

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

			if(skilllv > 3){
				for(c=0;c<5;c++){
					map_foreachinarea(skill_area_sub,
						bl->m,tc.val1[c],tc.val2[c],tc.val1[c],tc.val2[c],0,
						src,skillid,skilllv,tick, flag|BCT_ENEMY|n,
						skill_castend_damage_id);
					if(skilllv > 6 && n==3 && c==4){
						skill_brandishspear_dir(&tc,dir,-1);
						n--;c=-1;
					}
				}
			}
			/* ��?�@ */
			for(c=0;c<10;c++){
				if(c==0||c==5) skill_brandishspear_dir(&tc,dir,-1);
				map_foreachinarea(skill_area_sub,
					bl->m,tc.val1[c%5],tc.val2[c%5],tc.val1[c%5],tc.val2[c%5],0,
					src,skillid,skilllv,tick, flag|BCT_ENEMY|1,
					skill_castend_damage_id);
			}
		}
		break;

	/* �p?�e�B�X�L�� */
	case AL_ANGELUS:		/* �G���W�F���X */
	case PR_MAGNIFICAT:		/* �}�O�j�t�B�J?�g */
	case PR_GLORIA:			/* �O�����A */
	case SN_WINDWALK:		/* �E�C���h�E�H?�N */
		if(sd == NULL || sd->status.party_id==0 || (flag&1) ){
			/* �•ʂ�?�� */
			clif_skill_nodamage(bl,bl,skillid,skilllv,1);
			if( bl->type==BL_PC && ((struct map_session_data *)bl)->special_state.no_magic_damage )
				break;
			status_change_start(bl,SkillStatusChangeTable[skillid],skilllv,0,0,0,skill_get_time(skillid,skilllv),0);
		}
		else{
			/* �p?�e�B�S?�ւ�?�� */
			party_foreachsamemap(skill_area_sub,
				sd,1,
				src,skillid,skilllv,tick, flag|BCT_PARTY|1,
				skill_castend_nodamage_id);
		}
		break;
	case BS_ADRENALINE:		/* �A�h���i�������b�V�� */
	case BS_WEAPONPERFECT:	/* �E�F�|���p?�t�F�N�V���� */
	case BS_OVERTHRUST:		/* �I?�o?�g���X�g */
		if(sd == NULL || sd->status.party_id==0 || (flag&1) ){
			/* �•ʂ�?�� */
			clif_skill_nodamage(bl,bl,skillid,skilllv,1);
			status_change_start(bl,SkillStatusChangeTable[skillid],skilllv,(src == bl)? 1:0,0,0,skill_get_time(skillid,skilllv),0);
		}
		else{
			/* �p?�e�B�S?�ւ�?�� */
			party_foreachsamemap(skill_area_sub,
				sd,1,
				src,skillid,skilllv,tick, flag|BCT_PARTY|1,
				skill_castend_nodamage_id);
		}
		break;

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

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

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

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

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

	case HP_BASILICA:			/* �o�W���J */
		{
			struct skill_unit_group *sg;
			battle_stopwalking(src,1);
			skill_clear_unitgroup(src);
			clif_skill_nodamage(src,bl,skillid,skilllv,1);
			sg = skill_unitsetting(src,skillid,skilllv,src->x,src->y,0);
			status_change_start(src,SkillStatusChangeTable[skillid],skilllv,0,0,(int)sg,
				skill_get_time(skillid,skilllv),0);
		}
		break;

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

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

	case BA_FROSTJOKE:			/* �����W��?�N */
	case DC_SCREAM:				/* �X�N��?�� */
		clif_skill_nodamage(src,bl,skillid,skilllv,1);
		skill_addtimerskill(src,tick+3000,bl->id,0,0,skillid,skilllv,0,flag);
		break;

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

	case RG_STEALCOIN:		// �X�e�B?���R�C��
	if(sd) {
			if(pc_steal_coin(sd,bl)) {
				int range = skill_get_range(skillid,skilllv);
				if(range < 0)
					range = status_get_range(src) - (range + 1);
				clif_skill_nodamage(src,bl,skillid,skilllv,1);
				mob_target((struct mob_data *)bl,src,range);
			}
			else
				clif_skill_fail(sd,skillid,0,0);
		}
		break;

	case MG_STONECURSE:			/* �X�g?���J?�X */
		{
			struct status_change *sc_data = status_get_sc_data(bl);
			// Level 6-10 doesn't consume a red gem if it fails [celest]
			int i, gem_flag = 1;
			if (bl->type==BL_MOB && status_get_mode(bl)&0x20) {
				clif_skill_fail(sd,sd->skillid,0,0);
				break;
			}
			clif_skill_nodamage(src,bl,skillid,skilllv,1);
			if( bl->type==BL_PC && ((struct map_session_data *)bl)->special_state.no_magic_damage )
				break;
			if (sc_data && sc_data[SC_STONE].timer != -1) {
				status_change_end(bl,SC_STONE,-1);
				if (sd)
					clif_skill_fail(sd,skillid,0,0);
			}
			else if( rand()%100 < skilllv*4+20 && !battle_check_undead(status_get_race(bl),status_get_elem_type(bl)))
				status_change_start(bl,SC_STONE,skilllv,0,0,0,skill_get_time2(skillid,skilllv),0);
			else if(sd) {
				if (skilllv > 5) gem_flag = 0;
				clif_skill_fail(sd,skillid,0,0);
			}
			if (dstmd)
				mob_target(dstmd,src,skill_get_range(skillid,skilllv));
			if (sd && gem_flag) {
				if ((i=pc_search_inventory(sd, skill_db[skillid].itemid[0])) < 0 ) {
					clif_skill_fail(sd,sd->skillid,0,0);
					break;
				}
				pc_delitem(sd, i, skill_db[skillid].amount[0], 0);
			}
		}
		break;

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

	case AL_CURE:				/* �L���A? */
		clif_skill_nodamage(src,bl,skillid,skilllv,1);
		if(dstsd && dstsd->special_state.no_magic_damage )
			break;
		status_change_end(bl, SC_SILENCE	, -1 );
		status_change_end(bl, SC_BLIND	, -1 );
		status_change_end(bl, SC_CONFUSION, -1 );
		if( battle_check_undead(status_get_race(bl),status_get_elem_type(bl)) ){//�A���f�b�h�Ȃ�È�?��
			status_change_start(bl, SC_CONFUSION,1,0,0,0,6000,0);
		}
		break;

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

	case PR_STRECOVERY:			/* ���J�o��? */
		{
			clif_skill_nodamage(src,bl,skillid,skilllv,1);
			if(dstsd && dstsd->special_state.no_magic_damage)
				break;
			status_change_end(bl, SC_FREEZE	, -1 );
			status_change_end(bl, SC_STONE	, -1 );
			status_change_end(bl, SC_SLEEP	, -1 );
			status_change_end(bl, SC_STAN	, -1 );
			if( battle_check_undead(status_get_race(bl),status_get_elem_type(bl)) ){//�A���f�b�h�Ȃ�È�?��
				if(rand()%100 < (100-(status_get_int(bl)/2+status_get_vit(bl)/3+status_get_luk(bl)/10))) {
					status_change_start(bl, SC_BLIND,1,0,0,0,
						1000 * 30 * (100-(status_get_int(bl)+status_get_vit(bl))/2)/100,0);
				}
			}
			if(dstmd){
				dstmd->attacked_id=0;
				dstmd->target_id=0;
				dstmd->state.targettype = NONE_ATTACKABLE;
				dstmd->state.skillstate=MSS_IDLE;
				dstmd->next_walktime=tick+rand()%3000+3000;
			}
		}
		break;

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

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

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

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

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

	case AL_HOLYWATER:			/* �A�N�A�x�l�f�B�N�^ */
		if(sd) {
			int eflag;
			struct item item_tmp;
			clif_skill_nodamage(src,bl,skillid,skilllv,1);
			memset(&item_tmp,0,sizeof(item_tmp));
			item_tmp.nameid = 523;
			item_tmp.identify = 1;
			if(battle_config.holywater_name_input) {
				item_tmp.card[0] = 0xfe;
				item_tmp.card[1] = 0;
				*((unsigned long *)(&item_tmp.card[2]))=sd->char_id;	/* �L����ID */
			}
			eflag = pc_additem(sd,&item_tmp,1);
			if(eflag) {
				clif_additem(sd,0,0,eflag);
				map_addflooritem(&item_tmp,1,sd->bl.m,sd->bl.x,sd->bl.y,NULL,NULL,NULL,0);
			}
		}
		break;
	case TF_PICKSTONE:
		if(sd) {
			int eflag;
			struct item item_tmp;
			struct block_list tbl;
			clif_skill_nodamage(src,bl,skillid,skilllv,1);
			memset(&item_tmp,0,sizeof(item_tmp));
			memset(&tbl,0,sizeof(tbl)); // [MouseJstr]
			item_tmp.nameid = 7049;
			item_tmp.identify = 1;
			tbl.id = 0;
			clif_takeitem(&sd->bl,&tbl);
			eflag = pc_additem(sd,&item_tmp,1);
			if(eflag) {
				clif_additem(sd,0,0,eflag);
				map_addflooritem(&item_tmp,1,sd->bl.m,sd->bl.x,sd->bl.y,NULL,NULL,NULL,0);
			}
		}
		break;

	case RG_STRIPWEAPON:		/* �X�g���b�v�E�F�|�� */
	case RG_STRIPSHIELD:		/* �X�g���b�v�V�[���h */
	case RG_STRIPARMOR:			/* �X�g���b�v�A�[�}�[ */
	case RG_STRIPHELM:			/* �X�g���b�v�w���� */
	{
		struct status_change *tsc_data;
		int strip_time, strip_per, strip_fix;
		int scid, cp_scid = 0, equip;

		tsc_data = status_get_sc_data(bl);
		scid = SkillStatusChangeTable[skillid];
		switch (skillid) {
			case RG_STRIPWEAPON:
				equip = EQP_WEAPON;
				cp_scid = SC_CP_WEAPON;
				break;
			case RG_STRIPSHIELD:
				equip = EQP_SHIELD;
				cp_scid = SC_CP_SHIELD;
				break;
			case RG_STRIPARMOR:
				equip = EQP_ARMOR;
				cp_scid = SC_CP_ARMOR;
				break;
			case RG_STRIPHELM:
				equip = EQP_HELM;
				cp_scid = SC_CP_HELM;
				break;
			default:
				map_freeblock_unlock();
				return 1;
		}

		if (tsc_data && (tsc_data[scid].timer != -1 || tsc_data[cp_scid].timer != -1))
			break;
		if (dstsd && dstsd->unstripable_equip & equip)
			break;

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

		if (dstsd) {
			for (i=0;i<MAX_INVENTORY;i++) {
				if (dstsd->status.inventory[i].equip && (dstsd->status.inventory[i].equip & equip)){
					pc_unequipitem(dstsd,i,3);
					break;
				}
			}
			if (i == MAX_INVENTORY)
				break;
		}
		clif_skill_nodamage(src,bl,skillid,skilllv,1);
		strip_time = skill_get_time(skillid,skilllv)+strip_fix/2;
		status_change_start(bl,scid,skilllv,0,0,0,strip_time,0 );
		break;
	}
	case ST_FULLSTRIP:	// Celest
	{
		struct status_change *tsc_data;
		int i, j, strip_time, strip_per, strip_fix;
		int equip[4] = { EQP_WEAPON, EQP_SHIELD, EQP_ARMOR, EQP_HELM };
		int scid[4] = { SC_STRIPWEAPON, SC_STRIPSHIELD, SC_STRIPARMOR, SC_STRIPHELM };
		int cp_scid[4] = { SC_CP_WEAPON, SC_CP_SHIELD, SC_CP_ARMOR, SC_CP_HELM };
		
		tsc_data = status_get_sc_data(bl);
		strip_fix = status_get_dex(src) - status_get_dex(bl);
		if(strip_fix < 0)
			strip_fix = 0;
		strip_per = 5+2*skilllv+strip_fix/5;
		if (rand()%100 >= strip_per)
			break;
		strip_time = skill_get_time(skillid,skilllv)+strip_fix/2;

		for (i=0; i<4; i++) {
			if (dstsd) {
				if (tsc_data && (tsc_data[scid[i]].timer != -1 || tsc_data[cp_scid[i]].timer != -1))
					continue;
				if (dstsd->unstripable_equip & equip[i])
					continue;
				for (j=0; j<MAX_INVENTORY; j++) {
					if (dstsd->status.inventory[j].equip && (dstsd->status.inventory[j].equip & equip[i])){
						pc_unequipitem(dstsd,j,3);
						break;
					}
				}
				if (j == MAX_INVENTORY)
					continue;
			}
			status_change_start(bl,scid[i],skilllv,0,0,0,strip_time,0 );
		}
		clif_skill_nodamage(src,bl,skillid,skilllv,1);
		break;
	}

