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Graff

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Posts posted by Graff

  1. Hello again, we tried different way

    	if( dmg.flag&BF_MAGIC && ( skill_id != NPC_EARTHQUAKE || (battle_config.eq_single_target_reflectable && (flag&0xFFF) == 1) ) )
    	{ // Earthquake on multiple targets is not counted as a target skill. [Inkfish]
    		if( (dmg.damage || dmg.damage2) && (type = skill_magic_reflect(src, bl, src==dsrc)) )
    		{	Magic reflection, switch caster/target //without comment here first
    			struct block_list *tbl = bl;
    			rmdamage = 1;
    			bl = src;
    			src = tbl;
    			dsrc = tbl;
    			sd = BL_CAST(BL_PC, src);
    			tsd = BL_CAST(BL_PC, bl);
    			tsc = status_get_sc(bl);
    			if (tsc && !tsc->count)
    				tsc = NULL; //Don't need it.
    			/* bugreport:2564 flag&2 disables double casting trigger */
    			flag |= 2;
    			//Reflected magic damage will not cause the caster to be knocked back [Playtester]
    			flag |= 4;

    Then like this :

    	if( dmg.flag&BF_MAGIC && ( skill_id != NPC_EARTHQUAKE || (battle_config.eq_single_target_reflectable && (flag&0xFFF) == 1) ) )
    	{ // Earthquake on multiple targets is not counted as a target skill. [Inkfish]
    		if( (dmg.damage || dmg.damage2) && (type = skill_magic_reflect(src, bl, src==dsrc)) )
    		{	//Magic reflection, switch caster/target
    			struct block_list *tbl = bl;
    			rmdamage = 1;
    			bl = src;
    //			src = tbl;
    			dsrc = tbl;
    			sd = BL_CAST(BL_PC, src);
    			tsd = BL_CAST(BL_PC, bl);
    			tsc = status_get_sc(bl);
    			if (tsc && !tsc->count)
    				tsc = NULL; //Don't need it.
    			/* bugreport:2564 flag&2 disables double casting trigger */
    			flag |= 2;
    			//Reflected magic damage will not cause the caster to be knocked back [Playtester]
    			flag |= 4;

    i don't realy get what you said with " uncomment the line to see if it works." we tried like this.

    it still doesn't work ..

  2. Thx for you'r help,  but unfortunately i don't have this part in my skill.c

    Or maybe i'm blind or it's different i don't know ..

    // Copyright (c) Athena Dev Teams - Licensed under GNU GPL
    // For more information, see LICENCE in the main folder
    
    #include "../common/cbasetypes.h"
    #include "../common/timer.h"
    #include "../common/nullpo.h"
    #include "../common/malloc.h"
    #include "../common/random.h"
    #include "../common/showmsg.h"
    #include "../common/strlib.h"
    #include "../common/utils.h"
    #include "../common/ers.h"
    
    #include "atcommand.h"
    #include "map.h"
    #include "path.h"
    #include "clif.h"
    #include "pc.h"
    #include "status.h"
    #include "skill.h"
    #include "pet.h"
    #include "homunculus.h"
    #include "mercenary.h"
    #include "elemental.h"
    #include "mob.h"
    #include "npc.h"
    #include "battle.h"
    #include "battleground.h"
    #include "party.h"
    #include "itemdb.h"
    #include "script.h"
    #include "intif.h"
    #include "log.h"
    #include "chrif.h"
    #include "guild.h"
    #include "date.h"
    #include "unit.h"
    #include "achievement.h"
    #include "faction.h"
    
    #include <stdio.h>
    #include <stdlib.h>
    #include <string.h>
    #include <time.h>
    #include <math.h>
    
    #define SKILLUNITTIMER_INTERVAL	100
    #define TIMERSKILL_INTERVAL	150
    
    // ranges reserved for mapping skill ids to skilldb offsets
    #define HM_SKILLRANGEMIN 700
    #define HM_SKILLRANGEMAX HM_SKILLRANGEMIN + MAX_HOMUNSKILL
    #define MC_SKILLRANGEMIN HM_SKILLRANGEMAX + 1
    #define MC_SKILLRANGEMAX MC_SKILLRANGEMIN + MAX_MERCSKILL
    #define EL_SKILLRANGEMIN MC_SKILLRANGEMAX + 1
    #define EL_SKILLRANGEMAX EL_SKILLRANGEMIN + MAX_ELEMENTALSKILL
    #define GD_SKILLRANGEMIN EL_SKILLRANGEMAX + 1
    #define GD_SKILLRANGEMAX GD_SKILLRANGEMIN + MAX_GUILDSKILL
    #if GD_SKILLRANGEMAX > 999
    	#error GD_SKILLRANGEMAX is greater than 999
    #endif
    
    DBMap* skilldb_name2id = NULL;
    static uint16 skilldb_id2idx[(UINT16_MAX+1)];/// Skill ID to Index lookup: skill_index = skill_get_index(skill_id) - [FWI] 20160423 the whole index thing should be removed.
    struct s_skill_db **skill_db;			 /// Skill DB
    static uint16 skill_num;				 /// Skill count, also as last index
    #define skill_next_idx() ( skill_num++ ) /// Macro to get&increase last skill number/index
    static uint16 skill_db_create(uint16 skill_id);
    
    static struct eri *skill_unit_ers = NULL; //For handling skill_unit's [Skotlex]
    static struct eri *skill_timer_ers = NULL; //For handling skill_timerskills [Skotlex]
    static DBMap* bowling_db = NULL; // int mob_id -> struct mob_data*
    
    DBMap* skillunit_db = NULL; // int id -> struct skill_unit*
    
    
    struct s_skill_produce_db skill_produce_db[MAX_SKILL_PRODUCE_DB];
    static unsigned short skill_produce_count;
    
    struct s_skill_arrow_db skill_arrow_db[MAX_SKILL_ARROW_DB];
    static unsigned short skill_arrow_count;
    
    struct s_skill_abra_db skill_abra_db[MAX_SKILL_ABRA_DB];
    unsigned short skill_abra_count;
    
    struct s_skill_improvise_db {
    	uint16 skill_id;
    	unsigned short per;//1-10000
    };
    struct s_skill_improvise_db skill_improvise_db[MAX_SKILL_IMPROVISE_DB];
    static unsigned short skill_improvise_count;
    
    #define MAX_SKILL_CHANGEMATERIAL_DB 75
    #define MAX_SKILL_CHANGEMATERIAL_SET 3
    struct s_skill_changematerial_db {
    	unsigned short nameid;
    	unsigned short rate;
    	unsigned short qty[MAX_SKILL_CHANGEMATERIAL_SET];
    	unsigned short qty_rate[MAX_SKILL_CHANGEMATERIAL_SET];
    };
    struct s_skill_changematerial_db skill_changematerial_db[MAX_SKILL_CHANGEMATERIAL_DB];
    static unsigned short skill_changematerial_count;
    
    //Warlock
    struct s_skill_spellbook_db skill_spellbook_db[MAX_SKILL_SPELLBOOK_DB];
    unsigned short skill_spellbook_count;
    
    //Guillotine Cross
    struct s_skill_magicmushroom_db skill_magicmushroom_db[MAX_SKILL_MAGICMUSHROOM_DB];
    unsigned short skill_magicmushroom_count;
    
    struct s_skill_unit_layout skill_unit_layout[MAX_SKILL_UNIT_LAYOUT];
    int firewall_unit_pos;
    int icewall_unit_pos;
    int earthstrain_unit_pos;
    int firerain_unit_pos;
    int wallofthorn_unit_pos;
    
    struct s_skill_nounit_layout skill_nounit_layout[MAX_SKILL_UNIT_LAYOUT2];
    int overbrand_nounit_pos;
    int overbrand_brandish_nounit_pos;
    
    static char dir_ka = -1; // Holds temporary direction to the target for SR_KNUCKLEARROW
    
    //Early declaration
    int skill_block_check(struct block_list *bl, enum sc_type type, uint16 skill_id);
    static int skill_check_unit_range (struct block_list *bl, int x, int y, uint16 skill_id, uint16 skill_lv);
    static int skill_check_unit_range2 (struct block_list *bl, int x, int y, uint16 skill_id, uint16 skill_lv, bool isNearNPC);
    static int skill_destroy_trap( struct block_list *bl, va_list ap );
    static int skill_check_condition_mob_master_sub (struct block_list *bl, va_list ap);
    static bool skill_check_condition_sc_required(struct map_session_data *sd, unsigned short skill_id, struct skill_condition *require);
    static bool skill_check_unit_movepos(uint8 check_flag, struct block_list *bl, short dst_x, short dst_y, int easy, bool checkpath);
    
    // Use this function for splash skills that can't hit icewall when cast by players
    static inline int splash_target(struct block_list* bl) {
    	return ( bl->type == BL_MOB ) ? BL_SKILL|BL_CHAR : BL_CHAR;
    }
    
    uint16 SKILL_MAX_DB(void) {
    	return skill_num;
    }
    
    /**
     * Get skill id from name
     * @param name
     * @return Skill ID of the skill, or 0 if not found.
     **/
    int skill_name2id(const char* name) {
    	if( name == NULL )
    		return 0;
    
    	return strdb_iget(skilldb_name2id, name);
    }
    
    /**
     * Get Skill ID from Skill Index
     * @param idx
     * @return Skill ID or 0 if not found
     **/
    uint16 skill_idx2id(uint16 idx) {
    	if (idx < SKILL_MAX_DB() && skill_db[idx])
    		return skill_db[idx]->nameid;
    	return 0;
    }
    
    /**
     * Get skill index from skill_db array. The index is also being used for skill lookup in mmo_charstatus::skill[]
     * @param skill_id
     * @param silent If Skill is undefined, show error message!
     * @return Skill Index or 0 if not found/unset
     **/
    int skill_get_index_( uint16 skill_id, bool silent, const char *func, const char *file, int line ) {
    	uint16 idx = skilldb_id2idx[skill_id];
    	if (!idx && skill_id != 0 && !silent)
    		ShowError("Skill '%d' is undefined! %s:%d::%s\n", skill_id, file, line, func);
    	return idx;
    }
    
    /**
     * Check if skill is set yet. If not, create new one (for skill_db files reading purpose)
     * @param skill_id
     * @return Skill index
     **/
    static uint16 skill_db_isset(uint16 skill_id, const char *func) {
    	uint16 idx = skill_get_index2(skill_id);
    	if (idx || idx == skill_id)
    		return idx;
    	ShowWarning("%s: Skill '%d' isn't created in 'skill_db.txt' yet. Creating dummy value...\n", func, skill_id);
    	idx = skill_db_create(skill_id);
    	return idx;
    }
    
    /**
     * Get Skill name
     * @param skill_id
     * @return AEGIS Skill name
     **/
    const char* skill_get_name( uint16 skill_id ) {
    	return skill_db[skill_get_index(skill_id)]->name;
    }
    
    /**
     * Get Skill name
     * @param skill_id
     * @return English Skill name
     **/
    const char* skill_get_desc( uint16 skill_id ) {
    	return skill_db[skill_get_index(skill_id)]->desc;
    }
    
    /// out of bounds error checking [celest]
    static void skill_chk(uint16 *skill_id) {
    	*skill_id = skill_get_index(*skill_id); // checks/adjusts id
    }
    /// checks/adjusts index. make sure we don't use negative index
    static void skill_chk2(int *idx) {
    	if (*idx < 0) *idx = 0;
    }
    
    #define skill_get(id,var)     { skill_chk(&id); if (!id) return 0; return var; }
    #define skill_get2(id, lv, arrvar)  do {\
    	int idx;\
    	skill_chk(&(id));\
    	if (!(id))\
    		return 0;\
    	idx = min((lv), MAX_SKILL_LEVEL) - 1;\
    	if ((lv) > MAX_SKILL_LEVEL && (arrvar)[idx] > 1 && idx > 1) {\
    		int a__ = (arrvar)[idx-2];\
    		int b__ = (arrvar)[idx-1];\
    		int c__ = (arrvar)[idx];\
    		return (c__ + (((lv)-MAX_SKILL_LEVEL+1)*(b__-a__)/2) + (((lv)-MAX_SKILL_LEVEL)*(c__-b__)/2));\
    	}\
    	return ((arrvar)[idx]);\
    } while(0)
    #define skill_get3(id,x,var)  { skill_chk(&id); if (!id) return 0; skill_chk2(&x);  return var; }
    