	/* PotionPitcher */
	case AM_POTIONPITCHER:		/* �|?�V�����s�b�`��? */
		{
			struct block_list tbl;
			int i,x,hp = 0,sp = 0;
			if(sd) {
				x = skilllv%11 - 1;
				i = pc_search_inventory(sd,skill_db[skillid].itemid[x]);
				if(i < 0 || skill_db[skillid].itemid[x] <= 0) {
					clif_skill_fail(sd,skillid,0,0);
					map_freeblock_unlock();
					return 1;
				}
				if(sd->inventory_data[i] == NULL || sd->status.inventory[i].amount < skill_db[skillid].amount[x]) {
					clif_skill_fail(sd,skillid,0,0);
					map_freeblock_unlock();
					return 1;
				}
				sd->state.potionpitcher_flag = 1;
				sd->potion_hp = sd->potion_sp = sd->potion_per_hp = sd->potion_per_sp = 0;
				sd->skilltarget = bl->id;
				run_script(sd->inventory_data[i]->use_script,0,sd->bl.id,0);
				pc_delitem(sd,i,skill_db[skillid].amount[x],0);
				sd->state.potionpitcher_flag = 0;
				if(sd->potion_per_hp > 0 || sd->potion_per_sp > 0) {
					hp = status_get_max_hp(bl) * sd->potion_per_hp / 100;
					hp = hp * (100 + pc_checkskill(sd,AM_POTIONPITCHER)*10 + pc_checkskill(sd,AM_LEARNINGPOTION)*5)/100;
					if(dstsd) {
						sp = dstsd->status.max_sp * sd->potion_per_sp / 100;
						sp = sp * (100 + pc_checkskill(sd,AM_POTIONPITCHER)*10 + pc_checkskill(sd,AM_LEARNINGPOTION)*5)/100;
					}
				}
				else {
					if(sd->potion_hp > 0) {
						hp = sd->potion_hp * (100 + pc_checkskill(sd,AM_POTIONPITCHER)*10 + pc_checkskill(sd,AM_LEARNINGPOTION)*5)/100;
						hp = hp * (100 + (status_get_vit(bl)<<1)) / 100;
						if(dstsd)
							hp = hp * (100 + pc_checkskill(dstsd,SM_RECOVERY)*10) / 100;
					}
					if(sd->potion_sp > 0) {
						sp = sd->potion_sp * (100 + pc_checkskill(sd,AM_POTIONPITCHER)*10 + pc_checkskill(sd,AM_LEARNINGPOTION)*5)/100;
						sp = sp * (100 + (status_get_int(bl)<<1)) / 100;
						if(dstsd)
							sp = sp * (100 + pc_checkskill(dstsd,MG_SRECOVERY)*10) / 100;
					}
				}
			}
			else {
				hp = (1 + rand()%400) * (100 + skilllv*10) / 100;
				hp = hp * (100 + (status_get_vit(bl)<<1)) / 100;
				if(dstsd)
					hp = hp * (100 + pc_checkskill(dstsd,SM_RECOVERY)*10) / 100;
			}
			tbl.id = 0;
			tbl.m = src->m;
			tbl.x = src->x;
			tbl.y = src->y;
			clif_skill_nodamage(src,bl,skillid,skilllv,1);
			if(hp > 0 || (hp <= 0 && sp <= 0))
				clif_skill_nodamage(&tbl,bl,AL_HEAL,hp,1);
			if(sp > 0)
				clif_skill_nodamage(&tbl,bl,MG_SRECOVERY,sp,1);
			battle_heal(src,bl,hp,sp,0);
		}
		break;
	case AM_CP_WEAPON:
	case AM_CP_SHIELD:
	case AM_CP_ARMOR:
	case AM_CP_HELM:
		{
			int scid = SC_STRIPWEAPON + (skillid - AM_CP_WEAPON);
			struct status_change *tsc_data = status_get_sc_data(bl);
			clif_skill_nodamage(src,bl,skillid,skilllv,1);
			if(tsc_data && tsc_data[scid].timer != -1)
				status_change_end(bl, scid, -1 );
			status_change_start(bl,SkillStatusChangeTable[skillid],skilllv,0,0,0,skill_get_time(skillid,skilllv),0 );
		}
		break;

	case SA_DISPELL:			/* �f�B�X�y�� */
		{
			int i;
			clif_skill_nodamage(src,bl,skillid,skilllv,1);
			if( bl->type==BL_PC && ((struct map_session_data *)bl)->special_state.no_magic_damage )
				break;
			for(i=0;i<136;i++){
				if(i==SC_RIDING || i== SC_FALCON || i==SC_HALLUCINATION || i==SC_WEIGHT50
					|| i==SC_WEIGHT90 || i==SC_STRIPWEAPON || i==SC_STRIPSHIELD || i==SC_STRIPARMOR
					|| i==SC_STRIPHELM || i==SC_CP_WEAPON || i==SC_CP_SHIELD || i==SC_CP_ARMOR
					|| i==SC_CP_HELM || i==SC_COMBO)
						continue;
				status_change_end(bl,i,-1);
			}
		}
		break;

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

	case SA_CASTCANCEL:
		clif_skill_nodamage(src,bl,skillid,skilllv,1);
		skill_castcancel(src,1);
		if(sd) {
			int sp = skill_get_sp(sd->skillid_old,sd->skilllv_old);
			sp = sp * (90 - (skilllv-1)*20) / 100;
			if(sp < 0) sp = 0;
			pc_heal(sd,0,-sp);
		}
		break;
	case SA_SPELLBREAKER:	// �X�y���u���C�J?
		{
			struct status_change *sc_data = status_get_sc_data(bl);
			int sp;
			if(sc_data && sc_data[SC_MAGICROD].timer != -1) {
				if(dstsd) {
					sp = skill_get_sp(skillid,skilllv);
					sp = sp * sc_data[SC_MAGICROD].val2 / 100;
					if(sp > 0x7fff) sp = 0x7fff;
					else if(sp < 1) sp = 1;
					if(dstsd->status.sp + sp > dstsd->status.max_sp) {
						sp = dstsd->status.max_sp - dstsd->status.sp;
						dstsd->status.sp = dstsd->status.max_sp;
					}
					else
						dstsd->status.sp += sp;
					clif_heal(dstsd->fd,SP_SP,sp);
				}
				clif_skill_nodamage(bl,bl,SA_MAGICROD,sc_data[SC_MAGICROD].val1,1);
				if(sd) {
					sp = sd->status.max_sp/5;
					if(sp < 1) sp = 1;
					pc_heal(sd,0,-sp);
				}
			}
			else {
				int bl_skillid=0,bl_skilllv=0;
				if(bl->type == BL_PC) {
					if(dstsd && dstsd->skilltimer != -1) {
						bl_skillid = dstsd->skillid;
						bl_skilllv = dstsd->skilllv;
					}
				}
				else if(bl->type == BL_MOB) {
					if(dstmd && dstmd->skilltimer != -1) {
						bl_skillid = dstmd->skillid;
						bl_skilllv = dstmd->skilllv;
					}
				}
				if(bl_skillid > 0 && skill_db[bl_skillid].skill_type == BF_MAGIC) {
					clif_skill_nodamage(src,bl,skillid,skilllv,1);
					skill_castcancel(bl,0);
					sp = skill_get_sp(bl_skillid,bl_skilllv);
					if(dstsd)
						pc_heal(dstsd,0,-sp);
					if(sd) {
						sp = sp*(25*(skilllv-1))/100;
						if(skilllv > 1 && sp < 1) sp = 1;
						if(sp > 0x7fff) sp = 0x7fff;
						else if(sp < 1) sp = 1;
						if(sd->status.sp + sp > sd->status.max_sp) {
							sp = sd->status.max_sp - sd->status.sp;
							sd->status.sp = sd->status.max_sp;
						}
						else
							sd->status.sp += sp;
						clif_heal(sd->fd,SP_SP,sp);
					}
				}
				else if(sd)
					clif_skill_fail(sd,skillid,0,0);
			}
		}
		break;
	case SA_MAGICROD:
		if( bl->type==BL_PC && ((struct map_session_data *)bl)->special_state.no_magic_damage )
			break;
		status_change_start(bl,SkillStatusChangeTable[skillid],skilllv,0,0,0,skill_get_time(skillid,skilllv),0 );
		break;
	case SA_AUTOSPELL:			/* �I?�g�X�y�� */
		clif_skill_nodamage(src,bl,skillid,skilllv,1);
		if(sd)
			clif_autospell(sd,skilllv);
		else {
			int maxlv=1,spellid=0;
			static const int spellarray[3] = { MG_COLDBOLT,MG_FIREBOLT,MG_LIGHTNINGBOLT };
			if(skilllv >= 10) {
				spellid = MG_FROSTDIVER;
				maxlv = skilllv - 9;
			}
			else if(skilllv >=8) {
				spellid = MG_FIREBALL;
				maxlv = skilllv - 7;
			}
			else if(skilllv >=5) {
				spellid = MG_SOULSTRIKE;
				maxlv = skilllv - 4;
			}
			else if(skilllv >=2) {
				int i = rand()%3;
				spellid = spellarray[i];
				maxlv = skilllv - 1;
			}
			else if(skilllv > 0) {
				spellid = MG_NAPALMBEAT;
				maxlv = 3;
			}
			if(spellid > 0)
				status_change_start(src,SC_AUTOSPELL,skilllv,spellid,maxlv,0,
					skill_get_time(SA_AUTOSPELL,skilllv),0);
		}
		break;

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

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

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

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

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

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

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

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

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

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

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

	// Equipment breaking monster skills [Celest]
	case NPC_BREAKWEAPON:
		clif_skill_nodamage(src,bl,skillid,skilllv,1);
		if(bl->type == BL_PC && battle_config.equipment_breaking)
			pc_breakweapon(dstsd);
		break;

	case NPC_BREAKARMOR:
		clif_skill_nodamage(src,bl,skillid,skilllv,1);
		if(bl->type == BL_PC && battle_config.equipment_breaking)
			pc_breakarmor(dstsd);
		break;

	case NPC_BREAKHELM:
		clif_skill_nodamage(src,bl,skillid,skilllv,1);
		if(bl->type == BL_PC && battle_config.equipment_breaking)
			pc_breakhelm(dstsd);
		break;

	case NPC_BREAKSHIELD:
		clif_skill_nodamage(src,bl,skillid,skilllv,1);
		if(bl->type == BL_PC && battle_config.equipment_breaking)
			pc_breakshield(dstsd);
		break;

	case NPC_EXPLOSIONSPIRITS:	//NPC�����g��
		clif_skill_nodamage(src,bl,skillid,skilllv,1);
		status_change_start(bl,SC_EXPLOSIONSPIRITS,skilllv,0,0,0,skill_get_time(skillid,skilllv),0 );
		break;

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

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

	case PF_HPCONVERSION:			/* ���C�t�u������ */
		clif_skill_nodamage(src,bl,skillid,skilllv,1);
		if(sd){
			int conv_hp=0,conv_sp=0;
			conv_hp=sd->status.hp/10; //��{��HP��10%
			sd->status.hp -= conv_hp; //HP�����炷
			conv_sp=conv_hp*10*skilllv/100;
			conv_sp=(sd->status.sp+conv_sp>sd->status.max_sp)?sd->status.max_sp-sd->status.sp:conv_sp;
			sd->status.sp += conv_sp; //SP��?�₷
			pc_heal(sd,-conv_hp,conv_sp);
			clif_heal(sd->fd,SP_SP,conv_sp);
		}
		break;
	case HT_REMOVETRAP:				/* ����?�u�g���b�v */
		clif_skill_nodamage(src,bl,skillid,skilllv,1);
		{
			struct skill_unit *su=NULL;
			struct item item_tmp;
			int flag;
			if((bl->type==BL_SKILL) &&
			   (su=(struct skill_unit *)bl) &&
			   (su->group->src_id == src->id || map[bl->m].flag.pvp || map[bl->m].flag.gvg) &&
			   (su->group->unit_id >= 0x8f && su->group->unit_id <= 0x99) &&
			   (su->group->unit_id != 0x92)){ //?�����Ԃ�
				if(sd){
					if(battle_config.skill_removetrap_type == 1){
						for(i=0;i<10;i++) {
							if(skill_db[su->group->skill_id].itemid[i] > 0){
								memset(&item_tmp,0,sizeof(item_tmp));
								item_tmp.nameid = skill_db[su->group->skill_id].itemid[i];
								item_tmp.identify = 1;
								if(item_tmp.nameid && (flag=pc_additem(sd,&item_tmp,skill_db[su->group->skill_id].amount[i]))){
									clif_additem(sd,0,0,flag);
									map_addflooritem(&item_tmp,skill_db[su->group->skill_id].amount[i],sd->bl.m,sd->bl.x,sd->bl.y,NULL,NULL,NULL,0);
								}
							}
						}
					}else{
						memset(&item_tmp,0,sizeof(item_tmp));
						item_tmp.nameid = 1065;
						item_tmp.identify = 1;
						if(item_tmp.nameid && (flag=pc_additem(sd,&item_tmp,1))){
							clif_additem(sd,0,0,flag);
							map_addflooritem(&item_tmp,1,sd->bl.m,sd->bl.x,sd->bl.y,NULL,NULL,NULL,0);
						}
					}

				}
				if(su->group->unit_id == 0x91 && su->group->val2){
					struct block_list *target=map_id2bl(su->group->val2);
					if(target && (target->type == BL_PC || target->type == BL_MOB))
						status_change_end(target,SC_ANKLE,-1);
				}
				skill_delunit(su);
			}
		}
		break;
	case HT_SPRINGTRAP:				/* �X�v�����O�g���b�v */
		clif_skill_nodamage(src,bl,skillid,skilllv,1);
		{
			struct skill_unit *su=NULL;
			if((bl->type==BL_SKILL) && (su=(struct skill_unit *)bl) && (su->group) ){
				switch(su->group->unit_id){
					case 0x91:	// 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 0x8f:	/* �u���X�g�}�C�� */
					case 0x90:	/* �X�L�b�h�g���b�v */
					case 0x93:	/* �����h�}�C�� */
					case 0x94:	/* �V���b�N�E�F?�u�g���b�v */
					case 0x95:	/* �T���h�}�� */
					case 0x96:	/* �t���b�V��? */
					case 0x97:	/* �t��?�W���O�g���b�v */
					case 0x98:	/* �N���C���A?�g���b�v */
					case 0x99:	/* �g?�L?�{�b�N�X */
						su->group->unit_id = 0x8c;
						clif_changelook(bl,LOOK_BASE,su->group->unit_id);
						su->group->limit=DIFF_TICK(tick+1500,su->group->tick);
						su->limit=DIFF_TICK(tick+1500,su->group->tick);
				}
			}
		}
		break;
	case BD_ENCORE:					/* �A���R?�� */
		clif_skill_nodamage(src,bl,skillid,skilllv,1);
		if(sd)
			skill_use_id(sd,src->id,sd->skillid_dance,sd->skilllv_dance);
		break;

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

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

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

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

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

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

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

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

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

	// Slim Pitcher
	case CR_SLIMPITCHER:
		{
			if (sd && flag&1) {
				struct block_list tbl;
				int hp = sd->potion_hp * (100 + pc_checkskill(sd,CR_SLIMPITCHER)*10 + pc_checkskill(sd,AM_POTIONPITCHER)*10 + pc_checkskill(sd,AM_LEARNINGPOTION)*5)/100;
				hp = hp * (100 + (status_get_vit(bl)<<1))/100;
				if (dstsd) {
					hp = hp * (100 + pc_checkskill(dstsd,SM_RECOVERY)*10)/100;
				}
				tbl.id = 0;
				tbl.m = src->m;
				tbl.x = src->x;
				tbl.y = src->y;
				clif_skill_nodamage(&tbl,bl,AL_HEAL,hp,1);
				battle_heal(NULL,bl,hp,0,0);
			}
		}
		break;
	// Full Chemical Protection
	case CR_FULLPROTECTION:
		{
			int i, skilltime;
			struct status_change *tsc_data = status_get_sc_data(bl);
			clif_skill_nodamage(src,bl,skillid,skilllv,1);
			skilltime = skill_get_time(skillid,skilllv);
			for (i=0; i<4; i++) {
				if(tsc_data && tsc_data[SC_STRIPWEAPON + i].timer != -1)
					status_change_end(bl, SC_STRIPWEAPON + i, -1 );
				status_change_start(bl,SC_CP_WEAPON + i,skilllv,0,0,0,skilltime,0 );
			}
		}
		break;

	case RG_CLEANER:	//AppleGirl
		clif_skill_nodamage(src,bl,skillid,skilllv,1);
		{
			struct skill_unit *su=NULL;
			if((bl->type==BL_SKILL) &&
			   (su=(struct skill_unit *)bl) &&
			   (su->group->src_id == src->id || map[bl->m].flag.pvp || map[bl->m].flag.gvg) &&
			   (su->group->unit_id == 0xb0)){ //?�����Ԃ�
				if(sd)
				skill_delunit(su);
			}
		}
		break;
	case ST_PRESERVE:
		if (sd){
			if (sd->sc_count && sd->sc_data[SC_PRESERVE].timer != -1)
				status_change_end(src, SC_PRESERVE, -1 );
			else
				status_change_start(src,SC_PRESERVE,skilllv,0,0,0,skill_get_time(skillid, skilllv),0 );
			clif_skill_nodamage(src,src,skillid,skilllv,1);
		}
		break;