    // Skill DB
    enum e_damage_type skill_get_hit( uint16 skill_id )                { skill_get  (skill_id, skill_db[skill_id]->hit); }
    int skill_get_inf( uint16 skill_id )                               { skill_get  (skill_id, skill_db[skill_id]->inf); }
    int skill_get_ele( uint16 skill_id , uint16 skill_lv )             { skill_get2 (skill_id, skill_lv, skill_db[skill_id]->element); }
    int skill_get_nk( uint16 skill_id )                                { skill_get  (skill_id, skill_db[skill_id]->nk); }
    int skill_get_max( uint16 skill_id )                               { skill_get  (skill_id, skill_db[skill_id]->max); }
    int skill_get_range( uint16 skill_id , uint16 skill_lv )           { skill_get2 (skill_id, skill_lv, skill_db[skill_id]->range); }
    int skill_get_splash_( uint16 skill_id , uint16 skill_lv )         { skill_get2 (skill_id, skill_lv, skill_db[skill_id]->splash);  }
    int skill_get_num( uint16 skill_id ,uint16 skill_lv )              { skill_get2 (skill_id, skill_lv, skill_db[skill_id]->num); }
    int skill_get_cast( uint16 skill_id ,uint16 skill_lv )             { skill_get2 (skill_id, skill_lv, skill_db[skill_id]->cast); }
    int skill_get_delay( uint16 skill_id ,uint16 skill_lv )            { skill_get2 (skill_id, skill_lv, skill_db[skill_id]->delay); }
    int skill_get_walkdelay( uint16 skill_id ,uint16 skill_lv )        { skill_get2 (skill_id, skill_lv, skill_db[skill_id]->walkdelay); }
    int skill_get_time( uint16 skill_id ,uint16 skill_lv )             { skill_get2 (skill_id, skill_lv, skill_db[skill_id]->upkeep_time); }
    int skill_get_time2( uint16 skill_id ,uint16 skill_lv )            { skill_get2 (skill_id, skill_lv, skill_db[skill_id]->upkeep_time2); }
    int skill_get_castdef( uint16 skill_id )                           { skill_get  (skill_id, skill_db[skill_id]->cast_def_rate); }
    int skill_get_inf2( uint16 skill_id )                              { skill_get  (skill_id, skill_db[skill_id]->inf2); }
    int skill_get_inf3( uint16 skill_id )                              { skill_get  (skill_id, skill_db[skill_id]->inf3); }
    int skill_get_castcancel( uint16 skill_id )                        { skill_get  (skill_id, skill_db[skill_id]->castcancel); }
    int skill_get_maxcount( uint16 skill_id ,uint16 skill_lv )         { skill_get2 (skill_id, skill_lv, skill_db[skill_id]->maxcount); }
    int skill_get_blewcount( uint16 skill_id ,uint16 skill_lv )        { skill_get2 (skill_id, skill_lv, skill_db[skill_id]->blewcount); }
    int skill_get_castnodex( uint16 skill_id )                         { skill_get  (skill_id, skill_db[skill_id]->castnodex); }
    int skill_get_delaynodex( uint16 skill_id )                        { skill_get  (skill_id, skill_db[skill_id]->delaynodex); }
    int skill_get_nocast ( uint16 skill_id )                           { skill_get  (skill_id, skill_db[skill_id]->nocast); }
    int skill_get_type( uint16 skill_id )                              { skill_get  (skill_id, skill_db[skill_id]->skill_type); }
    int skill_get_unit_id ( uint16 skill_id, int flag )                { skill_get  (skill_id, skill_db[skill_id]->unit_id[flag]); }
    int skill_get_unit_interval( uint16 skill_id )                     { skill_get  (skill_id, skill_db[skill_id]->unit_interval); }
    int skill_get_unit_range( uint16 skill_id, uint16 skill_lv )       { skill_get2 (skill_id, skill_lv, skill_db[skill_id]->unit_range); }
    int skill_get_unit_target( uint16 skill_id )                       { skill_get  (skill_id, skill_db[skill_id]->unit_target&BCT_ALL); }
    int skill_get_unit_bl_target( uint16 skill_id )                    { skill_get  (skill_id, skill_db[skill_id]->unit_target&BL_ALL); }
    int skill_get_unit_flag( uint16 skill_id )                         { skill_get  (skill_id, skill_db[skill_id]->unit_flag); }
    int skill_get_unit_layout_type( uint16 skill_id ,uint16 skill_lv ) { skill_get2 (skill_id, skill_lv, skill_db[skill_id]->unit_layout_type); }
    int skill_get_cooldown( uint16 skill_id, uint16 skill_lv )         { skill_get2 (skill_id, skill_lv, skill_db[skill_id]->cooldown); }
    int skill_get_blocked ( uint16 skill_id )                          { skill_get (skill_id, skill_db[skill_id]->blocked); }
    #ifdef RENEWAL_CAST
    int skill_get_fixed_cast( uint16 skill_id ,uint16 skill_lv )       { skill_get2 (skill_id, skill_lv, skill_db[skill_id]->fixed_cast); }
    #endif
    // Skill requirements
    int skill_get_hp( uint16 skill_id ,uint16 skill_lv )               { skill_get2 (skill_id, skill_lv, skill_db[skill_id]->require.hp); }
    int skill_get_mhp( uint16 skill_id ,uint16 skill_lv )              { skill_get2 (skill_id, skill_lv, skill_db[skill_id]->require.mhp); }
    int skill_get_sp( uint16 skill_id ,uint16 skill_lv )               { skill_get2 (skill_id, skill_lv, skill_db[skill_id]->require.sp); }
    int skill_get_hp_rate( uint16 skill_id, uint16 skill_lv )          { skill_get2 (skill_id, skill_lv, skill_db[skill_id]->require.hp_rate); }
    int skill_get_sp_rate( uint16 skill_id, uint16 skill_lv )          { skill_get2 (skill_id, skill_lv, skill_db[skill_id]->require.sp_rate); }
    int skill_get_zeny( uint16 skill_id ,uint16 skill_lv )             { skill_get2 (skill_id, skill_lv, skill_db[skill_id]->require.zeny); }
    int skill_get_weapontype( uint16 skill_id )                        { skill_get  (skill_id, skill_db[skill_id]->require.weapon); }
    int skill_get_ammotype( uint16 skill_id )                          { skill_get  (skill_id, skill_db[skill_id]->require.ammo); }
    int skill_get_ammo_qty( uint16 skill_id, uint16 skill_lv )         { skill_get2 (skill_id, skill_lv, skill_db[skill_id]->require.ammo_qty); }
    int skill_get_state( uint16 skill_id )                             { skill_get  (skill_id, skill_db[skill_id]->require.state); }
    int skill_get_status_count( uint16 skill_id )                      { skill_get  (skill_id, skill_db[skill_id]->require.status_count); }
    int skill_get_spiritball( uint16 skill_id, uint16 skill_lv )       { skill_get2 (skill_id, skill_lv, skill_db[skill_id]->require.spiritball); }
    int skill_get_itemid( uint16 skill_id, int idx )                   { skill_get3 (skill_id, idx, skill_db[skill_id]->require.itemid[idx]); }
    int skill_get_itemqty( uint16 skill_id, int idx )                  { skill_get3 (skill_id, idx, skill_db[skill_id]->require.amount[idx]); }
    int skill_get_itemeq( uint16 skill_id, int idx )                   { skill_get3 (skill_id, idx, skill_db[skill_id]->require.eqItem[idx]); }
    
    int skill_get_splash( uint16 skill_id , uint16 skill_lv ) {
    	int splash = skill_get_splash_(skill_id, skill_lv);
    	if (splash < 0)
    		return AREA_SIZE;
    	return splash;
    }
    
    int skill_tree_get_max(uint16 skill_id, int b_class)
    {
    	int i;
    	b_class = pc_class2idx(b_class);
    
    	ARR_FIND( 0, MAX_SKILL_TREE, i, skill_tree[b_class][i].skill_id == 0 || skill_tree[b_class][i].skill_id == skill_id );
    	if( i < MAX_SKILL_TREE && skill_tree[b_class][i].skill_id == skill_id )
    		return skill_tree[b_class][i].skill_lv;
    	else
    		return skill_get_max(skill_id);
    }
    
    int skill_frostjoke_scream(struct block_list *bl,va_list ap);
    int skill_attack_area(struct block_list *bl,va_list ap);
    struct skill_unit_group *skill_locate_element_field(struct block_list *bl); // [Skotlex]
    int skill_graffitiremover(struct block_list *bl, va_list ap); // [Valaris]
    int skill_greed(struct block_list *bl, va_list ap);
    static int skill_cell_overlap(struct block_list *bl, va_list ap);
    static int skill_trap_splash(struct block_list *bl, va_list ap);
    struct skill_unit_group_tickset *skill_unitgrouptickset_search(struct block_list *bl,struct skill_unit_group *sg,int tick);
    static int skill_unit_onplace(struct skill_unit *src,struct block_list *bl,unsigned int tick);
    int skill_unit_onleft(uint16 skill_id, struct block_list *bl,unsigned int tick);
    static int skill_unit_effect(struct block_list *bl,va_list ap);
    static int skill_bind_trap(struct block_list *bl, va_list ap);
    
    /*==========================================
     * Party/Team Checks for Skills
     *------------------------------------------*/
    bool skill_check_party(struct map_session_data *sd)
    {
    	if( sd )
    	{
    		if( !map[sd->bl.m].flag.battleground && sd->status.party_id )
    			return true;
    		else if( map[sd->bl.m].flag.battleground && sd->bg_id )
    			return true;
    	}
    	return false;
    }
    
    bool skill_check_sameparty(struct map_session_data *sd1, struct map_session_data *sd2)
    {
    	if( sd1 && sd2 )
    	{
    		if( !map[sd1->bl.m].flag.battleground && sd1->status.party_id && sd1->status.party_id == sd2->status.party_id )
    			return true;
    		else if( map[sd1->bl.m].flag.battleground && sd1->bg_id && sd1->bg_id == sd2->bg_id )
    			return true;
    	}
    	return false;
    }
    
    int skill_get_casttype (uint16 skill_id) {
    	int inf = skill_get_inf(skill_id);
    	if (inf&(INF_GROUND_SKILL))
    		return CAST_GROUND;
    	if (inf&INF_SUPPORT_SKILL)
    		return CAST_NODAMAGE;
    	if (inf&INF_SELF_SKILL) {
    		if(skill_get_inf2(skill_id)&INF2_NO_TARGET_SELF)
    			return CAST_DAMAGE; //Combo skill.
    		return CAST_NODAMAGE;
    	}
    	if (skill_get_nk(skill_id)&NK_NO_DAMAGE)
    		return CAST_NODAMAGE;
    	return CAST_DAMAGE;
    }
    
    //Returns actual skill range taking into account attack range and AC_OWL [Skotlex]
    int skill_get_range2(struct block_list *bl, uint16 skill_id, uint16 skill_lv, bool isServer) {
    	int range, inf3=0;
    	if( bl->type == BL_MOB && battle_config.mob_ai&0x400 )
    		return 9; //Mobs have a range of 9 regardless of skill used.
    
    	range = skill_get_range(skill_id, skill_lv);
    
    	if( range < 0 ) {
    		if( battle_config.use_weapon_skill_range&bl->type )
    			return status_get_range(bl);
    		range *=-1;
    	}
    
    	if (isServer && range > 14) {
    		range = 14; // Server-sided base range can't be above 14
    	}
    
    	inf3 = skill_get_inf3(skill_id);
    	if(inf3&(INF3_EFF_VULTURE|INF3_EFF_SNAKEEYE) ){
    		if( bl->type == BL_PC ) {
    			if(inf3&INF3_EFF_VULTURE) range += pc_checkskill((TBL_PC*)bl, AC_VULTURE);
    			// added to allow GS skills to be effected by the range of Snake Eyes [Reddozen]
    			if(inf3&INF3_EFF_SNAKEEYE) range += pc_checkskill((TBL_PC*)bl, GS_SNAKEEYE);
    		} else
    			range += battle_config.mob_eye_range_bonus;
    	}
    	if(inf3&(INF3_EFF_SHADOWJUMP|INF3_EFF_RADIUS|INF3_EFF_RESEARCHTRAP) ){
    		if( bl->type == BL_PC ) {
    			if(inf3&INF3_EFF_SHADOWJUMP) range = skill_get_range(NJ_SHADOWJUMP,pc_checkskill((TBL_PC*)bl,NJ_SHADOWJUMP));
    			if(inf3&INF3_EFF_RADIUS) range += pc_checkskill((TBL_PC*)bl, WL_RADIUS);
    			if(inf3&INF3_EFF_RESEARCHTRAP) range += (1 + pc_checkskill((TBL_PC*)bl, RA_RESEARCHTRAP))/2;
    		}
    	}
    
    	if( !range && bl->type != BL_PC )
    		return 9; // Enable non players to use self skills on others. [Skotlex]
    	return range;
    }
    
    /** Copy Referral: dummy skills should point to their source.
     * @param skill_id Dummy skill ID
     * @return Real skill id if found
     **/
    unsigned short skill_dummy2skill_id(unsigned short skill_id) {
    	switch (skill_id) {
    		case AB_DUPLELIGHT_MELEE:
    		case AB_DUPLELIGHT_MAGIC:
    			return AB_DUPLELIGHT;
    		case WL_CHAINLIGHTNING_ATK:
    			return WL_CHAINLIGHTNING;
    		case WL_TETRAVORTEX_FIRE:
    		case WL_TETRAVORTEX_WATER:
    		case WL_TETRAVORTEX_WIND:
    		case WL_TETRAVORTEX_GROUND:
    			return WL_TETRAVORTEX;
    		case WL_SUMMON_ATK_FIRE:
    			return WL_SUMMONFB;
    		case WL_SUMMON_ATK_WIND:
    			return WL_SUMMONBL;
    		case WL_SUMMON_ATK_WATER:
    			return WL_SUMMONWB;
    		case WL_SUMMON_ATK_GROUND:
    			return WL_SUMMONSTONE;
    		case LG_OVERBRAND_BRANDISH:
    		case LG_OVERBRAND_PLUSATK:
    			return LG_OVERBRAND;
    		case WM_REVERBERATION_MELEE:
    		case WM_REVERBERATION_MAGIC:
    			return WM_REVERBERATION;
    		case WM_SEVERE_RAINSTORM_MELEE:
    			return WM_SEVERE_RAINSTORM;
    		case GN_CRAZYWEED_ATK:
    			return GN_CRAZYWEED;
    		case GN_HELLS_PLANT_ATK:
    			return GN_HELLS_PLANT;
    		case GN_SLINGITEM_RANGEMELEEATK:
    			return GN_SLINGITEM;
    		case RL_R_TRIP_PLUSATK:
    			return RL_R_TRIP;
    	}
    	return skill_id;
    }
    
    /**
     * Calculates heal value of skill's effect
     * @param src
     * @param target
     * @param skill_id
     * @param skill_lv
     * @param heal
     * @return modified heal value
     */
    int skill_calc_heal(struct block_list *src, struct block_list *target, uint16 skill_id, uint16 skill_lv, bool heal) {
    	int skill, hp = 0;
    	struct map_session_data *sd = BL_CAST(BL_PC, src);
    	struct map_session_data *tsd = BL_CAST(BL_PC, target);
    	struct status_change *sc, *tsc;
    
    	sc = status_get_sc(src);
    	tsc = status_get_sc(target);
    
    	switch( skill_id ) {
    		case BA_APPLEIDUN:
    #ifdef RENEWAL
    			hp = 100 + 5 * skill_lv + 5 * (status_get_vit(src) / 10); // HP recovery
    #else
    			hp = 30 + 5 * skill_lv + 5 * (status_get_vit(src) / 10); // HP recovery
    #endif
    			if( sd )
    				hp += 5 * pc_checkskill(sd,BA_MUSICALLESSON);
    			break;
    		case PR_SANCTUARY:
    			hp = (skill_lv > 6) ? 777 : skill_lv * 100;
    			break;
    		case NPC_EVILLAND:
    			hp = (skill_lv > 6) ? 666 : skill_lv * 100;
    			break;
    		case AB_HIGHNESSHEAL:
    			hp = ((status_get_lv(src) + status_get_int(src)) / 8) * (4 + ((sd ? pc_checkskill(sd,AL_HEAL) : 1) * 8));
    			hp = (hp * (17 + 3 * skill_lv)) / 10;
    			break;
    		default:
    			if (skill_lv >= battle_config.max_heal_lv)
    				return battle_config.max_heal;
    #ifdef RENEWAL
    			/**
    			 * Renewal Heal Formula
    			 * Formula: ( [(Base Level + INT) / 5] x 30 ) x (Heal Level / 10) x (Modifiers) + MATK
    			 */
    			hp = (status_get_lv(src) + status_get_int(src)) / 5 * 30 * skill_lv / 10;
    #else
    			hp = (status_get_lv(src) + status_get_int(src)) / 8 * (4 + (skill_lv * 8));
    #endif
    			if( sd && ((skill = pc_checkskill(sd, HP_MEDITATIO)) > 0) )
    				hp += hp * skill * 2 / 100;
    			else if( src->type == BL_HOM && (skill = hom_checkskill(((TBL_HOM*)src), HLIF_BRAIN)) > 0 )
    				hp += hp * skill * 2 / 100;
    			if( sd && tsd && sd->status.partner_id == tsd->status.char_id && (sd->class_&MAPID_UPPERMASK) == MAPID_SUPER_NOVICE && sd->status.sex == 0 )
    				hp *= 2;
    			if (sd && ((skill = pc_checkskill(sd, SU_POWEROFSEA)) > 0)) {
    				hp += hp * 10 / 100;
    				if (pc_checkskill(sd, SU_TUNABELLY) == 5 && pc_checkskill(sd, SU_TUNAPARTY) == 5 && pc_checkskill(sd, SU_BUNCHOFSHRIMP) == 5 && pc_checkskill(sd, SU_FRESHSHRIMP) == 5)
    					hp += hp * 20 / 100;
    			}
    			break;
    	}
    
    	if( (!heal || (target && target->type == BL_MER)) && skill_id != NPC_EVILLAND )
    		hp >>= 1;
    
    	if( sd && (skill = pc_skillheal_bonus(sd, skill_id)) )
    		hp += hp * skill / 100;
    
    	if( tsd && (skill = pc_skillheal2_bonus(tsd, skill_id)) )
    		hp += hp * skill / 100;
    
    	if( sc && sc->data[SC_OFFERTORIUM] && (skill_id == AB_HIGHNESSHEAL || skill_id == AB_CHEAL ||
    		skill_id == PR_SANCTUARY || skill_id == AL_HEAL) )
    		hp += hp * sc->data[SC_OFFERTORIUM]->val2 / 100;
    	if (tsc && tsc->count) {
    		if (skill_id != NPC_EVILLAND && skill_id != BA_APPLEIDUN) {
    			if (tsc->data[SC_INCHEALRATE])
    				hp += hp * tsc->data[SC_INCHEALRATE]->val1 / 100; //Only affects Heal, Sanctuary and PotionPitcher.(like bHealPower) [Inkfish]
    			if (tsc->data[SC_EXTRACT_WHITE_POTION_Z])
    				hp += hp * tsc->data[SC_EXTRACT_WHITE_POTION_Z]->val1 / 100;
    			if (tsc->data[SC_WATER_INSIGNIA] && tsc->data[SC_WATER_INSIGNIA]->val1 == 2)
    				hp += hp / 10;
    		}
    		if (heal) {
    			uint8 penalty = 0;
    
    			if (tsc->data[SC_CRITICALWOUND])
    				penalty += tsc->data[SC_CRITICALWOUND]->val2;
    			if (tsc->data[SC_DEATHHURT])
    				penalty += 20;
    			if (tsc->data[SC_NORECOVER_STATE])
    				penalty = 100;
    			if (penalty > 0)
    				hp -= hp * penalty / 100;
    		}
    	}
    
    #ifdef RENEWAL
    	// MATK part of the RE heal formula [malufett]
    	// Note: in this part matk bonuses from items or skills are not applied
    	switch( skill_id ) {
    		case BA_APPLEIDUN:
    		case PR_SANCTUARY:
    		case NPC_EVILLAND:
    			break;
    		default:
    			{
    				struct status_data *status = status_get_status_data(src);
    				int min, max;
    
    				min = max = status_base_matk(src, status, status_get_lv(src));
    				if( status->rhw.matk > 0 ){
    					int wMatk, variance;
    					wMatk = status->rhw.matk;
    					variance = wMatk * status->rhw.wlv / 10;
    					min += wMatk - variance;
    					max += wMatk + variance;
    				}
    
    				if( sc && sc->data[SC_RECOGNIZEDSPELL] )
    					min = max;
    
    				if( sd && sd->right_weapon.overrefine > 0 ){
    					min++;
    					max += sd->right_weapon.overrefine - 1;
    				}
    
    				if(max > min)
    					hp += min+rnd()%(max-min);
    				else
    					hp += min;
    			}
    	}
    #endif
    	return hp;
    }
    
    /**
     * Making Plagiarism and Reproduce check their own function
     * Previous prevention for NPC skills, Wedding skills, and INF3_DIS_PLAGIA are removed since we use skill_copyable_db.txt [Cydh]
     * @param sd: Player who will copy the skill
     * @param skill_id: Target skill
     * @return 0 - Cannot be copied; 1 - Can be copied by Plagiarism 2 - Can be copied by Reproduce
     * @author Aru - for previous check; Jobbie for class restriction idea; Cydh expands the copyable skill
     */
    static int8 skill_isCopyable(struct map_session_data *sd, uint16 skill_idx) {
    	// Only copy skill that player doesn't have or the skill is old clone
    	if (sd->status.skill[skill_idx].id != 0 && sd->status.skill[skill_idx].flag != SKILL_FLAG_PLAGIARIZED)
    		return 0;
    
    	// Check if the skill is copyable by class
    	if (!pc_has_permission(sd,PC_PERM_ALL_SKILL)) {
    		uint16 job_allowed = skill_db[skill_idx]->copyable.joballowed;
    		while (1) {
    			if (job_allowed&0x01 && sd->status.class_ == JOB_ROGUE) break;
    			if (job_allowed&0x02 && sd->status.class_ == JOB_STALKER) break;
    			if (job_allowed&0x04 && sd->status.class_ == JOB_SHADOW_CHASER) break;
    			if (job_allowed&0x08 && sd->status.class_ == JOB_SHADOW_CHASER_T) break;
    			if (job_allowed&0x10 && sd->status.class_ == JOB_BABY_ROGUE) break;
    			if (job_allowed&0x20 && sd->status.class_ == JOB_BABY_CHASER) break;
    			return 0;
    		}
    	}
    
    	//Plagiarism only able to copy skill while SC_PRESERVE is not active and skill is copyable by Plagiarism
    	if (skill_db[skill_idx]->copyable.option&1 && pc_checkskill(sd,RG_PLAGIARISM) && !sd->sc.data[SC_PRESERVE])
    		return 1;
    
    	//Reproduce can copy skill if SC__REPRODUCE is active and the skill is copyable by Reproduce
    	if (skill_db[skill_idx]->copyable.option&2 && pc_checkskill(sd,SC_REPRODUCE) && &sd->sc && sd->sc.data[SC__REPRODUCE] && sd->sc.data[SC__REPRODUCE]->val1)
    		return 2;
    
    	return 0;
    }
    
    /**
     * Check if the skill is ok to cast and when.
     * Done before check_condition_begin, requirement
     * @param skill_id: Skill ID that casted
     * @param sd: Player who casted
     * @return true: Skill cannot be used, false: otherwise
     * @author [MouseJstr]
     */
    bool skill_isNotOk(uint16 skill_id, struct map_session_data *sd)
    {
    	int16 idx,m;
    	nullpo_retr(1,sd);
    	m = sd->bl.m;
    	idx = skill_get_index(skill_id);
    
    	if (idx == 0)
    		return true; // invalid skill id
    
    	if (pc_has_permission(sd,PC_PERM_SKILL_UNCONDITIONAL))
    		return false; // can do any damn thing they want
    
    	if (skill_id == AL_TELEPORT && sd->skillitem == skill_id && sd->skillitemlv > 2)
    		return false; // Teleport lv 3 bypasses this check.[Inkfish]
    
    	if (map[m].flag.noskill)
    		return true;
    
    	// Epoque:
    	// This code will compare the player's attack motion value which is influenced by ASPD before
    	// allowing a skill to be cast. This is to prevent no-delay ACT files from spamming skills such as
    	// AC_DOUBLE which do not have a skill delay and are not regarded in terms of attack motion.
    	if (!sd->state.autocast && sd->skillitem != skill_id && sd->canskill_tick &&
    		DIFF_TICK(gettick(),sd->canskill_tick) < (sd->battle_status.amotion * (battle_config.skill_amotion_leniency) / 100))
    	{// attempted to cast a skill before the attack motion has finished
    		return true;
    	}
    
    	if (skill_blockpc_get(sd, skill_id) != -1){
    		clif_skill_fail(sd,skill_id,USESKILL_FAIL_SKILLINTERVAL,0);
    		return true;
    	}
    
    	/**
    	 * It has been confirmed on a official server (thanks to Yommy) that item-cast skills bypass all the restrictions above
    	 * Also, without this check, an exploit where an item casting + healing (or any other kind buff) isn't deleted after used on a restricted map
    	 */
    	if( sd->skillitem == skill_id )
    		return false;
    	// Check skill restrictions [Celest]
    	if( skill_get_blocked(skill_id) || sd->state.only_walk )
    		return 1;
    	if( (!map_flag_vs(m) && skill_get_nocast (skill_id) & 1) ||
    		(map[m].flag.pvp && skill_get_nocast (skill_id) & 2) ||
    		(map_flag_gvg(m) && skill_get_nocast (skill_id) & 4) ||
    		(map[m].flag.battleground && skill_get_nocast (skill_id) & 8) ||
    		(map[m].flag.restricted && map[m].zone && skill_get_nocast (skill_id) & (8*map[m].zone)) ){
    			clif_msg(sd, SKILL_CANT_USE_AREA); // This skill cannot be used within this area
    			return true;
    	}
    
    	if( &sd->sc && sd->sc.data[SC_ALL_RIDING] )
    		return true; //You can't use skills while in the new mounts (The client doesn't let you, this is to make cheat-safe)
    
    	switch (skill_id) {
    		// Ancient WoE - Platinum Skills
    		case KN_CHARGEATK:
    		case CR_SHRINK:
    		case AS_VENOMKNIFE:
    		case RG_CLOSECONFINE:
    		case WZ_SIGHTBLASTER:
    		case SA_CREATECON:
    		case SA_ELEMENTWATER:
    		case HT_PHANTASMIC:
    		case BA_PANGVOICE:
    		case DC_WINKCHARM:
    		case PR_REDEMPTIO:
    		case MO_KITRANSLATION:
    		case MO_BALKYOUNG:
    		case SA_ELEMENTGROUND:
    		case SA_ELEMENTFIRE:
    		case SA_ELEMENTWIND:
    		// Ancient WoE - Marriage Skills
    		case WE_MALE:
    		case WE_FEMALE:
    		case WE_BABY:
    			if( map[m].flag.ancient )
    				return 1;
    			break;
    		case AL_WARP:
    		case RETURN_TO_ELDICASTES:
    		case ALL_GUARDIAN_RECALL:
    		case ECLAGE_RECALL:
    			if(map[m].flag.nowarp) {
    				clif_skill_teleportmessage(sd,0);
    				return true;
    			}
    			return false;
    		case AL_TELEPORT:
    		case SC_FATALMENACE:
    		case SC_DIMENSIONDOOR:
    		case ALL_ODINS_RECALL:
    			if(map[m].flag.noteleport || !guild_canescape(sd)) {
    				clif_skill_teleportmessage(sd,0);
    				return true;
    			}
    			return false; // gonna be checked in 'skill_castend_nodamage_id'
    		case WE_CALLPARTNER:
    		case WE_CALLPARENT:
    		case WE_CALLBABY:
    			if (map[m].flag.nomemo) {
    				clif_skill_teleportmessage(sd,1);
    				return true;
    			}
    			if( map[m].flag.ancient )
    				return 1;
    			break;	
    		case MC_VENDING:
    			if( sd->state.vending )
    			{
    				clif_displaymessage(sd->fd, "Please close your current Shop first.");
    				return 1;
    			}
    		case ALL_BUYING_STORE:
    			if( battle_config.super_woe_enable )
    			{
    				clif_displaymessage (sd->fd, "Vending not available on Super WoE / GvG Events.");
    				clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
    				return true;
    			}
    			if( map[sd->bl.m].flag.novending )
    			{
    				clif_displaymessage (sd->fd, msg_txt(sd,276));
    				clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
    				return true;
    			}
    			if( map[sd->bl.m].flag.vending_cell != map_getcell(sd->bl.m,sd->bl.x,sd->bl.y,CELL_CHKNOVENDING) )
    			{
    				clif_displaymessage(sd->fd, msg_txt(sd,204));
    				clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
    				return 1;
    			}
    			if( sd->state.secure_items )
    			{
    				clif_displaymessage(sd->fd, "You can't open shop. Blocked with @security");
    				clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
    				return 1;
    			}
    			if( npc_isnear(&sd->bl) ) {
    				// uncomment to send msg_txt.
    				//char output[150];
    				//sprintf(output, msg_txt(662), battle_config.min_npc_vendchat_distance);
    				//clif_displaymessage(sd->fd, output);
    				clif_skill_fail(sd,skill_id,USESKILL_FAIL_THERE_ARE_NPC_AROUND,0);
    				return true;
    			}
    		case MC_IDENTIFY:
    			return false; // always allowed
    		case WZ_ICEWALL:
    			// noicewall flag [Valaris]
    			if (map[m].flag.noicewall) {
    				clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
    				return true;
    			}
    			break;
    		case GC_DARKILLUSION:
    			if( map_flag_gvg(m) ) {
    				clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
    				return true;
    			}
    			break;
    		case GD_EMERGENCYCALL:
    		case GD_ITEMEMERGENCYCALL:
    			if( map[m].flag.noemergencycall )
    			{
    				clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
    				return true;
    			}
    			if( !map[m].flag.battleground && (!(battle_config.emergency_call&((agit_flag || agit2_flag)?2:1)) || !(battle_config.emergency_call&(map[m].flag.gvg || map[m].flag.gvg_castle?8:4)) || (battle_config.emergency_call&16 && map[m].flag.nowarpto && !map[m].flag.gvg_castle)) )
    			{
    				clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
    				return 1;
    			}
    		case GD_BATTLEORDER:
    		case GD_REGENERATION:
    		case GD_RESTORE:
    			if( map[m].flag.ancient )
    				return 1;
    			break;
    		case WM_SIRCLEOFNATURE:
    		case WM_SOUND_OF_DESTRUCTION:
    		case WM_LULLABY_DEEPSLEEP:
    		case WM_SATURDAY_NIGHT_FEVER:
    			if( !map_flag_vs(m) ) {
    				clif_skill_teleportmessage(sd,2); // This skill uses this msg instead of skill fails.
    				return true;
    			}
    			break;
    