	// New guild skills [Celest]
	case GD_BATTLEORDER:
		{
			struct guild *g = NULL;
			// Only usable during WoE
			if (!agit_flag) {
				clif_skill_fail(sd,skillid,0,0);
				map_freeblock_unlock();
				return 0;
			}
			if(flag&1) {
				if (dstsd && dstsd->status.guild_id == sd->status.guild_id)	{
					status_change_start(&dstsd->bl,SC_BATTLEORDERS,skilllv,0,0,0,0,0 );
				}
			}
			else if (sd && sd->status.guild_id > 0 && (g = guild_search(sd->status.guild_id)) &&
				strcmp(sd->status.name,g->master)==0) {
				clif_skill_nodamage(src,bl,skillid,skilllv,1);
				map_foreachinarea(skill_area_sub,
					src->m,src->x-15,src->y-15,src->x+15,src->y+15,0,
					src,skillid,skilllv,tick, flag|BCT_ALL|1,
					skill_castend_nodamage_id);
				pc_blockskill_start (sd, skillid, 300000);
			}
		}
		break;
	case GD_REGENERATION:
		{
			struct guild *g = NULL;
			// Only usable during WoE
			if (!agit_flag) {
				clif_skill_fail(sd,skillid,0,0);
				map_freeblock_unlock();
				return 0;
			}
			if(flag&1) {
				if (dstsd && dstsd->status.guild_id == sd->status.guild_id)	{
					status_change_start(&dstsd->bl,SC_REGENERATION,skilllv,0,0,0,0,0 );
				}
			}
			else if (sd && sd->status.guild_id > 0 && (g = guild_search(sd->status.guild_id)) &&
				strcmp(sd->status.name,g->master)==0) {
				clif_skill_nodamage(src,bl,skillid,skilllv,1);
				map_foreachinarea(skill_area_sub,
					src->m,src->x-15,src->y-15,src->x+15,src->y+15,0,
					src,skillid,skilllv,tick, flag|BCT_ALL|1,
					skill_castend_nodamage_id);
				pc_blockskill_start (sd, skillid, 300000);
			}
		}
		break;
	case GD_RESTORE:
		{
			struct guild *g = NULL;
			// Only usable during WoE
			if (!agit_flag) {
				clif_skill_fail(sd,skillid,0,0);
				map_freeblock_unlock();
				return 0;
			}
			if(flag&1) {
				if (dstsd && dstsd->status.guild_id == sd->status.guild_id)	{
					int hp, sp;
					hp = dstsd->status.max_hp*9/10;
					sp = dstsd->status.max_sp*9/10;
					sp = dstsd->status.sp + sp <= dstsd->status.max_sp ? sp : dstsd->status.max_sp - dstsd->status.sp;
					clif_skill_nodamage(src,bl,AL_HEAL,hp,1);
					battle_heal(NULL,bl,hp,sp,0);
				}
			}
			else if (sd && sd->status.guild_id > 0 && (g = guild_search(sd->status.guild_id)) &&
				strcmp(sd->status.name,g->master)==0) {
				clif_skill_nodamage(src,bl,skillid,skilllv,1);
				map_foreachinarea(skill_area_sub,
					src->m,src->x-15,src->y-15,src->x+15,src->y+15,0,
					src,skillid,skilllv,tick, flag|BCT_ALL|1,
					skill_castend_nodamage_id);
				pc_blockskill_start (sd, skillid, 300000);
			}
		}
		break;
	case GD_EMERGENCYCALL:
		{
			int dx[9]={-1, 1, 0, 0,-1, 1,-1, 1, 0};
			int dy[9]={ 0, 0, 1,-1, 1,-1,-1, 1, 0};
			int j = 0;
			struct guild *g = NULL;
			// Only usable during WoE
			if (!agit_flag ||
				(sd && map[sd->bl.m].flag.nowarpto &&	// if not allowed to warp to the map
				guild_mapname2gc(sd->mapname) == NULL)) {	// and it's not a castle...
				clif_skill_fail(sd,skillid,0,0);
				map_freeblock_unlock();
				return 0;
			}
			// i don't know if it actually summons in a circle, but oh well. ;P
			if (sd && sd->status.guild_id > 0 && (g = guild_search(sd->status.guild_id)) &&
				strcmp(sd->status.name,g->master)==0) {
				for(i = 0; i < g->max_member; i++, j++) {
					if (j>8) j=0;
					if ((dstsd = g->member[i].sd) != NULL && sd != dstsd) {
						 if (map[dstsd->bl.m].flag.nowarp &&
							 guild_mapname2gc(sd->mapname) == NULL)
							 continue;
						clif_skill_nodamage(src,bl,skillid,skilllv,1);
						if(map_getcell(sd->bl.m,sd->bl.x+dx[j],sd->bl.y+dy[j],CELL_CHKNOPASS))
							dx[j] = dy[j] = 0;
						pc_setpos(dstsd, sd->mapname, sd->bl.x+dx[j], sd->bl.y+dy[j], 2);
					}
				}
				pc_blockskill_start (sd, skillid, 300000);
			}
		}
		break;

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

	map_freeblock_unlock();
	return 0;
}

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

	nullpo_retr(0, sd);

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

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

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

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

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

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

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

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

	return 0;
}

/*==========================================
 * �X�L���g�p�i�r�������A�ꏊ�w���?�ۂ�?���j
 *------------------------------------------
 */
int skill_castend_pos2( struct block_list *src, int x,int y,int skillid,int skilllv,unsigned int tick,int flag)
{
	struct map_session_data *sd=NULL;
	int i,tmpx = 0,tmpy = 0, x1 = 0, y1 = 0;

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

	nullpo_retr(0, src);

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

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

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

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

	case HT_DETECTING:				/* �f�B�e�N�e�B���O */
		{
			int range=skilllv*2+1;
			if(src->x!=x)
				x+=(src->x-x>0)?-range:range;
			if(src->y!=y)
				y+=(src->y-y>0)?-range:range;
			map_foreachinarea( status_change_timer_sub,
				src->m, x-range, y-range, x+range,y+range,0,
				src,SC_SIGHT,tick);
		}
		break;

	case MG_SAFETYWALL:			/* �Z�C�t�e�B�E�H?�� */
	case MG_FIREWALL:			/* �t�@�C��?�E�H?�� */
	case MG_THUNDERSTORM:		/* �T���_?�X�g?�� */
	case AL_PNEUMA:				/* �j��?�} */
	case WZ_ICEWALL:			/* �A�C�X�E�H?�� */
	case WZ_FIREPILLAR:			/* �t�@�C�A�s��? */
	case WZ_QUAGMIRE:			/* �N�@�O�}�C�A */
	case WZ_VERMILION:			/* ��?�h�I�u���@?�~���I�� */
	//case WZ_FROSTNOVA:			/* �t���X�g�m���@ */
	case WZ_STORMGUST:			/* �X�g?���K�X�g */
	case WZ_HEAVENDRIVE:		/* �w�����Y�h���C�u */
	case PR_SANCTUARY:			/* �T���N�`���A�� */
	case PR_MAGNUS:				/* �}�O�k�X�G�N�\�V�Y�� */
	case CR_GRANDCROSS:			/* �O�����h�N���X */
	case NPC_DARKGRANDCROSS:		/*�ŃO�����h�N���X*/
	case HT_SKIDTRAP:			/* �X�L�b�h�g���b�v */
	case HT_LANDMINE:			/* �����h�}�C�� */
	case HT_ANKLESNARE:			/* �A���N���X�l�A */
	case HT_SHOCKWAVE:			/* �V���b�N�E�F?�u�g���b�v */
	case HT_SANDMAN:			/* �T���h�}�� */
	case HT_FLASHER:			/* �t���b�V��? */
	case HT_FREEZINGTRAP:		/* �t��?�W���O�g���b�v */
	case HT_BLASTMINE:			/* �u���X�g�}�C�� */
	case HT_CLAYMORETRAP:		/* �N���C���A?�g���b�v */
	case AS_VENOMDUST:			/* �x�m���_�X�g */
	case AM_DEMONSTRATION:			/* �f�����X�g��?�V���� */
	case PF_SPIDERWEB:			/* �X�p�C�_?�E�F�b�u */
	case PF_FOGWALL:			/* �t�H�O�E�H?�� */
	case HT_TALKIEBOX:			/* �g?�L?�{�b�N�X */
		skill_unitsetting(src,skillid,skilllv,x,y,0);
			break;

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

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

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

	case AL_WARP:				/* ��?�v�|?�^�� */
		if(sd) {
			if(map[sd->bl.m].flag.noteleport)	/* �e���|�֎~ */
				break;
			clif_skill_warppoint(sd,sd->skillid,sd->status.save_point.map,
				(sd->skilllv>1)?sd->status.memo_point[0].map:"",
				(sd->skilllv>2)?sd->status.memo_point[1].map:"",
				(sd->skilllv>3)?sd->status.memo_point[2].map:"");
		}
		break;
	case MO_BODYRELOCATION:
		if(sd){
			pc_movepos(sd,x,y);
		}else if( src->type==BL_MOB )
			mob_warp((struct mob_data *)src,-1,x,y,0);
		if (sd)
			pc_blockskill_start (sd, MO_EXTREMITYFIST, 2000);
		break;
	case AM_CANNIBALIZE:	// �o�C�I�v�����g
		if(sd){
			int mx,my,amount=6-skilllv,id=0;
			int summons[5] = { 1020, 1068, 1118, 1500, 1368 };

			struct mob_data *md;

			for (i=0; i<amount; i++) { //Amount: 1 lev = 1 mob, 2=2, 3, 4, 5 [Lupus]
				mx = x;
				my = y;
				while  (i && mx == x ) {
					mx += (rand()%(1+amount) - (1+amount)/2);
				}
				while  (i && my == y) {
					my += (rand()%(1+amount) - (1+amount)/2);
				}
				id=mob_once_spawn(sd,"this",mx,my,"--ja--", summons[skilllv-1] ,1,"");

				if( (md=(struct mob_data *)map_id2bl(id)) !=NULL ){
					md->master_id=sd->bl.id;
					//md->hp=2210+skilllv*200; commented out, we use REAL hp of the mobs [Lupus]
					md->state.special_mob_ai=1;
					md->deletetimer=add_timer(gettick()+skill_get_time(skillid,skilllv),mob_timer_delete,id,0);
				}
			}
			//block skill
			//i can't check if the summoned mobs are dead.. to be able summon next... so i just disable skill [Lupus]
			pc_blockskill_start (sd, AM_CANNIBALIZE, skill_get_time(skillid,skilllv));
			clif_skill_poseffect(src,skillid,skilllv,x,y,tick);
		}
		break;
	case AM_SPHEREMINE:	// �X�t�B�A?�}�C��
		if(sd){
			int mx,my,id=0;
			struct mob_data *md;

			mx = x;// + (rand()%10 - 5);
			my = y;// + (rand()%10 - 5);
			id=mob_once_spawn(sd,"this",mx,my,"--ja--",1142,1,"");
			if( (md=(struct mob_data *)map_id2bl(id)) !=NULL ){
				md->master_id=sd->bl.id;
				md->hp=2000+skilllv*400;
				md->state.special_mob_ai=2;
				md->deletetimer=add_timer(gettick()+skill_get_time(skillid,skilllv),mob_timer_delete,id,0);
			}
			clif_skill_poseffect(src,skillid,skilllv,x,y,tick);
		}
		break;

	// Slim Pitcher [Celest]
	case CR_SLIMPITCHER:
		{
			if (sd) {
				int i = skilllv%11 - 1;
				int j = pc_search_inventory(sd,skill_db[skillid].itemid[i]);
				if(j < 0 || skill_db[skillid].itemid[i] <= 0 || sd->inventory_data[j] == NULL ||
					sd->status.inventory[j].amount < skill_db[skillid].amount[i]) {
					clif_skill_fail(sd,skillid,0,0);
					return 1;
				}
				sd->state.potionpitcher_flag = 1;
				sd->potion_hp = 0;
				run_script(sd->inventory_data[j]->use_script,0,sd->bl.id,0);
				pc_delitem(sd,j,skill_db[skillid].amount[i],0);
				sd->state.potionpitcher_flag = 0;
				clif_skill_poseffect(src,skillid,skilllv,x,y,tick);
				if(sd->potion_hp > 0) {
					map_foreachinarea(skill_area_sub,
						src->m,x-3,y-3,x+3,y+3,0,
						src,skillid,skilllv,tick,flag|BCT_PARTY|1,
						skill_castend_nodamage_id);
				}
			}
		}
		break;
	}

	return 0;
}

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

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

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

	if( sd->opt1>0 || sd->status.option&2 )
		return 0;
	//�X�L�����g���Ȃ�?�Ԉُ풆
	if(sd->sc_count){
		if( sd->sc_data[SC_DIVINA].timer!=-1 ||
			sd->sc_data[SC_ROKISWEIL].timer!=-1 ||
			sd->sc_data[SC_AUTOCOUNTER].timer != -1 ||
			sd->sc_data[SC_STEELBODY].timer != -1 ||
			sd->sc_data[SC_DANCING].timer!=-1 ||
			sd->sc_data[SC_BERSERK].timer != -1 ||
			sd->sc_data[SC_MARIONETTE].timer != -1)
			return 0;
	}

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

	pc_stopattack(sd);

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

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

	switch(skill_num){
	case AL_TELEPORT:		/* �e���|?�g */
		if(strcmp(map,"Random")==0)
			pc_randomwarp(sd,3);
		else
			pc_setpos(sd,sd->status.save_point.map,
				sd->status.save_point.x,sd->status.save_point.y,3);
		break;

	case AL_WARP:			/* ��?�v�|?�^�� */
		{
			const struct point *p[4];
			struct skill_unit_group *group;
			int i;
			int maxcount=0;
			p[0] = &sd->status.save_point;
			p[1] = &sd->status.memo_point[0];
			p[2] = &sd->status.memo_point[1];
			p[3] = &sd->status.memo_point[2];

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

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

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

	return 0;
}

/*==========================================
 * �X�L�����j�b�g�ݒ�?��
 *------------------------------------------
 */
struct skill_unit_group *skill_unitsetting( struct block_list *src, int skillid,int skilllv,int x,int y,int flag)
{
	struct skill_unit_group *group;
	int i,limit,val1=0,val2=0,val3=0;
	int count=0;
	int target,interval,range,unit_flag;
	struct skill_unit_layout *layout;
	struct status_change *sc_data;
	int active_flag=1;

	nullpo_retr(0, src);

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

	if (unit_flag&UF_DEFNOTENEMY && battle_config.defnotenemy)
		target = BCT_NOENEMY;