    	}
    	return false;
    }
    
    /**
     * Check if the homunculus skill is ok to be processed
     * After checking from Homunculus side, also check the master condition
     * @param skill_id: Skill ID that casted
     * @param hd: Homunculus who casted
     * @return true: Skill cannot be used, false: otherwise
     */
    bool skill_isNotOk_hom(uint16 skill_id, struct homun_data *hd)
    {
    	uint16 idx = skill_get_index(skill_id);
    	nullpo_retr(1,hd);
    
    	if (idx == 0)
    		return true; // invalid skill id
    
    	if (hd->blockskill[idx] > 0)
    		return true;
    
    	switch(skill_id) {
    		case MH_LIGHT_OF_REGENE: //must be cordial
    			if (hom_get_intimacy_grade(hd) < HOMGRADE_CORDIAL) {
    				if (hd->master)
    					clif_skill_fail(hd->master, skill_id, USESKILL_FAIL_RELATIONGRADE, 0);
    				return true;
    			}
    			break;
    		case MH_GOLDENE_FERSE: //cant be used with angriff
    			if(&hd->sc && hd->sc.data[SC_ANGRIFFS_MODUS]) return true;
    			break;
    		case MH_ANGRIFFS_MODUS:
    			if(&hd->sc && hd->sc.data[SC_GOLDENE_FERSE]) return true;
    			break;
    		case MH_TINDER_BREAKER: //must be in grappling mode
    			if(!&hd->sc
    				|| !(hd->sc.data[SC_STYLE_CHANGE] && hd->sc.data[SC_STYLE_CHANGE]->val1 == MH_MD_GRAPPLING)
    				|| !hd->homunculus.spiritball) return true;
    			break;
    		case MH_SONIC_CRAW: //must be in fighting mode
    			if(!&hd->sc
    				|| !(hd->sc.data[SC_STYLE_CHANGE] && hd->sc.data[SC_STYLE_CHANGE]->val1 == MH_MD_FIGHTING)
    				|| !hd->homunculus.spiritball) return true;
    			break;
    		case MH_SILVERVEIN_RUSH:
    			if(!&hd->sc
    				|| !(hd->sc.data[SC_COMBO] && hd->sc.data[SC_COMBO]->val1 == MH_SONIC_CRAW)
    				|| hd->homunculus.spiritball < 2) return true;
    			break;
    		case MH_MIDNIGHT_FRENZY:
    			if(!&hd->sc
    				|| !(hd->sc.data[SC_COMBO] && hd->sc.data[SC_COMBO]->val1 == MH_SILVERVEIN_RUSH)
    				|| !hd->homunculus.spiritball) return true;
    			break;
    		case MH_CBC:
    			if(!&hd->sc
    				|| !(hd->sc.data[SC_COMBO] && hd->sc.data[SC_COMBO]->val1 == MH_TINDER_BREAKER)
    				|| hd->homunculus.spiritball < 2) return true;
    			break;
    		case MH_EQC:
    			if(!&hd->sc
    				|| !(hd->sc.data[SC_COMBO] && hd->sc.data[SC_COMBO]->val1 == MH_CBC)
    				|| hd->homunculus.spiritball < 3) return true;
    			break;
    	}
    
    	//Use master's criteria.
    	return skill_isNotOk(skill_id, hd->master);
    }
    
    /**
     * Check if the mercenary skill is ok to be processed
     * After checking from Homunculus side, also check the master condition
     * @param skill_id: Skill ID that casted
     * @param md: Mercenary who casted
     * @return true: Skill cannot be used, false: otherwise
     */
    bool skill_isNotOk_mercenary(uint16 skill_id, struct mercenary_data *md)
    {
    	uint16 idx = skill_get_index(skill_id);
    
    	nullpo_retr(1, md);
    
    	if (!idx)
    		return true; // Invalid Skill ID
    	if (md->blockskill[idx] > 0)
    		return true;
    
    	return skill_isNotOk(skill_id, md->master);
    }
    
    /**
     * Check if the skill can be casted near NPC or not
     * @param src Object who casted
     * @param skill_id Skill ID that casted
     * @param skill_lv Skill Lv
     * @param pos_x Position x of the target
     * @param pos_y Position y of the target
     * @return true: Skill cannot be used, false: otherwise
     * @author [Cydh]
     */
    bool skill_isNotOk_npcRange(struct block_list *src, uint16 skill_id, uint16 skill_lv, int pos_x, int pos_y) {
    	int inf;
    
    	if (!src || !skill_get_index(skill_id))
    		return false;
    
    	if (src->type == BL_PC && pc_has_permission(BL_CAST(BL_PC,src),PC_PERM_SKILL_UNCONDITIONAL))
    		return false;
    
    	inf = skill_get_inf(skill_id);
    	//if self skill
    	if (inf&INF_SELF_SKILL) {
    		pos_x = src->x;
    		pos_y = src->y;
    	}
    
    	if (pos_x <= 0) pos_x = src->x;
    	if (pos_y <= 0) pos_y = src->y;
    
    	return skill_check_unit_range2(src,pos_x,pos_y,skill_id,skill_lv,true);
    }
    
    struct s_skill_unit_layout *skill_get_unit_layout(uint16 skill_id, uint16 skill_lv, struct block_list* src, int x, int y)
    {
    	int pos = skill_get_unit_layout_type(skill_id,skill_lv);
    	uint8 dir;
    
    	if (pos < -1 || pos >= MAX_SKILL_UNIT_LAYOUT) {
    		ShowError("skill_get_unit_layout: unsupported layout type %d for skill %d (level %d)\n", pos, skill_id, skill_lv);
    		pos = cap_value(pos, 0, MAX_SQUARE_LAYOUT); // cap to nearest square layout
    	}
    
    	nullpo_retr(NULL, src);
    
    	//Monsters sometimes deploy more units on level 10
    	if (src->type == BL_MOB && skill_lv >= 10) {
    		if (skill_id == WZ_WATERBALL)
    			pos = 4; //9x9 Area
    	}
    
    	if (pos != -1) // simple single-definition layout
    		return &skill_unit_layout[pos];
    
    	dir = (src->x == x && src->y == y) ? 6 : map_calc_dir(src,x,y); // 6 - default aegis direction
    
    	if (skill_id == MG_FIREWALL)
    		return &skill_unit_layout [firewall_unit_pos + dir];
    	else if (skill_id == WZ_ICEWALL)
    		return &skill_unit_layout [icewall_unit_pos + dir];
    	else if( skill_id == WL_EARTHSTRAIN )
    		return &skill_unit_layout [earthstrain_unit_pos + dir];
    	else if( skill_id == RL_FIRE_RAIN )
    		return &skill_unit_layout[firerain_unit_pos + dir];
    	else if( skill_id == GN_WALLOFTHORN )
    		return &skill_unit_layout[wallofthorn_unit_pos + dir];
    
    	ShowError("skill_get_unit_layout: unknown unit layout for skill %d (level %d)\n", skill_id, skill_lv);
    	return &skill_unit_layout[0]; // default 1x1 layout
    }
    
    struct s_skill_nounit_layout* skill_get_nounit_layout(uint16 skill_id, uint16 skill_lv, struct block_list* src, int x, int y, int dir)
    {
    	if( skill_id == LG_OVERBRAND )
    		return &skill_nounit_layout[overbrand_nounit_pos + dir];
    	else if( skill_id == LG_OVERBRAND_BRANDISH )
    		return &skill_nounit_layout[overbrand_brandish_nounit_pos + dir];
    
    	ShowError("skill_get_nounit_layout: unknown no-unit layout for skill %d (level %d)\n", skill_id, skill_lv);
    	return &skill_nounit_layout[0];
    }
    
    /** Stores temporary values.
     * Common usages:
     * [0] holds number of targets in area
     * [1] holds the id of the original target
     * [2] counts how many targets have been processed. counter is added in skill_area_sub if the foreach function flag is: flag&(SD_SPLASH|SD_PREAMBLE)
     */
    static int skill_area_temp[8];
    
    /*==========================================
     * Add effect to skill when hit succesfully target
     *------------------------------------------*/
    int skill_additional_effect(struct block_list* src, struct block_list *bl, uint16 skill_id, uint16 skill_lv, int attack_type, enum damage_lv dmg_lv, unsigned int tick)
    {
    	struct map_session_data *sd, *dstsd;
    	struct mob_data *md, *dstmd;
    	struct status_data *sstatus, *tstatus;
    	struct status_change *sc, *tsc;
    	enum sc_type status;
    	int skill;
    	int rate;
    	int chorusbonus = 0;
    
    	nullpo_ret(src);
    	nullpo_ret(bl);
    
    	if(skill_id > 0 && !skill_lv) return 0;	// don't forget auto attacks! - celest
    
    	if( dmg_lv < ATK_BLOCK ) // Don't apply effect if miss.
    		return 0;
    
    	sd = BL_CAST(BL_PC, src);
    	md = BL_CAST(BL_MOB, src);
    	dstsd = BL_CAST(BL_PC, bl);
    	dstmd = BL_CAST(BL_MOB, bl);
    
    	sc = status_get_sc(src);
    	tsc = status_get_sc(bl);
    	sstatus = status_get_status_data(src);
    	tstatus = status_get_status_data(bl);
    
    	// Taekwon combos activate on traps, so we need to check them even for targets that don't have status
    	if (sd && skill_id == 0 && !(attack_type&BF_SKILL) && sc) {
    		// Chance to trigger Taekwon kicks
    		if (sc->data[SC_READYSTORM] &&
    			sc_start4(src, src, SC_COMBO, 15, TK_STORMKICK,
    				0, 2, 0,
    				(2000 - 4 * sstatus->agi - 2 * sstatus->dex)))
    			; //Stance triggered
    		else if (sc->data[SC_READYDOWN] &&
    			sc_start4(src, src, SC_COMBO, 15, TK_DOWNKICK,
    				0, 2, 0,
    				(2000 - 4 * sstatus->agi - 2 * sstatus->dex)))
    			; //Stance triggered
    		else if (sc->data[SC_READYTURN] &&
    			sc_start4(src, src, SC_COMBO, 15, TK_TURNKICK,
    				0, 2, 0,
    				(2000 - 4 * sstatus->agi - 2 * sstatus->dex)))
    			; //Stance triggered
    		else if (sc->data[SC_READYCOUNTER]) { //additional chance from SG_FRIEND [Komurka]
    			rate = 20;
    			if (sc->data[SC_SKILLRATE_UP] && sc->data[SC_SKILLRATE_UP]->val1 == TK_COUNTER) {
    				rate += rate*sc->data[SC_SKILLRATE_UP]->val2 / 100;
    				status_change_end(src, SC_SKILLRATE_UP, INVALID_TIMER);
    			}
    			sc_start4(src, src, SC_COMBO, rate, TK_COUNTER,
    				0, 2, 0,
    				(2000 - 4 * sstatus->agi - 2 * sstatus->dex))
    				; //Stance triggered
    		}
    	}
    
    	if (!tsc) //skill additional effect is about adding effects to the target...
    		//So if the target can't be inflicted with statuses, this is pointless.
    		return 0;
    
    	// Minstrel/Wanderer number check for chorus skills.
    	// Bonus remains 0 unless 3 or more Minstrels/Wanderers are in the party.
    	if( sd && sd->status.party_id ) {
    		chorusbonus = party_foreachsamemap(party_sub_count_class, sd, AREA_SIZE, MAPID_THIRDMASK, MAPID_MINSTRELWANDERER);
    		if( chorusbonus > 7 )
    			chorusbonus = 5; // Maximum effect possible from 7 or more Minstrels/Wanderers
    		else if( chorusbonus > 2 )
    			chorusbonus = chorusbonus - 2; // Effect bonus from additional Minstrels/Wanderers if not above the max possible.
    	}
    
    	if( sd )
    	{ // These statuses would be applied anyway even if the damage was blocked by some skills. [Inkfish]
    		if( skill_id != WS_CARTTERMINATION && skill_id != AM_DEMONSTRATION && skill_id != CR_REFLECTSHIELD && skill_id != MS_REFLECTSHIELD && skill_id != ASC_BREAKER ) {
    			// Trigger status effects
    			enum sc_type type;
    			uint8 i;
    			unsigned int time = 0;
    			for( i = 0; i < ARRAYLENGTH(sd->addeff) && sd->addeff[i].flag; i++ ) {
    				rate = sd->addeff[i].rate;
    				if( attack_type&BF_LONG ) // Any ranged physical attack takes status arrows into account (Grimtooth...) [DracoRPG]
    					rate += sd->addeff[i].arrow_rate;
    				if( !rate )
    					continue;
    
    				if( (sd->addeff[i].flag&(ATF_WEAPON|ATF_MAGIC|ATF_MISC)) != (ATF_WEAPON|ATF_MAGIC|ATF_MISC) ) {
    					// Trigger has attack type consideration.
    					if( (sd->addeff[i].flag&ATF_WEAPON && attack_type&BF_WEAPON) ||
    						(sd->addeff[i].flag&ATF_MAGIC && attack_type&BF_MAGIC) ||
    						(sd->addeff[i].flag&ATF_MISC && attack_type&BF_MISC) )
    						;
    					else
    						continue;
    				}
    
    				if( (sd->addeff[i].flag&(ATF_LONG|ATF_SHORT)) != (ATF_LONG|ATF_SHORT) ) {
    					// Trigger has range consideration.
    					if((sd->addeff[i].flag&ATF_LONG && !(attack_type&BF_LONG)) ||
    						(sd->addeff[i].flag&ATF_SHORT && !(attack_type&BF_SHORT)))
    						continue; //Range Failed.
    				}
    
    				type = sd->addeff[i].sc;
    				time = sd->addeff[i].duration;
    
    				if (sd->addeff[i].flag&ATF_TARGET)
    					status_change_start(src,bl,type,rate,7,0,(type == SC_BURNING)?src->id:0,0,time,SCSTART_NONE);
    
    				if (sd->addeff[i].flag&ATF_SELF)
    					status_change_start(src,src,type,rate,7,0,(type == SC_BURNING)?src->id:0,0,time,SCSTART_NONE);
    			}
    		}
    
    		if( skill_id ) {
    			// Trigger status effects on skills
    			enum sc_type type;
    			uint8 i;
    			unsigned int time = 0;
    			for( i = 0; i < ARRAYLENGTH(sd->addeff_onskill) && sd->addeff_onskill[i].skill_id; i++ ) {
    				if( skill_id != sd->addeff_onskill[i].skill_id || !sd->addeff_onskill[i].rate )
    					continue;
    				type = sd->addeff_onskill[i].sc;
    				time = sd->addeff[i].duration;
    
    				if( sd->addeff_onskill[i].target&ATF_TARGET )
    					status_change_start(src,bl,type,sd->addeff_onskill[i].rate,7,0,0,0,time,SCSTART_NONE);
    				if( sd->addeff_onskill[i].target&ATF_SELF )
    					status_change_start(src,src,type,sd->addeff_onskill[i].rate,7,0,0,0,time,SCSTART_NONE);
    			}
    			//"While the damage can be blocked by Pneuma, the chance to break armor remains", irowiki. [Cydh]
    			if (dmg_lv == ATK_BLOCK && skill_id == AM_ACIDTERROR) {
    				sc_start2(src,bl,SC_BLEEDING,(skill_lv*3),skill_lv,src->id,skill_get_time2(skill_id,skill_lv));
    				if (skill_break_equip(src,bl, EQP_ARMOR, 100*skill_get_time(skill_id,skill_lv), BCT_ENEMY))
    					clif_emotion(bl,E_OMG);
    			}
    		}
    	}
    
    	if( dmg_lv < ATK_DEF ) // no damage, return;
    		return 0;
    