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

	switch(skillid){	/* �ݒ� */

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

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

	case PR_SANCTUARY:			/* �T���N�`���A�� */
		val1=(skilllv+3)*2;
		val2=(skilllv>6)?777:skilllv*100;
		interval += 500;
		break;

	case WZ_FIREPILLAR:			/* �t�@�C�A?�s��? */
		if(flag!=0)
			limit=1000;
		val1=skilllv+2;
		if(skilllv >= 6)
			range=2;
		break;

	case HT_SANDMAN:			/* �T���h�}�� */
	case HT_CLAYMORETRAP:		/* �N���C���A?�g���b�v */
	case HT_SKIDTRAP:			/* �X�L�b�h�g���b�v */
	case HT_LANDMINE:			/* �����h�}�C�� */
	case HT_ANKLESNARE:			/* �A���N���X�l�A */
	case HT_FLASHER:			/* �t���b�V��? */
	case HT_FREEZINGTRAP:		/* �t��?�W���O�g���b�v */
	case HT_BLASTMINE:			/* �u���X�g�}�C�� */
		// longer trap times in WOE [celest]
		if (map[src->m].flag.gvg) limit *= 4;
		break;
	case HT_SHOCKWAVE:			/* �V���b�N�E�F?�u�g���b�v */
		val1=skilllv*15+10;
		break;

	case SA_LANDPROTECTOR:	/* �O�����h�N���X */
		{
			int aoe_diameter;	// -- aoe_diameter (moonsoul) added for sage Area Of Effect skills
			val1=skilllv*15+10;
			aoe_diameter=skilllv+skilllv%2+5;
			count=aoe_diameter*aoe_diameter;	// -- this will not function if changed to ^2 (moonsoul)
		}
		break;

	case BA_WHISTLE:			/* ���J */
		if(src->type == BL_PC)
			val1 = (pc_checkskill((struct map_session_data *)src,BA_MUSICALLESSON)+1)>>1;
		val2 = ((status_get_agi(src)/10)&0xffff)<<16;
		val2 |= (status_get_luk(src)/10)&0xffff;
		break;
	case DC_HUMMING:			/* �n�~���O */
		if(src->type == BL_PC)
			val1 = (pc_checkskill((struct map_session_data *)src,DC_DANCINGLESSON)+1)>>1;
		val2 = status_get_dex(src)/10;
		break;
	case DC_DONTFORGETME:		/* ����Y��Ȃ��Łc */
		if(src->type == BL_PC)
			val1 = (pc_checkskill((struct map_session_data *)src,DC_DANCINGLESSON)+1)>>1;
		val2 = ((status_get_dex(src)/20)&0xffff)<<16;
		val2 |= (status_get_agi(src)/10)&0xffff;
		break;
	case BA_POEMBRAGI:			/* �u���M�̎� */
		if(src->type == BL_PC)
			val1 = pc_checkskill((struct map_session_data *)src,BA_MUSICALLESSON);
		val2 = ((status_get_dex(src)/10)&0xffff)<<16;
		val2 |= (status_get_int(src)/5)&0xffff;
		break;
	case BA_APPLEIDUN:			/* �C�h�D���̗ь� */
		if(src->type == BL_PC)
			val1 = pc_checkskill((struct map_session_data *)src,BA_MUSICALLESSON)&0xffff;
		val2 |= (status_get_vit(src))&0xffff;
		val3 = 0;//�񕜗p�^�C���J�E���^(6�b?��1?��)
		break;
	case DC_SERVICEFORYOU:		/* �T?�r�X�t�H?��? */
		if(src->type == BL_PC)
			val1 = (pc_checkskill((struct map_session_data *)src,DC_DANCINGLESSON)+1)>>1;
		val2 = status_get_int(src)/10;
		break;
	case BA_ASSASSINCROSS:		/* �[�z�̃A�T�V���N���X */
		if(src->type == BL_PC)
			val1 = (pc_checkskill((struct map_session_data *)src,BA_MUSICALLESSON)+1)>>1;
		val2 = status_get_agi(src)/20;
		break;
	case DC_FORTUNEKISS:		/* �K�^�̃L�X */
		if(src->type == BL_PC)
			val1 = (pc_checkskill((struct map_session_data *)src,DC_DANCINGLESSON)+1)>>1;
		val2 = status_get_luk(src)/10;
		break;

	case PF_FOGWALL:	/* �t�H�O�E�H?�� */
		if(sc_data && sc_data[SC_DELUGE].timer!=-1) limit *= 2;
		break;

	case RG_GRAFFITI:			/* Graffiti */
		count=1;	// Leave this at 1 [Valaris]
		break;
	}

	nullpo_retr(NULL, group=skill_initunitgroup(src,(count > 0 ? count : layout->count),
		skillid,skilllv,skill_get_unit_id(skillid,flag&1)));
	group->limit=limit;
	group->val1=val1;
	group->val2=val2;
	group->val3=val3;
	group->target_flag=target;
	group->interval=interval;
	if(skillid==HT_TALKIEBOX ||
	   skillid==RG_GRAFFITI){
		group->valstr=(char *) aCallocA(80, 1);
		if(group->valstr==NULL){
			printf("skill_castend_map: out of memory !\n");
			exit(1);
		}
		memcpy(group->valstr,talkie_mes,80);
	}
	for(i=0;i<layout->count;i++){
		struct skill_unit *unit;
		int ux,uy,val1=skilllv,val2=0,limit=group->limit,alive=1;
		ux = x + layout->dx[i];
		uy = y + layout->dy[i];
		switch (skillid) {
		case MG_FIREWALL:		/* �t�@�C��?�E�H?�� */
			val2=group->val2;
			break;
		case WZ_ICEWALL:		/* �A�C�X�E�H?�� */
				if(skilllv <= 1)
					val1 = 500;
				else
					val1 = 200 + 200*skilllv;
			break;
		case RG_GRAFFITI:	/* Graffiti [Valaris] */
			ux+=(i%5-2);
			uy+=(i/5-2);
			break;
		}
		//����X�L���̏ꍇ�ݒu���W��Ƀ����h�v���e�N�^?���Ȃ����`�F�b�N
		if(range<=0)
			map_foreachinarea(skill_landprotector,src->m,ux,uy,ux,uy,BL_SKILL,skillid,&alive);

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

		if(alive){
			nullpo_retr(NULL, unit=skill_initunit(group,i,ux,uy));
			unit->val1=val1;
			unit->val2=val2;
			unit->limit=limit;
			unit->range=range;

			if (range==0 && active_flag)
				map_foreachinarea(skill_unit_effect,unit->bl.m
					,unit->bl.x,unit->bl.y,unit->bl.x,unit->bl.y
					,0,&unit->bl,gettick(),1);
		}
	}
	
	return group;
}

/*==========================================
 * �X�L�����j�b�g��?���C�x���g
 *------------------------------------------
 */
int skill_unit_onplace(struct skill_unit *src,struct block_list *bl,unsigned int tick)
{
	struct skill_unit_group *sg;
	struct block_list *ss;
	struct skill_unit *unit2;
	struct status_change *sc_data;
	int type;

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

	nullpo_retr(0, sg=src->group);
	nullpo_retr(0, ss=map_id2bl(sg->src_id));
	
	sc_data = status_get_sc_data(bl);
	type = SkillStatusChangeTable[sg->skill_id];

	if (battle_check_target(&src->bl,bl,sg->target_flag)<=0)
		return 0;

	// �Ώۂ�LP��ɋ���ꍇ�͖���
	if (map_find_skill_unit_oncell(bl,bl->x,bl->y,SA_LANDPROTECTOR,NULL))
		return 0;

	switch (sg->unit_id) {
	case 0x85:	/* �j���[�} */
	case 0x7e:	/* �Z�C�t�e�B�E�H�[�� */
		if (sc_data && sc_data[type].timer == -1)
			status_change_start(bl,type,sg->skill_lv,(int)src,0,0,0,0);
		break;

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

	case 0x8e:	/* �N�@�O�}�C�A */
		if(bl->type==BL_PC && ((struct map_session_data *)bl)->special_state.no_magic_damage )
			break;
		if(sc_data && sc_data[type].timer==-1)
			status_change_start(bl,type,sg->skill_lv,(int)src,0,0,
				skill_get_time2(sg->skill_id,sg->skill_lv),0);
		break;

	case 0x9a:	/* �{���P?�m */
	case 0x9b:	/* �f����?�W */
	case 0x9c:	/* �o�C�I�����g�Q�C�� */
		if (sc_data && sc_data[type].timer!=-1) {
			unit2 = (struct skill_unit *)sc_data[type].val4;
			if (unit2 && unit2->group &&
				(unit2==src || DIFF_TICK(sg->tick,unit2->group->tick)<=0))
				break;
		}
		status_change_start(bl,type,sg->skill_lv,(int)src,0,0,
			skill_get_time2(sg->skill_id,sg->skill_lv),0);
		break;

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

	case 0xb4:	// Basilica
		if (battle_check_target(&src->bl,bl,BCT_NOENEMY)>0) {
			if (sc_data && sc_data[type].timer!=-1) {
				struct skill_unit_group *sg2 = (struct skill_unit_group *)sc_data[type].val4;
				if (sg2 && (sg2 == src->group || DIFF_TICK(sg->tick,sg2->tick)<=0))
					break;
			} else
				status_change_start(bl,type,sg->skill_lv,(int)src,0,0,
					skill_get_time2(sg->skill_id,sg->skill_lv),0);
		} else if (!status_get_mode(bl)&0x20)
			skill_blown(&src->bl,bl,1);
		break;

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

	case 0xb2:				/* ���Ȃ���_?�������ł� */
	case 0xb3:				/* �S�X�y�� */
	//case 0xb6:				/* �t�H�O�E�H?�� */ - moved [celest]
	//�Ƃ肠�����������Ȃ�
		break;
	/*	default:
		if(battle_config.error_log)
			printf("skill_unit_onplace: Unknown skill unit id=%d block=%d\n",sg->unit_id,bl->id);
		break;*/
	}

	return 0;
}

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

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

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

	nullpo_retr(0, sg=src->group);
	nullpo_retr(0, ss=map_id2bl(sg->src_id));
	sc_data = status_get_sc_data(bl);
	type = SkillStatusChangeTable[sg->skill_id];

	// �Ώۂ�LP��ɋ���ꍇ�͖���
	if (map_find_skill_unit_oncell(bl,bl->x,bl->y,SA_LANDPROTECTOR,NULL))
		return 0;

	// �O�ɉe�����󂯂Ă���interval�̊Ԃ͉e�����󂯂Ȃ�
	nullpo_retr(0,ts = skill_unitgrouptickset_search(bl,sg,tick));
	diff = DIFF_TICK(tick,ts->tick);
	if (sg->skill_id == PR_SANCTUARY)
		diff += 500; // �V�K�ɉ񕜂������j�b�g�����J�E���g���邽�߂̎d�|��
	if (diff < 0)
		return 0;
	ts->tick = tick+sg->interval;
	// GX�͏d�Ȃ��Ă�����3HIT���Ȃ�
	if (sg->skill_id==CR_GRANDCROSS && !battle_config.gx_allhit)
		ts->tick += sg->interval*(map_count_oncell(bl->m,bl->x,bl->y)-1);

	switch (sg->unit_id) {
	case 0x83:	/* �T���N�`���A�� */
		{
			int race=status_get_race(bl);

			if (battle_check_undead(race,status_get_elem_type(bl)) || race==6) {
				if (skill_attack(BF_MAGIC,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0)) {
					// reduce healing count if this was meant for damaging [celest]
					// sg->val1 /= 2;
					sg->val1--;	// �`���b�g�L�����Z���ɑΉ�
				}
			} else {
				int heal = sg->val2;
				if (status_get_hp(bl)>=status_get_max_hp(bl))
					break;
				if(bl->type==BL_PC && ((struct map_session_data *)bl)->special_state.no_magic_damage)
					heal=0;	/* ����峃J�[�h�i�q�[���ʂO�j */
				clif_skill_nodamage(&src->bl,bl,AL_HEAL,heal,1);
				battle_heal(NULL,bl,heal,0,0);
				if (diff>=500)
					sg->val1--;	// �V�K�ɓ��������j�b�g�����J�E���g
			}
			if (sg->val1<=0)
				skill_delunitgroup(sg);
			break;
		}

	case 0x84:	/* �}�O�k�X�G�N�\�V�Y�� */
		{
			int race = status_get_race(bl);
			if (!battle_check_undead(race,status_get_elem_type(bl)) && race!=6)
				return 0;
			skill_attack(BF_MAGIC,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
			src->val2++;
			break;
		}

	case 0x7f:	/* �t�@�C���[�E�H�[�� */
		skill_attack(BF_MAGIC,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
		if (--src->val2<=0)
			skill_delunit(src);
		break;
	case 0x86:	/* ���[�h�I�u���@�[�~���I��(TS,MS,FN,SG,HD,GX,��GX) */
		skill_attack(BF_MAGIC,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
		break;
	case 0x87:	/* �t�@�C�A�[�s���[(�����O) */
		skill_delunit(src);
		skill_unitsetting(ss,sg->skill_id,sg->skill_lv,src->bl.x,src->bl.y,1);
		break;

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

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

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

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

	case 0x91:	/* �A���N���X�l�A */
		if(sg->val2==0 && sc_data && sc_data[SC_ANKLE].timer==-1){
			int moveblock = ( bl->x/BLOCK_SIZE != src->bl.x/BLOCK_SIZE || bl->y/BLOCK_SIZE != src->bl.y/BLOCK_SIZE);
			int sec = skill_get_time2(sg->skill_id,sg->skill_lv) - status_get_agi(bl)*100;
			if(status_get_mode(bl)&0x20)
				sec = sec/5;
			if (sec < 3000)	// minimum time of 3 seconds [celest]
				sec = 3000;
			battle_stopwalking(bl,1);
			status_change_start(bl,SC_ANKLE,sg->skill_lv,0,0,0,sec,0);

			skill_unit_move(bl,tick,0);
			if(moveblock) map_delblock(bl);
				bl->x = src->bl.x;
				bl->y = src->bl.y;
			if(moveblock) map_addblock(bl);
			skill_unit_move(bl,tick,1);
			if(bl->type == BL_MOB)
				clif_fixmobpos((struct mob_data *)bl);
			else if(bl->type == BL_PET)
				clif_fixpetpos((struct pet_data *)bl);
			else
				clif_fixpos(bl);
			clif_01ac(&src->bl);
			sg->limit=DIFF_TICK(tick,sg->tick) + sec;
			sg->val2=bl->id;
			sg->interval = -1;
			src->range = 0;
		}
		break;

	case 0x92:	/* �x�m���_�X�g */
		if(sc_data && sc_data[type].timer==-1 )
			status_change_start(bl,type,sg->skill_lv,(int)src,0,0,skill_get_time2(sg->skill_id,sg->skill_lv),0);
		break;

	case 0xb1:	/* �f�����X�g��?�V���� */
		skill_attack(BF_WEAPON,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
		if(bl->type == BL_PC && rand()%100 < sg->skill_lv && battle_config.equipment_breaking)
			pc_breakweapon((struct map_session_data *)bl);
		break;

	case 0x99:				/* �g�[�L�[�{�b�N�X */
		if(sg->src_id == bl->id) //����������ł��������Ȃ�
			break;
		if(sg->val2==0){
			clif_talkiebox(&src->bl,sg->valstr);
			sg->unit_id = 0x8c;
			clif_changelook(&src->bl,LOOK_BASE,sg->unit_id);
			sg->limit=DIFF_TICK(tick,sg->tick)+5000;
			sg->val2=-1; //����
		}
		break;	

	// Basilica
	case 0xb4:				/* �o�W���J */
	   	if (battle_check_target(&src->bl,bl,BCT_ENEMY)>0 &&
			!(status_get_mode(bl)&0x20))
			skill_blown(&src->bl,bl,1);
		if (sg->src_id==bl->id)
			break;
		if (battle_check_target(&src->bl,bl,BCT_NOENEMY)>0 && sc_data && sc_data[type].timer == -1)
			status_change_start(bl,type,sg->skill_lv,(int)src,0,0,
				skill_get_time2(sg->skill_id,sg->skill_lv),0);
		break;

	case 0xb7:	/* �X�p�C�_?�E�F�b�u */
		if(sg->val2==0){
			int moveblock = ( bl->x/BLOCK_SIZE != src->bl.x/BLOCK_SIZE || bl->y/BLOCK_SIZE != src->bl.y/BLOCK_SIZE);
			skill_additional_effect(ss,bl,sg->skill_id,sg->skill_lv,BF_MISC,tick);
			skill_unit_move(bl,tick,0);
			if(moveblock) map_delblock(bl);
				bl->x = src->bl.x;
				bl->y = src->bl.y;
			if(moveblock) map_addblock(bl);
			skill_unit_move(bl,tick,1);
 			if(bl->type == BL_MOB)
 				clif_fixmobpos((struct mob_data *)bl);
 			else if(bl->type == BL_PET)
 				clif_fixpetpos((struct pet_data *)bl);
 			else
 				clif_fixpos(bl);
			sg->limit = DIFF_TICK(tick,sg->tick)+skill_get_time2(sg->skill_id,sg->skill_lv);
			sg->val2=bl->id;
			sg->interval = -1;
			src->range = 0;
		}
		break;

/*	default:
		if(battle_config.error_log)
			printf("skill_unit_onplace: Unknown skill unit id=%d block=%d\n",sg->unit_id,bl->id);
		break;*/
	}

	if(bl->type==BL_MOB && ss!=bl)	/* �X�L���g�p?����MOB�X�L�� */
	{
		if(battle_config.mob_changetarget_byskill == 1)
		{
			int target=((struct mob_data *)bl)->target_id;
			if(ss->type == BL_PC)
				((struct mob_data *)bl)->target_id=ss->id;
			mobskill_use((struct mob_data *)bl,tick,MSC_SKILLUSED|(sg->skill_id<<16));
			((struct mob_data *)bl)->target_id=target;
		}
		else
			mobskill_use((struct mob_data *)bl,tick,MSC_SKILLUSED|(sg->skill_id<<16));
	}

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

	nullpo_retr(0, src);
	nullpo_retr(0, bl);
	nullpo_retr(0, sg=src->group);
	sc_data = status_get_sc_data(bl);
	type = SkillStatusChangeTable[sg->skill_id];

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

	switch(sg->unit_id){
	case 0x7e:	/* �Z�C�t�e�B�E�H�[�� */
	case 0x85:	/* �j���[�} */
	case 0x8e:	/* �N�@�O�}�C�A */
	case 0x9a:	/* �{���P�[�m */
	case 0x9b:	/* �f�����[�W */
	case 0x9c:	/* �o�C�I�����g�Q�C�� */
		if (type==SC_QUAGMIRE && bl->type==BL_MOB)
			break;
		if (sc_data && sc_data[type].timer!=-1 && sc_data[type].val2==(int)src) {
			status_change_end(bl,type,-1);
		}
		break;
	case 0x91:	/* �A���N���X�l�A */
	{
		struct block_list *target = map_id2bl(sg->val2);
		if(target && target == bl){
			status_change_end(bl,SC_ANKLE,-1);
			sg->limit=DIFF_TICK(tick,sg->tick)+1000;
		}
		break;
	}
	case 0x9e:	/* �q��S */
	case 0x9f:	/* �j�����h�̉� */
	case 0xa0:	/* �i���̍��� */
	case 0xa1:	/* �푾�ۂ̋��� */
	case 0xa2:	/* �j�[�x�����O�̎w�� */
	case 0xa3:	/* ���L�̋��� */
	case 0xa4:	/* �[���̒��� */
	case 0xa5:	/* �s���g�̃W�[�N�t���[�h */
	case 0xad:	/* ����Y��Ȃ��Łc */
		if (sc_data[type].timer!=-1 && sc_data[type].val4==(int)src) {
			status_change_end(bl,type,-1);
		}
		break;	

	case 0xa6:	/* �s���a�� */
	case 0xa7:	/* ���J */
	case 0xa8:	/* �[�z�̃A�T�V���N���X */
	case 0xa9:	/* �u���M�̎� */
	case 0xaa:	/* �C�h�D���̗ь� */
	case 0xab:	/* ��������ȃ_���X */
	case 0xac:	/* �n�~���O */
	case 0xae:	/* �K�^�̃L�X */
	case 0xaf:	/* �T?�r�X�t�H?��? */
		status_change_start(bl,SkillStatusChangeTable[sg->skill_id],sg->skill_lv,0,0,0,20000,0 );
		break;		

	case 0xb4:	// Basilica
		if (sc_data[type].timer!=-1 && sc_data[type].val4==(int)sg) {
			status_change_end(bl,type,-1);
		}
		break;

	case 0xb6:
		{
			struct block_list *target = map_id2bl(sg->val2);
			if(target && target==bl) {
				status_change_end(bl,SC_FOGWALL,-1);
				if (sc_data && sc_data[SC_BLIND].timer!=-1)
					sc_data[SC_BLIND].timer = add_timer(
						gettick() + 30000, status_change_timer, bl->id, 0);
			}		
			break;
		}

	case 0xb7:	/* �X�p�C�_?�E�F�b�u */
		{
			struct block_list *target = map_id2bl(sg->val2);
			if (target && target==bl)
				status_change_end(bl,SC_SPIDERWEB,-1);
			sg->limit = DIFF_TICK(tick,sg->tick)+1000;
			break;
		}

/*	default:
		if(battle_config.error_log)
			printf("skill_unit_onout: Unknown skill unit id=%d block=%d\n",sg->unit_id,bl->id);
		break;*/
	}

	return 0;
}

/*==========================================
 * �X�L�����j�b�g���ʔ���/���E����(foreachinarea)
 *    bl: ���j�b�g(BL_PC/BL_MOB)
 *------------------------------------------
 */
int skill_unit_effect(struct block_list *bl,va_list ap)
{
	struct skill_unit *unit;
	struct skill_unit_group *group;
	int flag;
	unsigned int tick;

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

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

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

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

	if (flag)
		skill_unit_onplace(unit,bl,tick);
	else {
		skill_unit_onout(unit,bl,tick);
		unit = map_find_skill_unit_oncell(bl,bl->x,bl->y,group->skill_id,unit);
		if (unit)
			skill_unit_onplace(unit,bl,tick);
	}

	return 0;
}

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

	switch(sg->unit_id){
	case 0x81:	/* ��?�v�|?�^��(?���O) */
		{
			struct skill_unit_group *group=
				skill_unitsetting(map_id2bl(sg->src_id),sg->skill_id,sg->skill_lv,
					src->bl.x,src->bl.y,1);
			if(group == NULL)
				return 0;
			group->valstr=(char *) aCallocA(24, 1);
			if(group->valstr==NULL){
				printf("skill_unit_onlimit: out of memory !\n");
				exit(1);
			}
			memcpy(group->valstr,sg->valstr,24);
			group->val2=sg->val2;
		}
		break;

	case 0x8d:	/* �A�C�X�E�H?�� */
		map_setcell(src->bl.m,src->bl.x,src->bl.y,src->val2);
		clif_changemapcell(src->bl.m,src->bl.x,src->bl.y,src->val2,1);
		break;
	case 0xb2:	/* ���Ȃ���?������ */
		{
			struct map_session_data *sd = NULL;
			struct map_session_data *p_sd = NULL;
			if((sd = map_id2sd(sg->src_id)) == NULL)
				return 0;
			if((p_sd = pc_get_partner(sd)) == NULL)
				return 0;

			pc_setpos(p_sd,map[src->bl.m].name,src->bl.x,src->bl.y,3);
		}
		break;
	}
	return 0;
}
/*==========================================
 * �X�L�����j�b�g�̃_��?�W�C�x���g
 *------------------------------------------
 */
int skill_unit_ondamaged(struct skill_unit *src,struct block_list *bl,
	int damage,unsigned int tick)
{
	struct skill_unit_group *sg;

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

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


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

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

	nullpo_retr(0, sd);

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

	/*case MG_SAFETYWALL:
			case WZ_FIREPILLAR:
			case HT_SKIDTRAP:
			case HT_LANDMINE:
			case HT_ANKLESNARE:
			case HT_SHOCKWAVE:
			case HT_SANDMAN:
			case HT_FLASHER:
			case HT_FREEZINGTRAP:
			case HT_BLASTMINE:
			case HT_CLAYMORETRAP:
			case HT_TALKIEBOX:
			case AL_WARP:
			case PF_SPIDERWEB:
			case RG_GRAFFITI:
				range = 0;
				break;
			case AL_PNEUMA:
				range = 1;
				break;*/
	if (!battle_config.pc_skill_reiteration &&
			skill_get_unit_flag(sd->skillid)&UF_NOREITERATION &&
			skill_check_unit_range(sd->bl.m,sd->skillx,sd->skilly,sd->skillid,sd->skilllv)) {
		clif_skill_fail(sd,sd->skillid,0,0);
		sd->canact_tick = tick;
		sd->canmove_tick = tick;
		sd->skillitem = sd->skillitemlv = -1;
		return 0;
	}
	/*case WZ_FIREPILLAR:
			case HT_SKIDTRAP:
			case HT_LANDMINE:
			case HT_ANKLESNARE:
			case HT_SHOCKWAVE:
			case HT_SANDMAN:
			case HT_FLASHER:
			case HT_FREEZINGTRAP:
			case HT_BLASTMINE:
			case HT_CLAYMORETRAP:
			case HT_TALKIEBOX:
			case PF_SPIDERWEB:
			case WZ_ICEWALL:
				range = 2;
				break;
			case AL_WARP:
				range = 0;
				break;*/
	if (battle_config.pc_skill_nofootset &&
			skill_get_unit_flag(sd->skillid)&UF_NOFOOTSET &&
			skill_check_unit_range2(&sd->bl,sd->bl.m,sd->skillx,sd->skilly,sd->skillid,sd->skilllv)) {
		clif_skill_fail(sd,sd->skillid,0,0);
		sd->canact_tick = tick;
		sd->canmove_tick = tick;
		sd->skillitem = sd->skillitemlv = -1;
		return 0;
	}
	if(battle_config.pc_land_skill_limit) {
		maxcount = skill_get_maxcount(sd->skillid);
		if(maxcount > 0) {
			int i,c;
			for(i=c=0;i<MAX_SKILLUNITGROUP;i++) {
				if(sd->skillunit[i].alive_count > 0 && sd->skillunit[i].skill_id == sd->skillid)
					c++;
			}
			if(c >= maxcount) {
				clif_skill_fail(sd,sd->skillid,0,0);
				sd->canact_tick = tick;
				sd->canmove_tick = tick;
				sd->skillitem = sd->skillitemlv = -1;
				return 0;
			}
		}
	}

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

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

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

	return 0;
}

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

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

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

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

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

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

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

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

	s_class = pc_calc_base_job(sd->status.class_);

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

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

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

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

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

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

	nullpo_retr(0, sd);