    	switch(skill_id) {
    		case 0:
    			{ // Normal attacks (no skill used)
    				if( attack_type&BF_SKILL )
    					break; // If a normal attack is a skill, it's splash damage. [Inkfish]
    				if(sd) {
    					// Automatic trigger of Blitz Beat
    					if (pc_isfalcon(sd) && sd->status.weapon == W_BOW && (skill=pc_checkskill(sd,HT_BLITZBEAT))>0 &&
    						rnd()%1000 <= sstatus->luk*10/3+1 ) {
    						rate=(sd->status.job_level+9)/10;
    						skill_castend_damage_id(src,bl,HT_BLITZBEAT,(skill<rate)?skill:rate,tick,SD_LEVEL);
    					}
    					// Automatic trigger of Warg Strike [Jobbie]
    					if( pc_iswug(sd) && (skill = pc_checkskill(sd,RA_WUGSTRIKE)) > 0 && rnd()%1000 <= sstatus->luk*10/3+1 )
    						skill_castend_damage_id(src,bl,RA_WUGSTRIKE,skill,tick,0);
    					// Gank
    					if(dstmd && sd->status.weapon != W_BOW &&
    						(skill=pc_checkskill(sd,RG_SNATCHER)) > 0 &&
    						(skill*15 + 55) + pc_checkskill(sd,TF_STEAL)*10 > rnd()%1000) {
    						if(pc_steal_item(sd,bl,pc_checkskill(sd,TF_STEAL)))
    							clif_skill_nodamage(src,bl,TF_STEAL,skill,1);
    						else
    							clif_skill_fail(sd,RG_SNATCHER,USESKILL_FAIL_LEVEL,0);
    					}
    					if(sc && sc->data[SC_PYROCLASTIC] && ((rnd()%100)<=sc->data[SC_PYROCLASTIC]->val3) )
    						skill_castend_pos2(src, bl->x, bl->y, BS_HAMMERFALL,sc->data[SC_PYROCLASTIC]->val1, tick, 0);
    				}
    
    				if (sc) {
    					struct status_change_entry *sce;
    					// Enchant Poison gives a chance to poison attacked enemies
    					if((sce=sc->data[SC_ENCPOISON])) //Don't use sc_start since chance comes in 1/10000 rate.
    						status_change_start(src,bl,SC_POISON,sce->val2, sce->val1,src->id,0,0,
    							skill_get_time2(AS_ENCHANTPOISON,sce->val1),SCSTART_NONE);
    					// Enchant Deadly Poison gives a chance to deadly poison attacked enemies
    					if((sce=sc->data[SC_EDP]))
    						sc_start4(src,bl,SC_DPOISON,sce->val2, sce->val1,src->id,0,0,
    							skill_get_time2(ASC_EDP,sce->val1));
    				}
    			}
    			break;
    
    	case SM_BASH:
    		if( sd && skill_lv > 5 && pc_checkskill(sd,SM_FATALBLOW)>0 ){
    			//BaseChance gets multiplied with BaseLevel/50.0; 500/50 simplifies to 10 [Playtester]
    			status_change_start(src,bl,SC_STUN,(skill_lv-5)*sd->status.base_level*10,
    				skill_lv,0,0,0,skill_get_time2(SM_FATALBLOW,skill_lv),SCSTART_NONE);
    		}
    		break;
    
    	case MER_CRASH:
    		sc_start(src,bl,SC_STUN,(6*skill_lv),skill_lv,skill_get_time2(skill_id,skill_lv));
    		break;
    
    	case AS_VENOMKNIFE:
    		if (sd) //Poison chance must be that of Envenom. [Skotlex]
    			skill_lv = pc_checkskill(sd, TF_POISON);
    	case TF_POISON:
    	case AS_SPLASHER:
    		if(!sc_start2(src,bl,SC_POISON,(4*skill_lv+10),skill_lv,src->id,skill_get_time2(skill_id,skill_lv))
    			&& sd && skill_id==TF_POISON
    		)
    			clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
    		break;
    
    	case AS_SONICBLOW:
    		sc_start(src,bl,SC_STUN,(2*skill_lv+10),skill_lv,skill_get_time2(skill_id,skill_lv));
    		break;
    
    	case WZ_FIREPILLAR:
    		unit_set_walkdelay(bl, tick, skill_get_time2(skill_id, skill_lv), 1);
    		break;
    
    	case MG_FROSTDIVER:
    		if(!sc_start(src,bl,SC_FREEZE,min(skill_lv*3+35,skill_lv+60),skill_lv,skill_get_time2(skill_id,skill_lv)) && sd)
    			clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
    		break;
    
    	case WZ_FROSTNOVA:
    		sc_start(src,bl,SC_FREEZE,skill_lv*5+33,skill_lv,skill_get_time2(skill_id,skill_lv));
    		break;
    
    	case WZ_STORMGUST:
    		// Storm Gust counter was dropped in renewal
    #ifdef RENEWAL
    		sc_start(src,bl,SC_FREEZE,65-(5*skill_lv),skill_lv,skill_get_time2(skill_id,skill_lv));
    #else
    		//On third hit, there is a 150% to freeze the target
    		if(tsc->sg_counter >= 3 &&
    			sc_start(src,bl,SC_FREEZE,150,skill_lv,skill_get_time2(skill_id,skill_lv)))
    			tsc->sg_counter = 0;
    		// Being it only resets on success it'd keep stacking and eventually overflowing on mvps, so we reset at a high value
    		else if( tsc->sg_counter > 250 )
    			tsc->sg_counter = 0;
    #endif
    		break;
    
    	case WZ_METEOR:
    		sc_start(src,bl,SC_STUN,3*skill_lv,skill_lv,skill_get_time2(skill_id,skill_lv));
    		break;
    
    	case WZ_VERMILION:
    		sc_start(src,bl,SC_BLIND,min(4*skill_lv,40),skill_lv,skill_get_time2(skill_id,skill_lv));
    		break;
    
    	case WZ_HEAVENDRIVE:
    		status_change_end(bl, SC_SV_ROOTTWIST, INVALID_TIMER);
    		break;
    
    	case HT_FREEZINGTRAP:
    	case MA_FREEZINGTRAP:
    		sc_start(src,bl,SC_FREEZE,100,skill_lv,skill_get_time2(skill_id,skill_lv));
    		break;
    
    	case HT_FLASHER:
    		sc_start(src,bl,SC_BLIND,100,skill_lv,skill_get_time2(skill_id,skill_lv));
    		break;
    
    	case HT_LANDMINE:
    	case MA_LANDMINE:
    		sc_start(src,bl,SC_STUN,10,skill_lv,skill_get_time2(skill_id,skill_lv));
    		break;
    
    	case HT_SHOCKWAVE:
    		status_percent_damage(src, bl, 0, -(15*skill_lv+5), false);
    		break;
    
    	case HT_SANDMAN:
    	case MA_SANDMAN:
    		sc_start(src,bl,SC_SLEEP,(10*skill_lv+40),skill_lv,skill_get_time2(skill_id,skill_lv));
    		break;
    
    	case TF_SPRINKLESAND:
    		sc_start(src,bl,SC_BLIND,20,skill_lv,skill_get_time2(skill_id,skill_lv));
    		break;
    
    	case TF_THROWSTONE:
    		if (!sc_start(src,bl,SC_STUN,3,skill_lv,skill_get_time(skill_id,skill_lv))) //only blind if success
    			sc_start(src,bl,SC_BLIND,3,skill_lv,skill_get_time2(skill_id,skill_lv));
    		break;
    
    	case NPC_DARKCROSS:
    	case CR_HOLYCROSS:
    		sc_start(src,bl,SC_BLIND,3*skill_lv,skill_lv,skill_get_time2(skill_id,skill_lv));
    		break;
    
    	case NPC_GRANDDARKNESS:
    		sc_start(src, bl, SC_BLIND, 100, skill_lv, skill_get_time2(skill_id, skill_lv));
    		attack_type |= BF_WEAPON;
    		break;
    
    	case CR_GRANDCROSS:
    		//Chance to cause blind status vs demon and undead element, but not against players
    		if(!dstsd && (battle_check_undead(tstatus->race,tstatus->def_ele) || tstatus->race == RC_DEMON))
    			sc_start(src,bl,SC_BLIND,100,skill_lv,skill_get_time2(skill_id,skill_lv));
    		attack_type |= BF_WEAPON;
    		break;
    
    	case AM_ACIDTERROR:
    		sc_start2(src,bl,SC_BLEEDING,(skill_lv*3),skill_lv,src->id,skill_get_time2(skill_id,skill_lv));
    		if (skill_break_equip(src,bl, EQP_ARMOR, 100*skill_get_time(skill_id,skill_lv), BCT_ENEMY))
    			clif_emotion(bl,E_OMG);
    		break;
    
    	case AM_DEMONSTRATION:
    		skill_break_equip(src,bl, EQP_WEAPON, 100*skill_lv, BCT_ENEMY);
    		break;
    
    	case CR_SHIELDCHARGE:
    		sc_start(src,bl,SC_STUN,(15+skill_lv*5),skill_lv,skill_get_time2(skill_id,skill_lv));
    		break;
    
    	case PA_PRESSURE:
    		status_percent_damage(src, bl, 0, 15+5*skill_lv, false);
    		//Fall through
    	case HW_GRAVITATION:
    		//Pressure and Gravitation can trigger physical autospells
    		attack_type |= BF_NORMAL;
    		attack_type |= BF_WEAPON;
    		break;
    
    	case RG_RAID:
    		sc_start(src,bl,SC_STUN,(10+3*skill_lv),skill_lv,skill_get_time(skill_id,skill_lv));
    		sc_start(src,bl,SC_BLIND,(10+3*skill_lv),skill_lv,skill_get_time2(skill_id,skill_lv));
    
    #ifdef RENEWAL
    		sc_start(src,bl,SC_RAID,100,7,5000);
    		break;
    
    	case RG_BACKSTAP:
    		sc_start(src,bl,SC_STUN,(5+2*skill_lv),skill_lv,skill_get_time(skill_id,skill_lv));
    #endif
    		break;
    
    	case BA_FROSTJOKER:
    		sc_start(src,bl,SC_FREEZE,(15+5*skill_lv),skill_lv,skill_get_time2(skill_id,skill_lv));
    		break;
    
    	case DC_SCREAM:
    		sc_start(src,bl,SC_STUN,(25+5*skill_lv),skill_lv,skill_get_time2(skill_id,skill_lv));
    		break;
    
    	case BD_LULLABY:
    		sc_start(src,bl,SC_SLEEP,15+sstatus->int_/3,skill_lv,skill_get_time2(skill_id,skill_lv)); //(custom chance) "Chance is increased with INT", iRO Wiki
    		break;
    
    	case DC_UGLYDANCE:
    		rate = 5+5*skill_lv;
    		if(sd && (skill=pc_checkskill(sd,DC_DANCINGLESSON)))
    			rate += 5+skill;
    		status_zap(bl, 0, rate);
    		break;
    	case SL_STUN:
    		if (tstatus->size==SZ_MEDIUM) //Only stuns mid-sized mobs.
    			sc_start(src,bl,SC_STUN,(30+10*skill_lv),skill_lv,skill_get_time(skill_id,skill_lv));
    		break;
    
    	case NPC_PETRIFYATTACK:
    		sc_start4(src,bl,status_skill2sc(skill_id),50+10*skill_lv,
    			skill_lv,0,0,skill_get_time(skill_id,skill_lv),
    			skill_get_time2(skill_id,skill_lv));
    		break;
    	case NPC_CURSEATTACK:
    	case NPC_SLEEPATTACK:
    	case NPC_BLINDATTACK:
    	case NPC_POISON:
    	case NPC_SILENCEATTACK:
    	case NPC_STUNATTACK:
    	case NPC_HELLPOWER:
    		sc_start(src,bl,status_skill2sc(skill_id),50+10*skill_lv,skill_lv,skill_get_time2(skill_id,skill_lv));
    		break;
    	case NPC_ACIDBREATH:
    	case NPC_ICEBREATH:
    		sc_start(src,bl,status_skill2sc(skill_id),70,skill_lv,skill_get_time2(skill_id,skill_lv));
    		break;
    	case NPC_BLEEDING:
    		sc_start2(src,bl,SC_BLEEDING,(20*skill_lv),skill_lv,src->id,skill_get_time2(skill_id,skill_lv));
    		break;
    	case NPC_MENTALBREAKER:
    		{	//Based on observations by Tharis, Mental Breaker should do SP damage
    			//equal to Matk*skLevel.
    			rate = sstatus->matk_min;
    			if (rate < sstatus->matk_max)
    				rate += rnd()%(sstatus->matk_max - sstatus->matk_min);
    			rate*=skill_lv;
    			status_zap(bl, 0, rate);
    			break;
    		}
    	// Equipment breaking monster skills [Celest]
    	case NPC_WEAPONBRAKER:
    		skill_break_equip(src,bl, EQP_WEAPON, 150*skill_lv, BCT_ENEMY);
    		break;
    	case NPC_ARMORBRAKE:
    		skill_break_equip(src,bl, EQP_ARMOR, 150*skill_lv, BCT_ENEMY);
    		break;
    	case NPC_HELMBRAKE:
    		skill_break_equip(src,bl, EQP_HELM, 150*skill_lv, BCT_ENEMY);
    		break;
    	case NPC_SHIELDBRAKE:
    		skill_break_equip(src,bl, EQP_SHIELD, 150*skill_lv, BCT_ENEMY);
    		break;
    
    	case CH_TIGERFIST:
    		sc_start(src,bl,SC_STOP,(10+skill_lv*10),0,skill_get_time2(skill_id,skill_lv));
    		break;
    
    	case LK_SPIRALPIERCE:
    	case ML_SPIRALPIERCE:
    		if( dstsd || ( dstmd && status_bl_has_mode(bl,MD_STATUS_IMMUNE) ) ) //Does not work on status immune
    			sc_start(src,bl,SC_STOP,100,0,skill_get_time2(skill_id,skill_lv));
    		break;
    
    	case ST_REJECTSWORD:
    		sc_start(src,bl,SC_AUTOCOUNTER,(skill_lv*15),skill_lv,skill_get_time(skill_id,skill_lv));
    		break;
    
    	case PF_FOGWALL:
    		if (src != bl && !tsc->data[SC_DELUGE])
    			sc_start(src,bl,SC_BLIND,100,skill_lv,skill_get_time2(skill_id,skill_lv));
    		break;
    
    	case LK_HEADCRUSH: //Headcrush has chance of causing Bleeding status, except on demon and undead element
    		if (!(battle_check_undead(tstatus->race, tstatus->def_ele) || tstatus->race == RC_DEMON))
    			sc_start2(src,bl, SC_BLEEDING,50, skill_lv, src->id, skill_get_time2(skill_id,skill_lv));
    		break;
    