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

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

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

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

	switch(skill) {
	case SA_CASTCANCEL:
		if(sd->skilltimer == -1) {
			clif_skill_fail(sd,skill,0,0);
			return 0;
		}
		break;
	case BS_MAXIMIZE:		/* �}�L�V�}�C�Y�p��? */
	case NV_TRICKDEAD:		/* ���񂾂ӂ� */
	case TF_HIDING:			/* �n�C�f�B���O */
	case AS_CLOAKING:		/* �N��?�L���O */
	case CR_AUTOGUARD:				/* �I?�g�K?�h */
	case CR_DEFENDER:				/* �f�B�t�F���_? */
	case ST_CHASEWALK:
		if(sd->sc_data[SkillStatusChangeTable[skill]].timer!=-1)
			return 1;			/* ��������ꍇ��SP����Ȃ� */
		break;
	case AL_TELEPORT:
	case AL_WARP:
		if(map[sd->bl.m].flag.noteleport) {
			clif_skill_teleportmessage(sd,0);
			return 0;
		}
		break;
	case MO_CALLSPIRITS:	/* ?�� */
		if(sd->spiritball >= lv) {
			clif_skill_fail(sd,skill,0,0);
			return 0;
		}
		break;
	case CH_SOULCOLLECT:	/* ��?�� */
		if(sd->spiritball >= 5) {
			clif_skill_fail(sd,skill,0,0);
			return 0;
		}
		break;
	case MO_FINGEROFFENSIVE:				//�w?
		if (sd->spiritball > 0 && sd->spiritball < spiritball) {
			spiritball = sd->spiritball;
			sd->spiritball_old = sd->spiritball;
		}
		else sd->spiritball_old = lv;
		break;
	case MO_BODYRELOCATION:
		if (sd->sc_count && sd->sc_data[SC_EXPLOSIONSPIRITS].timer!=-1)
			spiritball = 0;
		break;
	case MO_CHAINCOMBO:						//�A�ŏ�
		if(sd->sc_data[SC_BLADESTOP].timer==-1){
		if(sd->sc_data[SC_COMBO].timer == -1 || sd->sc_data[SC_COMBO].val1 != MO_TRIPLEATTACK)
			return 0;
		}
		break;
	case MO_COMBOFINISH:					//�җ���
		if(sd->sc_data[SC_COMBO].timer == -1 || sd->sc_data[SC_COMBO].val1 != MO_CHAINCOMBO)
			return 0;
		break;
	case CH_TIGERFIST:						//���Ռ�
		if((sd->sc_data[SC_COMBO].timer == -1 || sd->sc_data[SC_COMBO].val1 != MO_COMBOFINISH) && !sd->state.skill_flag)
			return 0;
		break;
	case CH_CHAINCRUSH:						//�A����?
		if(sd->sc_data[SC_COMBO].timer == -1)
			return 0;
		if(sd->sc_data[SC_COMBO].val1 != MO_COMBOFINISH && sd->sc_data[SC_COMBO].val1 != CH_TIGERFIST)
			return 0;
		break;
	case MO_EXTREMITYFIST:					// ���C���e�P��
		if((sd->sc_data[SC_COMBO].timer != -1 && (sd->sc_data[SC_COMBO].val1 == MO_COMBOFINISH || sd->sc_data[SC_COMBO].val1 == CH_CHAINCRUSH)) || sd->sc_data[SC_BLADESTOP].timer!=-1)
			spiritball--;
		break;
	case BD_ADAPTATION:				/* �A�h���u */
		{
			struct skill_unit_group *group=NULL;
			if(sd->sc_data[SC_DANCING].timer==-1 || ((group=(struct skill_unit_group*)sd->sc_data[SC_DANCING].val2) && (skill_get_time(sd->sc_data[SC_DANCING].val1,group->skill_lv) - sd->sc_data[SC_DANCING].val3*1000) <= skill_get_time2(skill,lv))){ //�_���X���Ŏg�p��5�b�ȏ�̂݁H
				clif_skill_fail(sd,skill,0,0);
				return 0;
			}
		}
		break;
	case PR_BENEDICTIO:				/* ��?�~�� */
		{
			int range=1;
			int c=0;
			if(!(type&1)){
			map_foreachinarea(skill_check_condition_char_sub,sd->bl.m,
				sd->bl.x-range,sd->bl.y-range,
				sd->bl.x+range,sd->bl.y+range,BL_PC,&sd->bl,&c);
			if(c<2){
				clif_skill_fail(sd,skill,0,0);
				return 0;
			}
			}else{
				map_foreachinarea(skill_check_condition_use_sub,sd->bl.m,
					sd->bl.x-range,sd->bl.y-range,
					sd->bl.x+range,sd->bl.y+range,BL_PC,&sd->bl,&c);
			}
		}
		break;
	case WE_CALLPARTNER:		/* ���Ȃ��Ɉ������� */
		if(!sd->status.partner_id){
			clif_skill_fail(sd,skill,0,0);
			return 0;
		}
		break;
	case AM_CANNIBALIZE:		/* �o�C�I�v�����g */
	case AM_SPHEREMINE:			/* �X�t�B�A?�}�C�� */
		if(type&1){
			int c=0;
			int summons[5] = { 1020, 1068, 1118, 1500, 1368 };
			int maxcount = (skill==AM_CANNIBALIZE)? 6-lv : skill_get_maxcount(skill);
			int mob_class = (skill==AM_CANNIBALIZE)? summons[lv-1] :1142;
			if(battle_config.pc_land_skill_limit && maxcount>0) {
				map_foreachinarea(skill_check_condition_mob_master_sub ,sd->bl.m, 0, 0, map[sd->bl.m].xs, map[sd->bl.m].ys, BL_MOB, sd->bl.id, mob_class,&c );
				if(c >= maxcount){
					clif_skill_fail(sd,skill,0,0);
					return 0;
				}
			}
		}
		break;
	case MG_FIREWALL:		/* �t�@�C�A?�E�H?�� */
	case WZ_QUAGMIRE:
	case WZ_FIREPILLAR: // celest
	case PF_FOGWALL:
		/* ?���� */
		if(battle_config.pc_land_skill_limit) {
			int maxcount = skill_get_maxcount(skill);
			if(maxcount > 0) {
				int i,c;
				for(i=c=0;i<MAX_SKILLUNITGROUP;i++) {
					if(sd->skillunit[i].alive_count > 0 && sd->skillunit[i].skill_id == skill)
						c++;
				}
				if(c >= maxcount) {
					clif_skill_fail(sd,skill,0,0);
					return 0;
				}
			}
		}
		break;
	// skills require arrows as of 12/07 [celest]
	case AC_DOUBLE:
	case AC_SHOWER:
	case AC_CHARGEARROW:
	case BA_MUSICALSTRIKE:
	case DC_THROWARROW:
	case SN_SHARPSHOOTING:
	case CG_ARROWVULCAN:
		if(sd->equip_index[10] < 0) {
			clif_arrow_fail(sd,0);
			return 0;
		}
		arrow_flag = 1;
		break;
	case RG_BACKSTAP:
		if(sd->status.weapon == 11) {
			if (sd->equip_index[10] < 0) {
				clif_arrow_fail(sd,0);
				return 0;
			}
			arrow_flag = 1;
		}
		break;
	}

	if(!(type&2)){
		if( hp>0 && sd->status.hp < hp) {				/* HP�`�F�b�N */
			clif_skill_fail(sd,skill,2,0);		/* HP�s���F���s�ʒm */
			return 0;
		}
		if( sp>0 && sd->status.sp < sp) {				/* SP�`�F�b�N */
			clif_skill_fail(sd,skill,1,0);		/* SP�s���F���s�ʒm */
			return 0;
		}
		if( zeny>0 && sd->status.zeny < zeny) {
			clif_skill_fail(sd,skill,5,0);
			return 0;
		}
		if(!(weapon & (1<<sd->status.weapon) ) ) {
			clif_skill_fail(sd,skill,6,0);
			return 0;
		}
		if( spiritball > 0 && sd->spiritball < spiritball) {
			clif_skill_fail(sd,skill,0,0);		// �����s��
			return 0;
		}
	}

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

	for(i=0;i<10;i++) {
		int x = lv%11 - 1;
		index[i] = -1;
		if(itemid[i] <= 0)
			continue;
		if(itemid[i] >= 715 && itemid[i] <= 717 && sd->special_state.no_gemstone)
			continue;
		if(((itemid[i] >= 715 && itemid[i] <= 717) || itemid[i] == 1065) && sd->sc_data[SC_INTOABYSS].timer != -1)
			continue;
		if(skill == WZ_FIREPILLAR && lv<=5)
			continue; // no gemstones for 1-5 [Celest]
		if((skill == AM_POTIONPITCHER ||
			skill == CR_SLIMPITCHER) && i != x)
			continue;

		index[i] = pc_search_inventory(sd,itemid[i]);
		if(index[i] < 0 || sd->status.inventory[index[i]].amount < amount[i]) {
			if(itemid[i] == 716 || itemid[i] == 717)
				clif_skill_fail(sd,skill,(7+(itemid[i]-716)),0);
			else
				clif_skill_fail(sd,skill,0,0);
			return 0;
		}
	}

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

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

	if(type&2)
		return 1;

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


	return 1;
}

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

	nullpo_retr(0, bl);

	if(bl->type==BL_MOB){ // Crash fix [Valaris]
		nullpo_retr(0, md=(struct mob_data*)bl);
		skill = md->skillid;
		lv = md->skilllv;
	} else {
		nullpo_retr(0, sd=(struct map_session_data*)bl);
		skill = sd->skillid;
		lv = sd->skilllv;
	}

	if(lv <= 0) return 0;

	sc_data = status_get_sc_data(bl);

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

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

	if(time==0)
		return 0;
	if (sd) {
		if(!skill_get_castnodex(skill, lv) > 0) {
			castrate=((struct map_session_data *)bl)->castrate;
			time=time*castrate*(battle_config.castrate_dex_scale - status_get_dex(bl))/(battle_config.castrate_dex_scale * 100);
			time=time*battle_config.cast_rate/100;
		}
	}

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

	return (time>0)?time:0;
}
/*==========================================
 * �f�B���C�v�Z
 *------------------------------------------
 */
int skill_delayfix( struct block_list *bl, int time )
{
	struct status_change *sc_data;
	struct map_session_data *sd = NULL;
	int skill = 0,lv = 0;
	int delayrate = 100;

	nullpo_retr(0, bl);

	if(bl->type == BL_PC){
		nullpo_retr(0, sd = (struct map_session_data*)bl);
		skill = sd->skillid;
		lv = sd->skilllv;
	}

	if(lv <= 0) return 0;

	sc_data = status_get_sc_data(bl);

	if(sd) {
		delayrate=((struct map_session_data *)bl)->delayrate;

		// instant cast attack skills depend on aspd as delay [celest]
		if (time == 0) {
			if (skill_db[skill].skill_type == BF_WEAPON)
				time = status_get_adelay (bl)/2;
			else
				time = 300;	// default delay, according to official servers
		} else if (time < 0)
			time = abs(time) + status_get_adelay (bl)/2;	// if set to <0, the aspd delay will be added

		if(battle_config.delay_dependon_dex &&	/* dex�̉e�����v�Z���� */
			!skill_get_delaynodex(skill, lv))	// if skill casttime is allowed to be reduced by dex
			time = time * (battle_config.castrate_dex_scale - status_get_dex(bl)) / (battle_config.castrate_dex_scale);

		time = time * delayrate * battle_config.delay_rate / 10000;

		if (time < battle_config.min_skill_delay_limit)	// check minimum skill delay
			time = battle_config.min_skill_delay_limit;
	}

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

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

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

	nullpo_retr(0, sd);

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

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

	sc_data=sd->sc_data;

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

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

		if (sc_data[SC_BASILICA].timer != -1) { // Disallow all other skills in Basilica [celest]
			struct skill_unit_group *sg = (struct skill_unit_group *)sc_data[SC_BASILICA].val4;
			// if caster is the owner of basilica
			if (sg && sg->src_id == sd->bl.id &&
				skill_num == HP_BASILICA) ;	// do nothing
			// otherwise...
			else return 0;
		}
		/* ���t/�_���X�� */
		if(sc_data[SC_DANCING].timer!=-1 ){
	//		if(battle_config.pc_skill_log)
	//			printf("dancing! %d\n",skill_num);
			if( sc_data[SC_DANCING].val4 && skill_num!=BD_ADAPTATION ) //���t���̓A�h���u�ȊO�s��
				return 0;
			if(skill_num!=BD_ADAPTATION && skill_num!=BA_MUSICALSTRIKE && skill_num!=DC_THROWARROW){
				return 0;
			}
		}
	}

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

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

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

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

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

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

	{
		int check_range_flag = 0;

		/* �˒��Ə�Q���`�F�b�N */
		range = skill_get_range(skill_num,skill_lv);
		if(range < 0)
			range = status_get_range(&sd->bl) - (range + 1);
		// be lenient if the skill was cast before we have moved to the correct position [Celest]
		if (sd->walktimer != -1)
			range++;
		else check_range_flag = 1;
		if(!battle_check_range(&sd->bl,bl,range)) {
			if (check_range_flag && battle_check_range(&sd->bl,bl,range + 1)) {
				int mask[8][2] = {{0,1},{-1,1},{-1,0},{-1,-1},{0,-1},{1,-1},{1,0},{1,1}};
				int dir = map_calc_dir(&sd->bl,bl->x,bl->y);
				pc_walktoxy (sd, sd->bl.x + mask[dir][0], sd->bl.y + mask[dir][1]);
			} else
				return 0;
		}
	}

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

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

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

	case CH_TIGERFIST:		/* ���Ռ� */
		if(sc_data && sc_data[SC_COMBO].timer != -1 && sc_data[SC_COMBO].val1 == MO_COMBOFINISH)
			target_id = sd->attacktarget;
		break;


// -- moonsoul	(altered to allow proper usage of extremity from new champion combos)
//
	case MO_EXTREMITYFIST:	/*���C���e�P��*/
		if(sc_data && sc_data[SC_COMBO].timer != -1 && (sc_data[SC_COMBO].val1 == MO_COMBOFINISH || sc_data[SC_COMBO].val1 == CH_CHAINCRUSH)) {
			casttime = 0;
			target_id = sd->attacktarget;
		}
		forcecast=1;
		break;
	case SA_MAGICROD:
	case SA_SPELLBREAKER:
		forcecast=1;
		break;
	case WE_MALE:
	case WE_FEMALE:
		{
			struct map_session_data *p_sd = pc_get_partner(sd);
			if (p_sd == NULL)	// it's possible to get null if we're not married ^^;
				return 0;
			// nullpo_retr (0, p_sd)
			if(skill_num == WE_MALE && sd->status.hp <= ((15*sd->status.max_hp)/100))	// Requires more than 15% of Max HP for WE_MALE
				return 0;
			else if(skill_num == WE_FEMALE && sd->status.sp <= ((15*sd->status.max_sp)/100))	// Requires more than 15% of Max SP for WE_FEMALE
				return 0;
			target_id = p_sd->bl.id;
			//range������1��?��
			range = skill_get_range(skill_num,skill_lv);
			if(range < 0)
				range = status_get_range(&sd->bl) - (range + 1);
			if(!battle_check_range(&sd->bl,&p_sd->bl,range))
				return 0;
		}
		break;
	case HP_BASILICA:		/* �o�W���J */
		{
			struct status_change *sc_data;
			if (skill_check_unit_range(sd->bl.m,sd->bl.x,sd->bl.y,sd->skillid,sd->skilllv)) {
				clif_skill_fail(sd,sd->skillid,0,0);
				return 0;
			}
			if (skill_check_unit_range2(&sd->bl,sd->bl.m,sd->bl.x,sd->bl.y,sd->skillid,sd->skilllv)) {
				clif_skill_fail(sd,sd->skillid,0,0);
				return 0;
			}
			// cancel Basilica if already in effect
			sc_data = status_get_sc_data(&sd->bl);
			if(sc_data && sc_data[SC_BASILICA].timer != -1) {
				struct skill_unit_group *sg = (struct skill_unit_group *)sc_data[SC_BASILICA].val4;
				if (sg && sg->src_id == sd->bl.id) {
					status_change_end(&sd->bl,SC_BASILICA,-1);
					skill_delunitgroup (sg);
					return 0;
				}
			}
		}
		break;
	case GD_BATTLEORDER:
	case GD_REGENERATION:
	case GD_RESTORE:
	case GD_EMERGENCYCALL:
		casttime = 1000; // temporary [Celest]
		break;
	}

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

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

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

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

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

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

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

	return 0;
}

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

	nullpo_retr(0, sd);

	if(pc_isdead(sd))
		return 0;

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

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

	sc_data=sd->sc_data;

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

		if (sc_data[SC_BASILICA].timer != -1) {
			struct skill_unit_group *sg = (struct skill_unit_group *)sc_data[SC_BASILICA].val4;
			// if caster is the owner of basilica
			if (sg && sg->src_id == sd->bl.id &&
				skill_num == HP_BASILICA) ;	// do nothing
			// otherwise...
			else return 0;
		}
	}

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

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

	/* �˒��Ə�Q���`�F�b�N */
	bl.type = BL_NUL;
	bl.m = sd->bl.m;
	bl.x = skill_x;
	bl.y = skill_y;

	{
		int check_range_flag = 0;