    	case LK_JOINTBEAT:
    		status = status_skill2sc(skill_id);
    		if (tsc->jb_flag) {
    			sc_start4(src,bl,status,(5*skill_lv+5),skill_lv,tsc->jb_flag&BREAK_FLAGS,src->id,0,skill_get_time2(skill_id,skill_lv));
    			tsc->jb_flag = 0;
    		}
    		break;
    	case ASC_METEORASSAULT:
    		//Any enemies hit by this skill will receive Stun, Darkness, or external bleeding status ailment with a 5%+5*skill_lv% chance.
    		switch(rnd()%3) {
    			case 0:
    				sc_start(src,bl,SC_BLIND,(5+skill_lv*5),skill_lv,skill_get_time2(skill_id,1));
    				break;
    			case 1:
    				sc_start(src,bl,SC_STUN,(5+skill_lv*5),skill_lv,skill_get_time2(skill_id,2));
    				break;
    			default:
    				sc_start2(src,bl,SC_BLEEDING,(5+skill_lv*5),skill_lv,src->id,skill_get_time2(skill_id,3));
    		}
    		break;
    
    	case HW_NAPALMVULCAN:
    		sc_start(src,bl,SC_CURSE,5*skill_lv,skill_lv,skill_get_time2(skill_id,skill_lv));
    		break;
    
    	case WS_CARTTERMINATION:	// Cart termination
    		sc_start(src,bl,SC_STUN,5*skill_lv,skill_lv,skill_get_time2(skill_id,skill_lv));
    		break;
    
    	case CR_ACIDDEMONSTRATION:
    	case GN_FIRE_EXPANSION_ACID:
    		skill_break_equip(src,bl, EQP_WEAPON|EQP_ARMOR, 100*skill_lv, BCT_ENEMY);
    		break;
    
    	case TK_DOWNKICK:
    		sc_start(src,bl,SC_STUN,100,skill_lv,skill_get_time2(skill_id,skill_lv));
    		break;
    
    	case TK_JUMPKICK:
    		// debuff the following statuses
    		if( dstsd && dstsd->class_ != MAPID_SOUL_LINKER && !tsc->data[SC_PRESERVE] ) {
    			status_change_end(bl, SC_SPIRIT, INVALID_TIMER);
    			status_change_end(bl, SC_ADRENALINE2, INVALID_TIMER);
    			status_change_end(bl, SC_KAITE, INVALID_TIMER);
    			status_change_end(bl, SC_KAAHI, INVALID_TIMER);
    			status_change_end(bl, SC_ONEHAND, INVALID_TIMER);
    			status_change_end(bl, SC_ASPDPOTION2, INVALID_TIMER);
    		}
    		break;
    	case TK_TURNKICK:
    	case MO_BALKYOUNG: //Note: attack_type is passed as BF_WEAPON for the actual target, BF_MISC for the splash-affected mobs.
    		if(attack_type&BF_MISC) //70% base stun chance...
    			sc_start(src,bl,SC_STUN,70,skill_lv,skill_get_time2(skill_id,skill_lv));
    		break;
    	case GS_BULLSEYE: //0.1% coma rate.
    		if(tstatus->race == RC_BRUTE || tstatus->race == RC_DEMIHUMAN || tstatus->race == RC_PLAYER)
    			status_change_start(src,bl,SC_COMA,10,skill_lv,0,src->id,0,0,SCSTART_NONE);
    		break;
    	case GS_PIERCINGSHOT:
    		sc_start2(src,bl,SC_BLEEDING,(skill_lv*3),skill_lv,src->id,skill_get_time2(skill_id,skill_lv));
    		break;
    	case NJ_HYOUSYOURAKU:
    		sc_start(src,bl,SC_FREEZE,(10+10*skill_lv),skill_lv,skill_get_time2(skill_id,skill_lv));
    		break;
    	case GS_FLING:
    		sc_start(src,bl,SC_FLING,100, sd?sd->spiritball_old:5,skill_get_time(skill_id,skill_lv));
    		break;
    	case GS_DISARM:
    		rate = 3*skill_lv;
    		if (sstatus->dex > tstatus->dex)
    			rate += (sstatus->dex - tstatus->dex)/5; //TODO: Made up formula
    		skill_strip_equip(src,bl, EQP_WEAPON, rate, skill_lv, skill_get_time(skill_id,skill_lv));
    		clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
    		break;
    	case NPC_EVILLAND:
    		sc_start(src,bl,SC_BLIND,5*skill_lv,skill_lv,skill_get_time2(skill_id,skill_lv));
    		break;
    	case NPC_HELLJUDGEMENT:
    		sc_start(src,bl,SC_CURSE,100,skill_lv,skill_get_time2(skill_id,skill_lv));
    		break;
    	case NPC_CRITICALWOUND:
    		sc_start(src,bl,SC_CRITICALWOUND,100,skill_lv,skill_get_time2(skill_id,skill_lv));
    		break;
    	case RK_WINDCUTTER:
    		sc_start(src,bl,SC_FEAR,3+2*skill_lv,skill_lv,skill_get_time(skill_id,skill_lv));
    		break;
    	case RK_DRAGONBREATH:
    		sc_start4(src,bl,SC_BURNING,15,skill_lv,1000,src->id,0,skill_get_time(skill_id,skill_lv));
    		break;
    	case RK_DRAGONBREATH_WATER:
    		sc_start(src,bl,SC_FREEZING,15,skill_lv,skill_get_time(skill_id,skill_lv));
    		break;
    	case AB_ADORAMUS:
    		sc_start(src,bl, SC_ADORAMUS, skill_lv * 4 + (sd ? sd->status.job_level : 50) / 2, skill_lv, skill_get_time2(skill_id, skill_lv));
    		break;
    	case WL_CRIMSONROCK:
    		sc_start(src,bl, SC_STUN, 40, skill_lv, skill_get_time(skill_id, skill_lv));
    		break;
    	case WL_COMET:
    		sc_start4(src,bl,SC_BURNING,100,skill_lv,1000,src->id,0,skill_get_time(skill_id,skill_lv));
    		break;
    	case WL_EARTHSTRAIN:
    		{
    			uint16 i;
    			const int pos[5] = { EQP_WEAPON, EQP_HELM, EQP_SHIELD, EQP_ARMOR, EQP_ACC };
    