		/* �˒��Ə�Q���`�F�b�N */
		range = skill_get_range(skill_num,skill_lv);
		if(range < 0)
			range = status_get_range(&sd->bl) - (range + 1);
		// be lenient if the skill was cast before we have moved to the correct position [Celest]
		if (sd->walktimer != -1)
			range ++;
		else check_range_flag = 1;
		if(!battle_check_range(&sd->bl,&bl,range)) {
			if (check_range_flag && battle_check_range(&sd->bl,&bl,range + 1)) {
				int mask[8][2] = {{0,1},{-1,1},{-1,0},{-1,-1},{0,-1},{1,-1},{1,0},{1,1}};
				int dir = map_calc_dir(&sd->bl,bl.x,bl.y);
				pc_walktoxy (sd, sd->bl.x + mask[dir][0], sd->bl.y + mask[dir][1]);
			} else
				return 0;
		}
	}

	pc_stopattack(sd);

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

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

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

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

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

	sd->skilltarget	= 0;
/*	sd->cast_target_bl	= NULL; */
	tick=gettick();
	sd->canact_tick = tick + casttime + delay;
	sd->canmove_tick = tick;
	if(!(battle_config.pc_cloak_check_type&2) && sc_data && sc_data[SC_CLOAKING].timer != -1)
		status_change_end(&sd->bl,SC_CLOAKING,-1);
	if(casttime > 0) {
		sd->skilltimer = add_timer( tick+casttime, skill_castend_pos, sd->bl.id, 0 );
		if((skill = pc_checkskill(sd,SA_FREECAST)) > 0) {
			sd->prev_speed = sd->speed;
			sd->speed = sd->speed*(175 - skill*5)/100;
			clif_updatestatus(sd,SP_SPEED);
		}
		else
			pc_stop_walking(sd,0);
	}
	else {
		sd->skilltimer = -1;
		skill_castend_pos(sd->skilltimer,tick,sd->bl.id,0);
	}
	//�}�W�b�N�p��?��?�ʏI��
	if (skill_get_unit_id(skill_num, 0) != 0x86 &&
		sc_data && sc_data[SC_MAGICPOWER].timer != -1)
			status_change_end(&sd->bl,SC_MAGICPOWER,-1);

	return 0;
}

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

	nullpo_retr(0, bl);

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

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

	nullpo_retv(tc);

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

}

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

	int c;

	nullpo_retv(tc);

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

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

	nullpo_retv(md);

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

	nullpo_retv(bl);

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

	nullpo_retr(1, bl);
	md = (struct map_session_data *)bl;

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

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

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

	md->dev.val1[target]=md->dev.val2[target]=0;
	if(sd && sd->sc_data){
	//	status_change_end(sd->bl,SC_DEVOTION,-1);
		sd->sc_data[SC_DEVOTION].val1=0;
		sd->sc_data[SC_DEVOTION].val2=0;
		clif_status_change(&sd->bl,SC_DEVOTION,0);
		clif_devotion(md,sd->bl.id);
	}
}
/*==========================================
 * �I?�g�X�y��
 *------------------------------------------
 */
int skill_autospell(struct map_session_data *sd,int skillid)
{
	int skilllv;
	int maxlv=1,lv;

	nullpo_retr(0, sd);

	skilllv = pc_checkskill(sd,SA_AUTOSPELL);
	if(skilllv <= 0) return 0;

	if(skillid==MG_NAPALMBEAT)	maxlv=3;
	else if(skillid==MG_COLDBOLT || skillid==MG_FIREBOLT || skillid==MG_LIGHTNINGBOLT){
		if(skilllv==2) maxlv=1;
		else if(skilllv==3) maxlv=2;
		else if(skilllv>=4) maxlv=3;
	}
	else if(skillid==MG_SOULSTRIKE){
		if(skilllv==5) maxlv=1;
		else if(skilllv==6) maxlv=2;
		else if(skilllv>=7) maxlv=3;
	}
	else if(skillid==MG_FIREBALL){
		if(skilllv==8) maxlv=1;
		else if(skilllv>=9) maxlv=2;
	}
	else if(skillid==MG_FROSTDIVER) maxlv=1;
	else return 0;

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

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

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

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

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

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

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

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

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

	sd=(struct map_session_data*)bl;
	if(sd && pc_issit(sd) && pc_checkskill(sd,RG_GANGSTER) > 0)
		sd->state.gangsterparadise=1;
	return 0;
}

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

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

	sd=(struct map_session_data*)bl;
	if(sd && sd->state.gangsterparadise)
		sd->state.gangsterparadise=0;
	return 0;
}

int skill_gangsterparadise(struct map_session_data *sd ,int type)
{
	int range=1;
	int c=0;

	nullpo_retr(0, sd);

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

	if(type==1) {/* ����������?�� */
		map_foreachinarea(skill_gangster_count,sd->bl.m,
			sd->bl.x-range,sd->bl.y-range,
			sd->bl.x+range,sd->bl.y+range,BL_PC,&c);
		if(c > 1) {/*�M�����O�X�^?���������玩���ɂ��M�����O�X�^??���t?*/
			map_foreachinarea(skill_gangster_in,sd->bl.m,
				sd->bl.x-range,sd->bl.y-range,
				sd->bl.x+range,sd->bl.y+range,BL_PC);
			sd->state.gangsterparadise = 1;
		}
		return 0;
	}
	else if(type==0) {/* �����オ�����Ƃ���?�� */
		map_foreachinarea(skill_gangster_count,sd->bl.m,
			sd->bl.x-range,sd->bl.y-range,
			sd->bl.x+range,sd->bl.y+range,BL_PC,&c);
		if(c < 2)
			map_foreachinarea(skill_gangster_out,sd->bl.m,
				sd->bl.x-range,sd->bl.y-range,
				sd->bl.x+range,sd->bl.y+range,BL_PC);
		sd->state.gangsterparadise = 0;
		return 0;
	}
	return 0;
}
/*==========================================
 * �����W��?�N?�X�N��?������?��(foreachinarea)
 *------------------------------------------
 */
int skill_frostjoke_scream(struct block_list *bl,va_list ap)
{
	struct block_list *src;
	int skillnum,skilllv;
	unsigned int tick;

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

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

	if(src == bl)//�����ɂ�?���Ȃ�
		return 0;

	if (map[src->m].flag.gvg || map[src->m].flag.pvp)
		skill_additional_effect(src,bl,skillnum,skilllv,BF_MISC,tick);
	// we freeze everybody except of ourselfes on pvp/gvg [veider]
	else {
		if(battle_check_target(src,bl,BCT_ENEMY) > 0)
			skill_additional_effect(src,bl,skillnum,skilllv,BF_MISC,tick);
		else if(battle_check_target(src,bl,BCT_PARTY) > 0 && rand()%100 < 10)
			skill_additional_effect(src,bl,skillnum,skilllv,BF_MISC,tick);
	}
	// so on non-pvp/gvg we are just freezing as freezed before

	return 0;
}

/*==========================================
 * Moonlit creates a 'safe zone' [celest]
 *------------------------------------------
 */
static int skill_moonlit_count(struct block_list *bl,va_list ap)
{
	int *c, id;
	struct map_session_data *sd;

	nullpo_retr(0, bl);
	nullpo_retr(0, ap);
	nullpo_retr(0, (sd=(struct map_session_data *)bl));

	id=va_arg(ap,int);
	c=va_arg(ap,int *);

	if (sd->bl.id != id && sd->sc_count && sd->sc_data[SC_MOONLIT].timer != -1 && c)
		(*c)++;
	return 0;
}

int skill_check_moonlit (struct block_list *bl, int dx, int dy)
{
	int c=0;
	nullpo_retr(0, bl);
	map_foreachinarea(skill_moonlit_count,bl->m,
			dx-1,dy-1,dx+1,dy+1,BL_PC,bl->id,&c);
	return (c>0);
}

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

	if(skilllv <= 0) return 0;

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

	return skill;
}

/*==========================================
 * �o�W���J�̃Z����ݒ肷��
 *------------------------------------------
 */
void skill_basilica_cell(struct skill_unit *unit,int flag)
{
	int i,x,y,range = skill_get_unit_range(HP_BASILICA);
	int size = range*2+1;

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

/*==========================================
 *
 *------------------------------------------
 */
int skill_attack_area(struct block_list *bl,va_list ap)
{
	struct block_list *src,*dsrc;
	int atk_type,skillid,skilllv,flag,type;
	unsigned int tick;

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

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

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

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

	nullpo_retr(0, bl);

	if (bl->type==BL_MOB) {
		max = MAX_MOBSKILLUNITGROUP;
		md = (struct mob_data *)bl;
	} else if(bl->type==BL_PC) {
		max = MAX_SKILLUNITGROUP;
		sd = (struct map_session_data *)bl;
	} else
		return 0;

	for (i=0;i<max;i++) {
		if(sd){
			skillid=sd->skillunit[i].skill_id;
			if(skillid==SA_DELUGE||skillid==SA_VOLCANO||skillid==SA_VIOLENTGALE||skillid==SA_LANDPROTECTOR)
				skill_delunitgroup(&sd->skillunit[i]);
		}else if(md){
			skillid=md->skillunit[i].skill_id;
			if(skillid==SA_DELUGE||skillid==SA_VOLCANO||skillid==SA_VIOLENTGALE||skillid==SA_LANDPROTECTOR)
				skill_delunitgroup(&md->skillunit[i]);
		}
	}
	return 0;
}
/*==========================================
 * �����h�v���e�N�^?�`�F�b�N(foreachinarea)
 *------------------------------------------
 */
int skill_landprotector(struct block_list *bl, va_list ap )
{
	int skillid;
	int *alive;
	struct skill_unit *unit;

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

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

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

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

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

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

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

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

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

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

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

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

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

	return 0;
}

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

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

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

	return 0;
}

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

	nullpo_retr(0, bl);

	if(bl->type == BL_PC && !battle_config.pc_cloak_check_type) // If it's No it shouldn't be checked
		return 0;
	else if(bl->type == BL_MOB && !battle_config.monster_cloak_check_type)
		return 0;

	//missing sd [Found by Celest, commited by Aria]
	if (bl->type == BL_PC)
		sd=(struct map_session_data *)bl;

	for(i=0;i<sizeof(dx)/sizeof(dx[0]);i++){
		if(map_getcell(bl->m,bl->x+dx[i],bl->y+dy[i],CELL_CHKNOPASS)) {
			end=0;
			break;
		}
	}
	if(end){
		if ((sd && pc_checkskill(sd,AS_CLOAKING)<3) || bl->type == BL_MOB) {
			status_change_end(bl, SC_CLOAKING, -1);
		}
		else if (sd && sd->sc_data[SC_CLOAKING].val3 != 130) {
			sd->sc_data[SC_CLOAKING].val3 = 130;
			status_calc_speed (sd);
		}
	}
	else {
		if (sd && sd->sc_data[SC_CLOAKING].val3 != 103) {
			sd->sc_data[SC_CLOAKING].val3 = 103;
			status_calc_speed (sd);
		}
	}
	return end;
}

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

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

	nullpo_retv(src);
	nullpo_retv(sc_data = status_get_sc_data(src));
	nullpo_retv(sc_count = status_get_sc_count(src));

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

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

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

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

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

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

	if (group->skill_id==HP_BASILICA)
		skill_basilica_cell(unit,CELL_SETBASILICA);

	return unit;
}

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

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

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

	/* onout�C�x���g�Ăяo�� */
	if (!unit->range) {
		map_foreachinarea(skill_unit_effect,unit->bl.m,
			unit->bl.x,unit->bl.y,unit->bl.x,unit->bl.y,0,
			&unit->bl,gettick(),0);
	}

	if (group->skill_id==HP_BASILICA)
		skill_basilica_cell(unit,CELL_CLRBASILICA);

	clif_skill_delunit(unit);

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

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

	if(skilllv <= 0) return 0;

	nullpo_retr(NULL, src);

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

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

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

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

	if (skill_get_unit_flag(skillid)&UF_DANCE) {
		struct map_session_data *sd = NULL;
		if(src->type==BL_PC && (sd=(struct map_session_data *)src) ){
			sd->skillid_dance=skillid;
			sd->skilllv_dance=skilllv;
		}
		status_change_start(src,SC_DANCING,skillid,(int)group,0,0,skill_get_time(skillid,skilllv)+1000,0);
		//���t�X�L���͑������_���X��Ԃɂ���
		if (sd && skill_get_unit_flag(skillid)&UF_ENSEMBLE) {
			int c=0;
			map_foreachinarea(skill_check_condition_use_sub,sd->bl.m,
				sd->bl.x-1,sd->bl.y-1,sd->bl.x+1,sd->bl.y+1,BL_PC,&sd->bl,&c);
		}
	}
	return group;
}

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

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

	src=map_id2bl(group->src_id);
	//�_���X�X�L���̓_���X��Ԃ���������
	if(src) {
		if (skill_get_unit_flag(group->skill_id)&UF_DANCE)		
			status_change_end(src,SC_DANCING,-1);
		if (group->unit_id == 0x86) {
			struct status_change *sc_data = status_get_sc_data(src);
			if(sc_data && sc_data[SC_MAGICPOWER].timer != -1)	//�}�W�b�N�p��?��?�ʏI��
				status_change_end(src,SC_MAGICPOWER,-1);
		}
	}

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

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

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

	nullpo_retr(0, src);

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

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

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

	if (bl->type == BL_PC)
		set = ((struct map_session_data *)bl)->skillunittick;
	else if (bl->type == BL_MOB)
		set = ((struct mob_data *)bl)->skillunittick;
	else
		return 0;

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

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

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

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

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

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

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

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

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

	skill_unit_onplace_timer(unit,bl,tick);

	return 0;
}

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

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

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

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

	/* onplace_timer�C�x���g�Ăяo�� */
	if (range>=0 && group->interval!=-1) {
		map_foreachinarea(skill_unit_timer_sub_onplace, bl->m,
			bl->x-range,bl->y-range,bl->x+range,bl->y+range,0,bl,tick);
		if (!unit->alive)
			return 0;
		// �}�O�k�X�͔����������j�b�g�͍폜����
		if (group->skill_id==PR_MAGNUS && unit->val2) {
			skill_delunit(unit);
			return 0;
		}
	}
	// �C�h�D���̗ь�ɂ���
	if (group->unit_id==0xaa && DIFF_TICK(tick,group->tick)>=6000*group->val3) {
		struct block_list *src = map_id2bl(group->src_id);
		int range = skill_get_unit_layout_type(group->skill_id,group->skill_lv);
		nullpo_retr(0, src);
		map_foreachinarea(skill_idun_heal,src->m,
			src->x-range,src->y-range,src->x+range,src->y+range,0,unit);
		group->val3++;
	}
	/* ���Ԑ؂�폜 */
	if((DIFF_TICK(tick,group->tick)>=group->limit || DIFF_TICK(tick,group->tick)>=unit->limit)){
		switch(group->unit_id){
			case 0x8f:	/* �u���X�g�}�C�� */
				group->unit_id = 0x8c;
				clif_changelook(bl,LOOK_BASE,group->unit_id);
				group->limit=DIFF_TICK(tick+1500,group->tick);
				unit->limit=DIFF_TICK(tick+1500,group->tick);
				break;
			case 0x90:	/* �X�L�b�h�g���b�v */
			case 0x91:	/* �A���N���X�l�A */
			case 0x93:	/* �����h�}�C�� */
			case 0x94:	/* �V���b�N�E�F?�u�g���b�v */
			case 0x95:	/* �T���h�}�� */
			case 0x96:	/* �t���b�V��? */
			case 0x97:	/* �t��?�W���O�g���b�v */
			case 0x98:	/* �N���C���A?�g���b�v */
			case 0x99:	/* �g?�L?�{�b�N�X */
				{
					struct block_list *src=map_id2bl(group->src_id);
					if(group->unit_id == 0x91 && group->val2);
					else{
						if(src && src->type==BL_PC){
							struct item item_tmp;
							memset(&item_tmp,0,sizeof(item_tmp));
							item_tmp.nameid=1065;
							item_tmp.identify=1;
							map_addflooritem(&item_tmp,1,bl->m,bl->x,bl->y,NULL,NULL,NULL,0);	// ?�Ԋ�
						}
					}
					skill_delunit(unit);
				}
				break;