    			if (dmg_lv != ATK_DEF) // Only strip if we make a successful hit.
    				break;
    			for (i = 0; i < skill_lv; i++)
    					skill_strip_equip(src, bl, pos[i], 5 * skill_lv, skill_lv, skill_get_time2(skill_id, skill_lv));
    		}
    		break;
    	case WL_JACKFROST:
    		sc_start(src,bl,SC_FREEZE,200,skill_lv,skill_get_time(skill_id,skill_lv));
    		break;
    	case RA_WUGBITE: {
    			int wug_rate = (50 + 10 * skill_lv) + 2 * ((sd) ? pc_checkskill(sd,RA_TOOTHOFWUG)*2 : skill_get_max(RA_TOOTHOFWUG)) - (status_get_agi(bl) / 4);
    			if (wug_rate < 50)
    				wug_rate = 50;
    			sc_start(src,bl, SC_BITE, wug_rate, skill_lv, (skill_get_time(skill_id,skill_lv) + ((sd) ? pc_checkskill(sd,RA_TOOTHOFWUG)*500 : skill_get_max(RA_TOOTHOFWUG))) );
    		}
    		break;
    	case RA_SENSITIVEKEEN:
    		if( rnd()%100 < 8 * skill_lv )
    			skill_castend_damage_id(src, bl, RA_WUGBITE, ((sd) ? pc_checkskill(sd, RA_WUGBITE) : skill_get_max(RA_WUGBITE)), tick, SD_ANIMATION);
    		break;
    	case RA_FIRINGTRAP:
    		sc_start4(src, bl, SC_BURNING, 50 + skill_lv * 10, skill_lv, 1000, src->id, 0, skill_get_time2(skill_id, skill_lv));
    		break;
    	case RA_ICEBOUNDTRAP:
    		sc_start(src, bl, SC_FREEZING, 50 + skill_lv * 10, skill_lv, skill_get_time2(skill_id, skill_lv));
    		break;
    	case NC_PILEBUNKER:
    		if( rnd()%100 < 25 + 15*skill_lv ) {
    			status_change_end(bl, SC_KYRIE, INVALID_TIMER);
    			status_change_end(bl, SC_ASSUMPTIO, INVALID_TIMER);
    			status_change_end(bl, SC_STEELBODY, INVALID_TIMER);
    			status_change_end(bl, SC_GT_CHANGE, INVALID_TIMER);
    			status_change_end(bl, SC_GT_REVITALIZE, INVALID_TIMER);
    			status_change_end(bl, SC_AUTOGUARD, INVALID_TIMER);
    			status_change_end(bl, SC_REFLECTDAMAGE, INVALID_TIMER);
    			status_change_end(bl, SC_DEFENDER, INVALID_TIMER);
    			status_change_end(bl, SC_PRESTIGE, INVALID_TIMER);
    			status_change_end(bl, SC_BANDING, INVALID_TIMER);
    			status_change_end(bl, SC_MILLENNIUMSHIELD, INVALID_TIMER);
    		}
    		break;
    	case NC_FLAMELAUNCHER:
    		sc_start4(src,bl, SC_BURNING, 20 + 10 * skill_lv, skill_lv, 1000, src->id, 0, skill_get_time2(skill_id, skill_lv));
    		break;
    	case NC_COLDSLOWER:
    		// Status chances are applied officially through a check
    		// The skill first trys to give the frozen status to targets that are hit
    		sc_start(src, bl, SC_FREEZE, 10 * skill_lv, skill_lv, skill_get_time(skill_id, skill_lv));
    		if (!tsc->data[SC_FREEZE]) // If it fails to give the frozen status, it will attempt to give the freezing status
    			sc_start(src, bl, SC_FREEZING, 20 + skill_lv * 10, skill_lv, skill_get_time2(skill_id, skill_lv));
    		break;
    	case NC_POWERSWING:
    		sc_start(src,bl, SC_STUN, 10, skill_lv, skill_get_time(skill_id, skill_lv));
    		if( rnd()%100 < 5*skill_lv )
    			skill_castend_damage_id(src, bl, NC_AXEBOOMERANG, ((sd) ? pc_checkskill(sd, NC_AXEBOOMERANG) : skill_get_max(NC_AXEBOOMERANG)), tick, 1);
    		break;
    	case GC_WEAPONCRUSH:
    		skill_castend_nodamage_id(src,bl,skill_id,skill_lv,tick,BCT_ENEMY);
    		break;
    	case LG_SHIELDPRESS:
    		sc_start(src,bl, SC_STUN, 30 + 8 * skill_lv + (status_get_dex(src) / 10) + (status_get_lv(src) / 4), skill_lv, skill_get_time(skill_id,skill_lv));
    		break;
    	case LG_PINPOINTATTACK:
    		rate = 30 + 5 * ((sd) ? pc_checkskill(sd,LG_PINPOINTATTACK) : skill_lv) + (status_get_agi(src) + status_get_lv(src)) / 10;
    		switch( skill_lv ) {
    			case 1:
    				sc_start2(src,bl,SC_BLEEDING,rate,skill_lv,src->id,skill_get_time(skill_id,skill_lv));
    				break;
    			case 2:
    				skill_break_equip(src, bl, EQP_HELM, rate * 100, BCT_ENEMY);
    				break;
    			case 3:
    				skill_break_equip(src, bl, EQP_SHIELD, rate * 100, BCT_ENEMY);
    				break;
    			case 4:
    				skill_break_equip(src, bl, EQP_ARMOR, rate * 100, BCT_ENEMY);
    				break;
    			case 5:
    				skill_break_equip(src, bl, EQP_WEAPON, rate * 100, BCT_ENEMY);
    				break;
    		}
    		break;
    	case LG_MOONSLASHER:
    		rate = 32 + 8 * skill_lv;
    		if( rnd()%100 < rate && dstsd ) // Uses skill_addtimerskill to avoid damage and setsit packet overlaping. Officially clif_setsit is received about 500 ms after damage packet.
    			skill_addtimerskill(src,tick+500,bl->id,0,0,skill_id,skill_lv,BF_WEAPON,0);
    		else if( dstmd )
    			sc_start(src,bl,SC_STOP,100,skill_lv,skill_get_time(skill_id,skill_lv) + 1000 * (rnd()%3));
    		break;
    	case LG_RAYOFGENESIS:	// 50% chance to cause Blind on Undead and Demon monsters.
    		if ( battle_check_undead(status_get_race(bl), status_get_element(bl)) || status_get_race(bl) == RC_DEMON )
    			sc_start(src,bl, SC_BLIND, 50, skill_lv, skill_get_time(skill_id,skill_lv));
    		break;
    	case LG_EARTHDRIVE:
    		skill_break_equip(src,src, EQP_SHIELD, 100 * skill_lv, BCT_SELF);
    		sc_start(src,bl, SC_EARTHDRIVE, 100, skill_lv, skill_get_time(skill_id, skill_lv));
    		break;
    	case LG_HESPERUSLIT:
    		if( sc && sc->data[SC_BANDING] && sc->data[SC_BANDING]->val2 > 3 )
    			status_change_start(src,bl, SC_STUN, 10000, skill_lv, 0, 0, 0, rnd_value(4000, 8000), SCSTART_NOTICKDEF);
    		if( pc_checkskill(sd,LG_PINPOINTATTACK) > 0 && sc && sc->data[SC_BANDING] && sc->data[SC_BANDING]->val2 > 5 )
    			skill_castend_damage_id(src,bl,LG_PINPOINTATTACK,rnd_value(1, pc_checkskill(sd,LG_PINPOINTATTACK)),tick,0);
    		break;
    	case SR_DRAGONCOMBO:
    		sc_start(src,bl, SC_STUN, 1 + skill_lv, skill_lv, skill_get_time(skill_id, skill_lv));
    		break;
    	case SR_FALLENEMPIRE:
    		sc_start(src,bl, SC_STOP, 100, skill_lv, skill_get_time(skill_id, skill_lv));
    		break;
    	case SR_WINDMILL:
    		if( dstsd )
    			skill_addtimerskill(src,tick+status_get_amotion(src),bl->id,0,0,skill_id,skill_lv,BF_WEAPON,0);
    		else if( dstmd )
    			sc_start(src,bl, SC_STUN, 100, skill_lv, 1000 + 1000 * (rnd() %3));
    		break;
    	case SR_GENTLETOUCH_QUIET:  //  [(Skill Level x 5) + (Caster?s DEX + Caster?s Base Level) / 10]
    		sc_start(src,bl, SC_SILENCE, 5 * skill_lv + (status_get_dex(src) + status_get_lv(src)) / 10, skill_lv, skill_get_time(skill_id, skill_lv));
    		break;
    	case SR_EARTHSHAKER:
    		sc_start(src,bl,SC_STUN, 25 + 5 * skill_lv,skill_lv,skill_get_time(skill_id,skill_lv));
    		break;
    	case SR_HOWLINGOFLION:
    		sc_start(src,bl, SC_FEAR, 5 + 5 * skill_lv, skill_lv, skill_get_time(skill_id, skill_lv));
    		break;
    	case WM_SOUND_OF_DESTRUCTION:
    		if( tsc && ( tsc->data[SC_SWINGDANCE] || tsc->data[SC_SYMPHONYOFLOVER] || tsc->data[SC_MOONLITSERENADE] || 
    		tsc->data[SC_RUSHWINDMILL] || tsc->data[SC_ECHOSONG] || tsc->data[SC_HARMONIZE] || 
    		tsc->data[SC_VOICEOFSIREN] || tsc->data[SC_DEEPSLEEP] || tsc->data[SC_SIRCLEOFNATURE] || 
    		tsc->data[SC_GLOOMYDAY] || tsc->data[SC_GLOOMYDAY_SK] || tsc->data[SC_SONGOFMANA] || 
    		tsc->data[SC_DANCEWITHWUG] || tsc->data[SC_SATURDAYNIGHTFEVER] || tsc->data[SC_LERADSDEW] || 
    		tsc->data[SC_MELODYOFSINK] || tsc->data[SC_BEYONDOFWARCRY] || tsc->data[SC_UNLIMITEDHUMMINGVOICE] ) && 
    		rnd()%100 < 4 * skill_lv + 2 * ((sd) ? pc_checkskill(sd, WM_LESSON) : skill_get_max(WM_LESSON)) + 10 * chorusbonus) {
    			status_change_start(src, bl, SC_STUN, 10000, skill_lv, 0, 0, 0, skill_get_time(skill_id,skill_lv), SCSTART_NOTICKDEF);
    			status_change_end(bl, SC_DANCING, INVALID_TIMER);
    			status_change_end(bl, SC_RICHMANKIM, INVALID_TIMER);
    			status_change_end(bl, SC_ETERNALCHAOS, INVALID_TIMER);
    			status_change_end(bl, SC_DRUMBATTLE, INVALID_TIMER);
    			status_change_end(bl, SC_NIBELUNGEN, INVALID_TIMER);
    			status_change_end(bl, SC_INTOABYSS, INVALID_TIMER);
    			status_change_end(bl, SC_SIEGFRIED, INVALID_TIMER);
    			status_change_end(bl, SC_WHISTLE, INVALID_TIMER);
    			status_change_end(bl, SC_ASSNCROS, INVALID_TIMER);
    			status_change_end(bl, SC_POEMBRAGI, INVALID_TIMER);
    			status_change_end(bl, SC_APPLEIDUN, INVALID_TIMER);
    			status_change_end(bl, SC_HUMMING, INVALID_TIMER);
    			status_change_end(bl, SC_FORTUNE, INVALID_TIMER);
    			status_change_end(bl, SC_SERVICE4U, INVALID_TIMER);
    			status_change_end(bl, SC_LONGING, INVALID_TIMER);
    			status_change_end(bl, SC_SWINGDANCE, INVALID_TIMER);
    			status_change_end(bl, SC_SYMPHONYOFLOVER, INVALID_TIMER);
    			status_change_end(bl, SC_MOONLITSERENADE, INVALID_TIMER);
    			status_change_end(bl, SC_RUSHWINDMILL, INVALID_TIMER);
    			status_change_end(bl, SC_ECHOSONG, INVALID_TIMER);
    			status_change_end(bl, SC_HARMONIZE, INVALID_TIMER);
    			status_change_end(bl, SC_WINKCHARM, INVALID_TIMER);
    			status_change_end(bl, SC_SONGOFMANA, INVALID_TIMER);
    			status_change_end(bl, SC_DANCEWITHWUG, INVALID_TIMER);
    			status_change_end(bl, SC_LERADSDEW, INVALID_TIMER);
    			status_change_end(bl, SC_MELODYOFSINK, INVALID_TIMER);
    			status_change_end(bl, SC_BEYONDOFWARCRY, INVALID_TIMER);
    			status_change_end(bl, SC_UNLIMITEDHUMMINGVOICE, INVALID_TIMER);
    		}
    		break;
    	case SO_EARTHGRAVE:
    		sc_start2(src,bl, SC_BLEEDING, 5 * skill_lv, skill_lv, src->id, skill_get_time2(skill_id, skill_lv));	// Need official rate. [LimitLine]
    		break;
    	case SO_DIAMONDDUST:
    		rate = 5 + 5 * skill_lv;
    		if( sc && sc->data[SC_COOLER_OPTION] )
    			rate += (sd ? sd->status.job_level / 5 : 0);
    		sc_start(src,bl, SC_CRYSTALIZE, rate, skill_lv, skill_get_time2(skill_id, skill_lv));
    		break;
    	case SO_VARETYR_SPEAR:
    		sc_start(src,bl, SC_STUN, 5 * skill_lv, skill_lv, skill_get_time(skill_id, skill_lv));
    		break;
    	case GN_SLINGITEM_RANGEMELEEATK:
    		if( sd ) {
    			switch( sd->itemid ) {	// Starting SCs here instead of do it in skill_additional_effect to simplify the code.
    				case ITEMID_COCONUT_BOMB:
    					sc_start(src,bl, SC_STUN, 5 + sd->status.job_level / 2, skill_lv, 1000 * sd->status.job_level / 3);
    					sc_start2(src,bl, SC_BLEEDING, 3 + sd->status.job_level / 2, skill_lv, src->id, 1000 * status_get_lv(src) / 4 + sd->status.job_level / 3);
    					break;
    				case ITEMID_MELON_BOMB:
    					sc_start4(src, bl, SC_MELON_BOMB, 100, skill_lv, 20 + sd->status.job_level, 10 + sd->status.job_level / 2, 0, 1000 * status_get_lv(src) / 4);
    					break;
    				case ITEMID_BANANA_BOMB:
    					sc_start(src,bl, SC_BANANA_BOMB_SITDOWN, status_get_lv(src) + sd->status.job_level + sstatus->dex / 6 - status_get_lv(bl) - tstatus->agi / 4 - tstatus->luk / 5, skill_lv, 1000 * sd->status.job_level / 4);
    					sc_start(src,bl, SC_BANANA_BOMB, 100, skill_lv, 30000);
    					break;
    			}
    			sd->itemid = -1;
    		}
    		break;
    	case GN_HELLS_PLANT_ATK:
    		sc_start(src,bl, SC_STUN,  20 + 10 * skill_lv, skill_lv, skill_get_time2(skill_id, skill_lv));
    		sc_start2(src,bl, SC_BLEEDING, 5 + 5 * skill_lv, skill_lv, src->id,skill_get_time2(skill_id, skill_lv));
    		break;
    	case EL_WIND_SLASH:	// Non confirmed rate.
    		sc_start2(src,bl, SC_BLEEDING, 25, skill_lv, src->id, skill_get_time(skill_id,skill_lv));
    		break;
    	case EL_STONE_HAMMER:
    		rate = 10 * skill_lv;
    		sc_start(src,bl, SC_STUN, rate, skill_lv, skill_get_time(skill_id,skill_lv));
    		break;
    	case EL_ROCK_CRUSHER:
    	case EL_ROCK_CRUSHER_ATK:
    		sc_start(src,bl,status_skill2sc(skill_id),50,skill_lv,skill_get_time(EL_ROCK_CRUSHER,skill_lv));
    		break;
    	case EL_TYPOON_MIS:
    		sc_start(src,bl,SC_SILENCE,10*skill_lv,skill_lv,skill_get_time(skill_id,skill_lv));
    		break;
    	case KO_JYUMONJIKIRI:
    		sc_start(src,bl,SC_JYUMONJIKIRI,100,skill_lv,skill_get_time(skill_id,skill_lv));
    		break;
    	case KO_SETSUDAN:
    		status_change_end(bl,SC_SPIRIT,INVALID_TIMER);
    		break;
    	case KO_MAKIBISHI:
    		sc_start(src,bl, SC_STUN, 10 * skill_lv, skill_lv, skill_get_time2(skill_id,skill_lv));
    		break;
    	case MH_LAVA_SLIDE:
    		sc_start4(src,bl, SC_BURNING, 10 * skill_lv, skill_lv, 1000, src->id, 0, skill_get_time2(skill_id, skill_lv));
    		break;
    	case MH_STAHL_HORN:
    		sc_start(src,bl, SC_STUN, (20 + 4 * (skill_lv-1)), skill_lv, skill_get_time(skill_id, skill_lv));
    		break;
    	case MH_NEEDLE_OF_PARALYZE:
    		sc_start(src,bl, SC_PARALYSIS, 40 + (5*skill_lv), skill_lv, skill_get_time(skill_id, skill_lv));
    		break;
    	case MH_SILVERVEIN_RUSH:
    		sc_start4(src,bl,SC_STUN,20 + (5*skill_lv),skill_lv,src->id,0,0,skill_get_time(skill_id,skill_lv));
    		break;
    	case MH_MIDNIGHT_FRENZY:
    		{
    			TBL_HOM *hd = BL_CAST(BL_HOM,src);
    			int spiritball = (hd?hd->homunculus.spiritball:1);
    			sc_start4(src,bl,SC_FEAR,spiritball*(10+2*skill_lv),skill_lv,src->id,0,0,skill_get_time(skill_id,skill_lv));
    		}
    		break;
    	case MH_XENO_SLASHER:
    		sc_start4(src, bl, SC_BLEEDING, skill_lv, skill_lv, src->id, 0, 0, skill_get_time2(skill_id, skill_lv));
    		break;
    	case WL_HELLINFERNO:
    		sc_start4(src,bl,SC_BURNING,55+5*skill_lv,skill_lv,1000,src->id,0,skill_get_time(skill_id,skill_lv));
    		break;
    	case NC_MAGMA_ERUPTION:
    		if (attack_type&BF_WEAPON) // Stun effect from 'slam'
    			sc_start(src, bl, SC_STUN, 90, skill_lv, skill_get_time(skill_id, skill_lv));
    		if (attack_type&BF_MISC) // Burning effect from 'eruption'
    			sc_start4(src, bl, SC_BURNING, 10 * skill_lv, skill_lv, 1000, src->id, 0, skill_get_time2(skill_id, skill_lv));
    		break;
    	case GC_DARKCROW:
    		sc_start(src,bl,SC_DARKCROW,100,skill_lv,skill_get_time(skill_id,skill_lv));
    		break;
    	case GN_ILLUSIONDOPING:
    		if( sc_start(src,bl,SC_ILLUSIONDOPING,100 - skill_lv * 10,skill_lv,skill_get_time(skill_id,skill_lv)) )
    			sc_start(src,bl,SC_HALLUCINATION,100,skill_lv,skill_get_time(skill_id,skill_lv));
    		break;
    
    	case RL_MASS_SPIRAL:
    		sc_start2(src,bl,SC_BLEEDING,10 * skill_lv + rnd()%50,skill_lv,src->id,skill_get_time2(skill_id,skill_lv)); //(custom)
    		break;
    	case RL_SLUGSHOT:
    		if (bl->type != BL_PC)
    			sc_start(src,bl,SC_STUN,10 * skill_lv + rnd()%50,skill_lv,skill_get_time2(skill_id,skill_lv)); //(custom)
    		break;
    	case RL_BANISHING_BUSTER: {
    			uint16 i, n = skill_lv;
    
    			if (!tsc || !tsc->count)
    				break;
    
    			if (status_isimmune(bl))
    				break;
    
    			if (dstsd && (dstsd->class_&MAPID_UPPERMASK) == MAPID_SOUL_LINKER) {
    				if (sd)
    					clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
    				break;
    			}
    