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

			default:
				skill_delunit(unit);
		}
	}

	if(group->unit_id == 0x8d) {
		unit->val1 -= 5;
		if(unit->val1 <= 0 && unit->limit + group->tick > tick + 700)
			unit->limit = DIFF_TICK(tick+700,group->tick);
	}

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

	map_foreachobject( skill_unit_timer_sub, BL_SKILL, tick );

	map_freeblock_unlock();

	return 0;
}

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

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

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

	nullpo_retr(0, group=unit->group);
	if (group->interval!=-1)
		return 0;

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

	if (flag)
		skill_unit_onplace(unit,target,tick);
	else
		skill_unit_onout(unit,target,tick);

	return 0;
}

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

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

	map_foreachinarea(skill_unit_move_sub,
			bl->m,bl->x,bl->y,bl->x,bl->y,BL_SKILL,bl,tick,flag);

	return 0;
}

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

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

	// �ړ��”\�ȃX�L���̓_���X�n�ƁA�u���X�g�}�C���A�N���C���A�[�g���b�v�̂�
	if (!(skill_get_unit_flag(group->skill_id)&UF_DANCE) &&
			group->skill_id!=HT_CLAYMORETRAP && group->skill_id!=HT_BLASTMINE)
		return 0;

	m_flag = (int *) aMalloc(sizeof(int)*group->unit_count);
	memset(m_flag,0,sizeof(int)*group->unit_count);// �ړ��t���O
	// ��Ƀt���O��S�����߂�
	//    m_flag
	//		0: �P���ړ�
	//      1: ���j�b�g���ړ�����(���ʒu���烆�j�b�g���Ȃ��Ȃ�)
	//      2: �c�����V�ʒu���ړ���ƂȂ�(�ړ���Ƀ��j�b�g�����݂��Ȃ�)
	//      3: �c��
	for(i=0;i<group->unit_count;i++){
		unit1=&group->unit[i];
		if (!unit1->alive || unit1->bl.m!=m)
			continue;
		for(j=0;j<group->unit_count;j++){
			unit2=&group->unit[j];
			if (!unit2->alive)
				continue;
			if (unit1->bl.x+dx==unit2->bl.x && unit1->bl.y+dy==unit2->bl.y){
				// �ړ���Ƀ��j�b�g�����Ԃ��Ă���
				m_flag[i] |= 0x1;
			}
			if (unit1->bl.x-dx==unit2->bl.x && unit1->bl.y-dy==unit2->bl.y){
				// ���j�b�g�����̏ꏊ�ɂ���Ă���
				m_flag[i] |= 0x2;
			}
		}
	}
	// �t���O�Ɋ�Â��ă��j�b�g�ړ�
	// �t���O��1��unit��T���A�t���O��2��unit�̈ړ���Ɉڂ�
	j = 0;
	for (i=0;i<group->unit_count;i++) {
		unit1=&group->unit[i];
		if (!unit1->alive)
			continue;
		if (!(m_flag[i]&0x2)) {
			// ���j�b�g���Ȃ��Ȃ�ꏊ�ŃX�L�����j�b�g�e��������
			map_foreachinarea(skill_unit_effect,unit1->bl.m,
				unit1->bl.x,unit1->bl.y,unit1->bl.x,unit1->bl.y,0,
				&unit1->bl,tick,0);
		}
		if (m_flag[i]==0) {
			// �P���ړ�
			map_delblock(&unit1->bl);
			unit1->bl.m = m;
			unit1->bl.x += dx;
			unit1->bl.y += dy;
			map_addblock(&unit1->bl);
			clif_skill_setunit(unit1);
		} else if (m_flag[i]==1) {
			// �t���O��2�̂��̂�T���Ă��̃��j�b�g�̈ړ���Ɉړ�
			for(;j<group->unit_count;j++) {
				if (m_flag[j]==2) {
					// �p���ړ�
					unit2 = &group->unit[j];
					if (!unit2->alive)
						continue;
					map_delblock(&unit1->bl);
					unit1->bl.m = m;
					unit1->bl.x = unit2->bl.x+dx;
					unit1->bl.y = unit2->bl.y+dy;
					map_addblock(&unit1->bl);
					clif_skill_setunit(unit1);
					j++;
					break;
				}
			}
		}
		if (!(m_flag[i]&0x2)) {
			// �ړ���̏ꏊ�ŃX�L�����j�b�g�𔭓�
			map_foreachinarea(skill_unit_effect,unit1->bl.m,
				unit1->bl.x,unit1->bl.y,unit1->bl.x,unit1->bl.y,0,
				&unit1->bl,tick,1);
		}
	}
	aFree(m_flag);
	return 0;
}

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

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

	nullpo_retr(0, sd);

	if(nameid<=0)
		return 0;

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

	if(trigger>=0){
		if(trigger == 32 || trigger == 16 || trigger==64 || trigger == 256) {
			if(skill_produce_db[i].itemlv!=trigger)	/* �t�@?�}�V?���|?�V�����ނƗn??��?�ΈȊO�͂��� */
				return 0;
		}else{
			if(skill_produce_db[i].itemlv>=16)		/* ����ȊO�͂��� */
				return 0;
			if( itemdb_wlv(nameid)>trigger )	/* ����Lv���� */
				return 0;
		}
	}
	if( (j=skill_produce_db[i].req_skill)>0 && pc_checkskill(sd,j)<=0 )
		return 0;		/* �X�L��������Ȃ� */

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

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

	nullpo_retr(0, sd);

	if( !(idx=skill_can_produce_mix(sd,nameid,-1)) )	/* ?���s�� */
		return 0;
	idx--;
	slot[0]=slot1;
	slot[1]=slot2;
	slot[2]=slot3;

	/* ����?��?�� */
	for(i=0,sc=0,ele=0;i<3;i++){
		int j;
		if( slot[i]<=0 )
			continue;
		j = pc_search_inventory(sd,slot[i]);
		if(j < 0)	/* �s���p�P�b�g(�A�C�e������)�`�F�b�N */
			continue;
		if(slot[i]==1000){	/* ���̂����� */
			pc_delitem(sd,j,1,1);
			sc++;
		}
		if(slot[i]>=994 && slot[i]<=997 && ele==0){	/* ?���� */
			static const int ele_table[4]={3,1,4,2};
			pc_delitem(sd,j,1,1);
			ele=ele_table[slot[i]-994];
		}
	}

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

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

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

	/* �m������ */
	equip = itemdb_isequip(nameid);
	if(!equip) {
// Corrected rates [DracoRPG] --------------------------//
		if(skill_produce_db[idx].req_skill==AM_PHARMACY) {
			make_per = pc_checkskill(sd,AM_LEARNINGPOTION)*100
				+ pc_checkskill(sd,AM_PHARMACY)*300 + sd->status.job_level*20
				+ sd->paramc[4]*10+sd->paramc[5]*10;

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

	if(make_per < 1) make_per = 1;

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

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

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

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

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

		switch (skill_produce_db[idx].req_skill) {
			case AM_PHARMACY:
				clif_produceeffect(sd,3,nameid);/* ��?���s�G�t�F�N�g */
				clif_misceffect(&sd->bl,6); /* ���l�ɂ����s��ʒm */
				break;
			case ASC_CDP:
				{
					clif_produceeffect(sd,3,nameid); /* �b���?�G�t�F�N�g */
					clif_misceffect(&sd->bl,6); /* ���l�ɂ����s��ʒm */
					pc_heal(sd, -(sd->status.max_hp>>2), 0);
				}
				break;
			default:
				clif_produceeffect(sd,1,nameid);/* ���퐻�����s�G�t�F�N�g */
				clif_misceffect(&sd->bl,2); /* ���l�ɂ����s��ʒm */
				break;
		}
	}
	return 0;
}

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

	nullpo_retr(0, sd);

	if(nameid <= 0)
		return 1;

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

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

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

	return 0;
}

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

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

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

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

	for (i=0; i<MAX_SKILL_LEVEL; i++) {
		if (str) {
			val[i] = max = atoi(str);
			str = strchr(str,':');
			if (str)
				*str++=0;
		} else {
			val[i] = max;
		}
	}
	return i;
}

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

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

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

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

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

/*		printf("skill id=%d\n",i); */
		skill_split_atoi(split[1],skill_db[i].range);
		skill_db[i].hit=atoi(split[2]);
		skill_db[i].inf=atoi(split[3]);
		skill_db[i].pl=atoi(split[4]);
		skill_db[i].nk=atoi(split[5]);
		skill_db[i].max=atoi(split[6]);
		skill_split_atoi(split[7],skill_db[i].num);

		if(strcmpi(split[8],"yes") == 0)
			skill_db[i].castcancel=1;
		else
			skill_db[i].castcancel=0;
		skill_db[i].cast_def_rate=atoi(split[9]);
		skill_db[i].inf2=atoi(split[10]);
		skill_db[i].maxcount=atoi(split[11]);
		if(strcmpi(split[12],"weapon") == 0)
			skill_db[i].skill_type=BF_WEAPON;
		else if(strcmpi(split[12],"magic") == 0)
			skill_db[i].skill_type=BF_MAGIC;
		else if(strcmpi(split[12],"misc") == 0)
			skill_db[i].skill_type=BF_MISC;
		else
			skill_db[i].skill_type=0;
		skill_split_atoi(split[13],skill_db[i].blewcount);
	}
	fclose(fp);
	sprintf(tmp_output,"Done reading '"CL_WHITE"%s"CL_RESET"'.\n","db/skill_db.txt");
	ShowStatus(tmp_output);

	fp=fopen("db/skill_require_db.txt","r");
	if(fp==NULL){
		printf("can't read db/skill_require_db.txt\n");
		return 1;
	}
	while(fgets(line,1020,fp)){
		char *split[50];
		if(line[0]=='/' && line[1]=='/')
			continue;
		j = skill_split_str(line,split,30);
		if(split[29]==NULL || j<30)
			continue;

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

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

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

		skill_split_atoi(split[9],skill_db[i].spiritball);
		skill_db[i].itemid[0]=atoi(split[10]);
		skill_db[i].amount[0]=atoi(split[11]);
		skill_db[i].itemid[1]=atoi(split[12]);
		skill_db[i].amount[1]=atoi(split[13]);
		skill_db[i].itemid[2]=atoi(split[14]);
		skill_db[i].amount[2]=atoi(split[15]);
		skill_db[i].itemid[3]=atoi(split[16]);
		skill_db[i].amount[3]=atoi(split[17]);
		skill_db[i].itemid[4]=atoi(split[18]);
		skill_db[i].amount[4]=atoi(split[19]);
		skill_db[i].itemid[5]=atoi(split[20]);
		skill_db[i].amount[5]=atoi(split[21]);
		skill_db[i].itemid[6]=atoi(split[22]);
		skill_db[i].amount[6]=atoi(split[23]);
		skill_db[i].itemid[7]=atoi(split[24]);
		skill_db[i].amount[7]=atoi(split[25]);
		skill_db[i].itemid[8]=atoi(split[26]);
		skill_db[i].amount[8]=atoi(split[27]);
		skill_db[i].itemid[9]=atoi(split[28]);
		skill_db[i].amount[9]=atoi(split[29]);
	}
	fclose(fp);
	sprintf(tmp_output,"Done reading '"CL_WHITE"%s"CL_RESET"'.\n","db/skill_require_db.txt");
	ShowStatus(tmp_output);

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

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

		skill_split_atoi(split[1],skill_db[i].cast);
		skill_split_atoi(split[2],skill_db[i].delay);
		skill_split_atoi(split[3],skill_db[i].upkeep_time);
		skill_split_atoi(split[4],skill_db[i].upkeep_time2);
	}
	fclose(fp);
	sprintf(tmp_output,"Done reading '"CL_WHITE"%s"CL_RESET"'.\n","db/skill_cast_db.txt");
	ShowStatus(tmp_output);

	/* �X�L�����j�b�g�f�[�^�x�[�X */
	fp = fopen("db/skill_unit_db.txt","r");
	if (fp==NULL) {
		printf("can't read db/skill_unit_db.txt\n");
		return 1;
	}
	while (fgets(line,1020,fp)) {
		char *split[50];
		if (line[0]=='/' && line[1]=='/')
			continue;
		j = skill_split_str(line,split,8);
		if (split[7]==NULL || j<8)
			continue;

		i=atoi(split[0]);
		if (i>=10000 && i<10015) // for guild skills [Celest]
			i -= 9500;
		else if(i<=0 || i>MAX_SKILL_DB)
			continue;
		skill_db[i].unit_id[0] = strtol(split[1],NULL,16);
		skill_db[i].unit_id[1] = strtol(split[2],NULL,16);
		skill_split_atoi(split[3],skill_db[i].unit_layout_type);
		skill_db[i].unit_range = atoi(split[4]);
		skill_db[i].unit_interval = atoi(split[5]);

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

		skill_db[i].unit_flag = strtol(split[7],NULL,16);
		k++;
	}
	fclose(fp);
	sprintf(tmp_output,"Done reading '"CL_WHITE"%s"CL_RESET"'.\n","db/skill_unit_db.txt");
	ShowStatus(tmp_output);
	skill_init_unit_layout();

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

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

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

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

		skill_arrow_db[k].nameid=i;

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

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

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

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

	fp=fopen("db/skill_castnodex_db.txt","r");
	if(fp==NULL){
		printf("can't read db/skill_castnodex_db.txt\n");
		return 1;
	}
	while(fgets(line,1020,fp)){
		char *split[50];
		if(line[0]=='/' && line[1]=='/')
			continue;
		memset(split,0,sizeof(split));
		j = skill_split_str(line,split,3);
		if(split[0]==0) //fixed by Lupus
			continue;
		i=atoi(split[0]);
		if (i>=10000 && i<10015) // for guild skills [Celest]
			i -= 9500;
		else if(i<=0 || i>MAX_SKILL_DB)
			continue;

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

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

	return 0;
}

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

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

	if(buf==NULL)
		return -1;

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

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

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

	return 0;
}

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

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

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

	return 0;
}