    			for (i = 0; n > 0 && i < SC_MAX; i++) {
    				if (!tsc->data[i])
    					continue;
    				switch (i) {
    					case SC_WEIGHT50:		case SC_WEIGHT90:		case SC_HALLUCINATION:
    					case SC_STRIPWEAPON:	case SC_STRIPSHIELD:	case SC_STRIPARMOR:
    					case SC_STRIPHELM:		case SC_CP_WEAPON:		case SC_CP_SHIELD:
    					case SC_CP_ARMOR:		case SC_CP_HELM:		case SC_COMBO:
    					case SC_STRFOOD:		case SC_AGIFOOD:		case SC_VITFOOD:
    					case SC_INTFOOD:		case SC_DEXFOOD:		case SC_LUKFOOD:
    					case SC_HITFOOD:		case SC_FLEEFOOD:		case SC_BATKFOOD:
    					case SC_WATKFOOD:		case SC_MATKFOOD:		case SC_CRIFOOD:
    					case SC_DANCING:		case SC_SPIRIT:			case SC_AUTOBERSERK:
    					case SC_CARTBOOST:		case SC_MELTDOWN:		case SC_SAFETYWALL:
    					case SC_SMA:			case SC_SPEEDUP0:		case SC_NOCHAT:
    					case SC_ANKLE:			case SC_SPIDERWEB:		case SC_JAILED:
    					case SC_ITEMBOOST:		case SC_EXPBOOST:		case SC_LIFEINSURANCE:
    					case SC_BOSSMAPINFO:	case SC_PNEUMA:			case SC_AUTOSPELL:
    					case SC_INCHITRATE:		case SC_INCATKRATE:		case SC_NEN:
    					case SC_READYSTORM:		case SC_READYDOWN:		case SC_READYTURN:
    					case SC_READYCOUNTER:	case SC_DODGE:			case SC_WARM:
    					/*case SC_SPEEDUP1:*/		case SC_AUTOTRADE:		case SC_CRITICALWOUND:
    					case SC_JEXPBOOST:		case SC_INVINCIBLE:		case SC_INVINCIBLEOFF:
    					case SC_HELLPOWER:		case SC_MANU_ATK:		case SC_MANU_DEF:
    					case SC_SPL_ATK:		case SC_SPL_DEF:		case SC_MANU_MATK:
    					case SC_SPL_MATK:		case SC_RICHMANKIM:		case SC_ETERNALCHAOS:
    					case SC_DRUMBATTLE:		case SC_NIBELUNGEN:		case SC_ROKISWEIL:
    					case SC_INTOABYSS:		case SC_SIEGFRIED:		case SC_FOOD_STR_CASH:
    					case SC_FOOD_AGI_CASH:	case SC_FOOD_VIT_CASH:	case SC_FOOD_DEX_CASH:
    					case SC_FOOD_INT_CASH:	case SC_FOOD_LUK_CASH:	case SC_ELECTRICSHOCKER:
    					case SC__STRIPACCESSORY:	case SC__ENERVATION:		case SC__GROOMY:
    					case SC__IGNORANCE: 		case SC__LAZINESS:		case SC__UNLUCKY:
    					case SC__WEAKNESS:		case SC_SAVAGE_STEAK:		case SC_COCKTAIL_WARG_BLOOD:
    					case SC_MAGNETICFIELD:		case SC_MINOR_BBQ:		case SC_SIROMA_ICE_TEA:
    					case SC_DROCERA_HERB_STEAMED:	case SC_PUTTI_TAILS_NOODLES:	case SC_NEUTRALBARRIER_MASTER:
    					case SC_NEUTRALBARRIER:		case SC_STEALTHFIELD_MASTER:	case SC_STEALTHFIELD:
    					case SC_LEADERSHIP:		case SC_GLORYWOUNDS:		case SC_SOULCOLD:
    					case SC_HAWKEYES:		case SC_REGENERATION:		case SC_SEVENWIND:
    					case SC_MIRACLE:		case SC_S_LIFEPOTION:		case SC_L_LIFEPOTION:
    					case SC_INCHEALRATE:		case SC_PUSH_CART:		case SC_PARTYFLEE:
    					case SC_RAISINGDRAGON:		case SC_GT_REVITALIZE:		case SC_GT_ENERGYGAIN:
    					case SC_GT_CHANGE:		case SC_ANGEL_PROTECT:		case SC_MONSTER_TRANSFORM:
    					case SC_FULL_THROTTLE:		case SC_REBOUND:		case SC_TELEKINESIS_INTENSE:
    					case SC_MOONSTAR:		case SC_SUPER_STAR:		case SC_ALL_RIDING:
    					case SC_MTF_ASPD:		case SC_MTF_RANGEATK:		case SC_MTF_MATK:
    					case SC_MTF_MLEATKED:		case SC_MTF_CRIDAMAGE:		case SC_HEAT_BARREL:
    					case SC_HEAT_BARREL_AFTER:	case SC_P_ALTER:		case SC_E_CHAIN:
    					case SC_C_MARKER:		case SC_B_TRAP:			case SC_H_MINE:
    					case SC_STRANGELIGHTS:		case SC_DECORATION_OF_MUSIC:	case SC_GN_CARTBOOST:
    					case SC_RECOGNIZEDSPELL:	case SC_CHASEWALK2:	case SC_BITE:
    					case SC_ACTIVE_MONSTER_TRANSFORM:
    #ifdef RENEWAL
    					case SC_EXTREMITYFIST2:
    #endif
    					case SC_HIDING:			case SC_CLOAKING:		case SC_CHASEWALK:
    					case SC_CLOAKINGEXCEED:		case SC__INVISIBILITY:	case SC_UTSUSEMI:
    					case SC_MTF_ASPD2:		case SC_MTF_RANGEATK2:	case SC_MTF_MATK2:
    					case SC_2011RWC_SCROLL:		case SC_JP_EVENT04:	case SC_MTF_MHP:
    					case SC_MTF_MSP:		case SC_MTF_PUMPKIN:	case SC_MTF_HITFLEE:
    					case SC_ATTHASTE_CASH:	case SC_REUSE_REFRESH:
    					case SC_REUSE_LIMIT_A:	case SC_REUSE_LIMIT_B:	case SC_REUSE_LIMIT_C:
    					case SC_REUSE_LIMIT_D:	case SC_REUSE_LIMIT_E:	case SC_REUSE_LIMIT_F:
    					case SC_REUSE_LIMIT_G:	case SC_REUSE_LIMIT_H:	case SC_REUSE_LIMIT_MTF:
    					case SC_REUSE_LIMIT_ASPD_POTION:	case SC_REUSE_MILLENNIUMSHIELD:	case SC_REUSE_CRUSHSTRIKE:
    					case SC_REUSE_STORMBLAST:	case SC_ALL_RIDING_REUSE_LIMIT:
    					case SC_SPRITEMABLE:		case SC_BITESCAR:
    						continue;
    					case SC_WHISTLE:		case SC_ASSNCROS:		case SC_POEMBRAGI:
    					case SC_APPLEIDUN:		case SC_HUMMING:		case SC_DONTFORGETME:
    					case SC_FORTUNE:		case SC_SERVICE4U:
    						if(tsc->data[i]->val4==0)
    							continue; //if in song-area don't end it
    						break;
    					case SC_ASSUMPTIO:
    						if( bl->type == BL_MOB )
    							continue;
    						break;
    				}
    				if( i == SC_BERSERK || i == SC_SATURDAYNIGHTFEVER )
    					tsc->data[i]->val2 = 0;
    				status_change_end(bl,(sc_type)i,INVALID_TIMER);
    				n--;
    			}
    			//Remove bonus_script by Banishing Buster
    			if (dstsd)
    				pc_bonus_script_clear(dstsd,BSF_REM_ON_BANISHING_BUSTER);
    		}
    		break;
    	case RL_S_STORM:
    		//kRO update 2014-02-12. Break 1 Equipment by minimum chance 5%/10%/15%/20%/25%
    		{
    			uint16 pos[] = { EQP_HEAD_LOW, EQP_HEAD_MID, EQP_HEAD_TOP, EQP_HAND_R, EQP_HAND_L, EQP_ARMOR, EQP_SHOES, EQP_GARMENT, EQP_ACC_L, EQP_ACC_R };
    			skill_break_equip(src,bl,pos[rnd()%ARRAYLENGTH(pos)],
    				max(skill_lv * 500,(sstatus->dex * skill_lv * 10) - (tstatus->agi * 20)), //(custom)
    				BCT_ENEMY);
    		}
    		break;
    	case RL_AM_BLAST:
    		sc_start(src,bl,SC_ANTI_M_BLAST,10 * skill_lv + rnd()%50,skill_lv,skill_get_time2(skill_id,skill_lv)); //(custom)
    		break;
    	case RL_HAMMER_OF_GOD:
    		sc_start(src,bl,SC_STUN,100,skill_lv,skill_get_time2(skill_id,skill_lv));
    		status_change_end(bl, SC_C_MARKER, INVALID_TIMER);
    		break;
    	case SU_SCRATCH:
    		sc_start2(src, bl, SC_BLEEDING, (skill_lv * 3), skill_lv, src->id, skill_get_time2(skill_id, skill_lv)); // TODO: What's the chance/time?
    		break;
    	case SU_SV_STEMSPEAR:
    		sc_start2(src, bl, SC_BLEEDING, 10, skill_lv, src->id, skill_get_time2(skill_id, skill_lv));
    		break;
    	case SU_CN_METEOR:
    		if (skill_area_temp[3] == 1)
    			sc_start(src, bl, SC_CURSE, 20, skill_lv, skill_get_time2(skill_id, skill_lv));
    		break;
    	//case SU_SCAROFTAROU:
    	//	sc_start(src, bl, SC_STUN, 10, skill_lv, skill_get_time2(skill_id, skill_lv)); // TODO: What's the chance/time?
    	//	break;
    	case SU_LUNATICCARROTBEAT:
    		if (skill_area_temp[3] == 1)
    			sc_start(src, bl, SC_STUN, 20, skill_lv, skill_get_time2(skill_id, skill_lv));
    		break;
    	} //end switch skill_id
    
    	if (md && battle_config.summons_trigger_autospells && md->master_id && md->special_state.ai)
    	{	//Pass heritage to Master for status causing effects. [Skotlex]
    		sd = map_id2sd(md->master_id);
    		src = sd?&sd->bl:src;
    	}
    
    	// Coma
    	if (sd && sd->special_state.bonus_coma && (!md || status_get_race2(&md->bl) != RC2_GVG || status_get_class(&md->bl) != CLASS_BATTLEFIELD)) {
    		rate = 0;
    		//! TODO: Filter the skills that shouldn't inflict coma bonus, to avoid some non-damage skills inflict coma. [Cydh]
    		if (!skill_id || !(skill_get_nk(skill_id)&NK_NO_DAMAGE)) {
    			rate += sd->coma_class[tstatus->class_] + sd->coma_class[CLASS_ALL];
    			rate += sd->coma_race[tstatus->race] + sd->coma_race[RC_ALL];
    		}
    		if (attack_type&BF_WEAPON) {
    			rate += sd->weapon_coma_ele[tstatus->def_ele] + sd->weapon_coma_ele[ELE_ALL];
    			rate += sd->weapon_coma_race[tstatus->race] + sd->weapon_coma_race[RC_ALL];
    			rate += sd->weapon_coma_class[tstatus->class_] + sd->weapon_coma_class[CLASS_ALL];
    		}
    		if (rate > 0)
    			status_change_start(src,bl, SC_COMA, rate, 0, 0, src->id, 0, 0, SCSTART_NONE);
    	}
    
    	if( attack_type&BF_WEAPON )
    	{ // Breaking Equipment
    		if( sd && battle_config.equip_self_break_rate )
    		{	// Self weapon breaking
    			rate = battle_config.equip_natural_break_rate;
    			if( sc )
    			{
    				if(sc->data[SC_GIANTGROWTH])
    					rate += 10;
    				if(sc->data[SC_OVERTHRUST])
    					rate += 10;
    				if(sc->data[SC_MAXOVERTHRUST])
    					rate += 10;
    			}
    			if( rate )
    				skill_break_equip(src,src, EQP_WEAPON, rate, BCT_SELF);
    		}
    		if( battle_config.equip_skill_break_rate && skill_id != WS_CARTTERMINATION && skill_id != ITM_TOMAHAWK )
    		{	// Cart Termination/Tomahawk won't trigger breaking data. Why? No idea, go ask Gravity.
    			// Target weapon breaking
    			rate = 0;
    			if( sd )
    				rate += sd->bonus.break_weapon_rate;
    			if( sc && sc->data[SC_MELTDOWN] )
    				rate += sc->data[SC_MELTDOWN]->val2;
    			if( rate )
    				skill_break_equip(src,bl, EQP_WEAPON, rate, BCT_ENEMY);
    
    			// Target armor breaking
    			rate = 0;
    			if( sd )
    				rate += sd->bonus.break_armor_rate;
    			if( sc && sc->data[SC_MELTDOWN] )
    				rate += sc->data[SC_MELTDOWN]->val3;
    			if( rate )
    				skill_break_equip(src,bl, EQP_ARMOR, rate, BCT_ENEMY);
    		}
    		if (sd && !skill_id && bl->type == BL_PC) { // This effect does not work with skills.
    			if (sd->def_set_race[tstatus->race].rate)
    				status_change_start(src,bl, SC_DEFSET, sd->def_set_race[tstatus->race].rate, sd->def_set_race[tstatus->race].value,
    					0, 0, 0, sd->def_set_race[tstatus->race].tick, SCSTART_NOTICKDEF);
    			if (sd->def_set_race[tstatus->race].rate)
    				status_change_start(src,bl, SC_MDEFSET, sd->mdef_set_race[tstatus->race].rate, sd->mdef_set_race[tstatus->race].value,
    					0, 0, 0, sd->mdef_set_race[tstatus->race].tick, SCSTART_NOTICKDEF);
    			if (sd->norecover_state_race[tstatus->race].rate)
    				status_change_start(src, bl, SC_NORECOVER_STATE, sd->norecover_state_race[tstatus->race].rate,
    					0, 0, 0, 0, sd->norecover_state_race[tstatus->race].tick, SCSTART_NONE);
    		}
    	}
    
    	if( sd && sd->ed && sc && !status_isdead(bl) && !skill_id ) {
    		struct unit_data *ud = unit_bl2ud(src);
    
    		if( sc->data[SC_WILD_STORM_OPTION] )
    			skill = sc->data[SC_WILD_STORM_OPTION]->val2;
    		else if( sc->data[SC_UPHEAVAL_OPTION] )
    			skill = sc->data[SC_UPHEAVAL_OPTION]->val3;
    		else if( sc->data[SC_TROPIC_OPTION] )
    			skill = sc->data[SC_TROPIC_OPTION]->val3;
    		else if( sc->data[SC_CHILLY_AIR_OPTION] )
    			skill = sc->data[SC_CHILLY_AIR_OPTION]->val3;
    		else
    			skill = 0;
    
    		if ( rnd()%100 < 25 && skill ){
    			skill_castend_damage_id(src, bl, skill, 5, tick, 0);
    
    			if (ud) {
    				rate = skill_delayfix(src, skill, skill_lv);
    				if (DIFF_TICK(ud->canact_tick, tick + rate) < 0){
    					ud->canact_tick = max(tick + rate, ud->canact_tick);
    					if ( battle_config.display_status_timers )
    						clif_status_change(src, SI_ACTIONDELAY, 1, rate, 0, 0, 0);
    				}
    			}
    		}
    	}
    
    	// Autospell when attacking
    	if( sd && !status_isdead(bl) && sd->autospell[0].id )
    	{
    		struct block_list *tbl;
    		struct unit_data *ud;
    		int i, autospl_skill_lv, type;
    
    		for (i = 0; i < ARRAYLENGTH(sd->autospell) && sd->autospell[i].id; i++) {
    
    			if(!( ((sd->autospell[i].flag)&attack_type)&BF_WEAPONMASK &&
    				  ((sd->autospell[i].flag)&attack_type)&BF_RANGEMASK &&
    				  ((sd->autospell[i].flag)&attack_type)&BF_SKILLMASK))
    				continue; // one or more trigger conditions were not fulfilled
    
    			skill = (sd->autospell[i].id > 0) ? sd->autospell[i].id : -sd->autospell[i].id;
    
    			sd->state.autocast = 1;
    			if ( skill_isNotOk(skill, sd) ) {
    				sd->state.autocast = 0;
    				continue;
    			}
    			sd->state.autocast = 0;
    
    			autospl_skill_lv = sd->autospell[i].lv?sd->autospell[i].lv:1;
    			if (autospl_skill_lv < 0) autospl_skill_lv = 1+rnd()%(-autospl_skill_lv);
    
    			rate = (!sd->state.arrow_atk) ? sd->autospell[i].rate : sd->autospell[i].rate / 2;
    
    			if (rnd()%1000 >= rate)
    				continue;
    
    			tbl = (sd->autospell[i].id < 0) ? src : bl;
    
    			if( (type = skill_get_casttype(skill)) == CAST_GROUND ) {
    				int maxcount = 0;
    				if( !(BL_PC&battle_config.skill_reiteration) &&
    					skill_get_unit_flag(skill)&UF_NOREITERATION &&
    					skill_check_unit_range(src,tbl->x,tbl->y,skill,autospl_skill_lv)
    				  )
    					continue;
    				if( BL_PC&battle_config.skill_nofootset &&
    					skill_get_unit_flag(skill)&UF_NOFOOTSET &&
    					skill_check_unit_range2(src,tbl->x,tbl->y,skill,autospl_skill_lv,false)
    				  )
    					continue;
    				if( BL_PC&battle_config.land_skill_limit &&
    					(maxcount = skill_get_maxcount(skill, autospl_skill_lv)) > 0
    				  ) {
    					int v;
    					for(v=0;v<MAX_SKILLUNITGROUP && sd->ud.skillunit[v] && maxcount;v++) {
    						if(sd->ud.skillunit[v]->skill_id == skill)
    							maxcount--;
    					}
    					if( maxcount == 0 )
    						continue;
    				}
    			}
    			if (battle_config.autospell_check_range &&
    				!battle_check_range(src, tbl, skill_get_range2(src, skill, autospl_skill_lv, true)))
    				continue;
    
    			if (skill == AS_SONICBLOW)
    				pc_stop_attack(sd); //Special case, Sonic Blow autospell should stop the player attacking.
    			else if (skill == PF_SPIDERWEB) //Special case, due to its nature of coding.
    				type = CAST_GROUND;
    
    			sd->state.autocast = 1;
    			skill_consume_requirement(sd,skill,autospl_skill_lv,1);
    			skill_toggle_magicpower(src, skill);
    			switch (type) {
    				case CAST_GROUND:
    					skill_castend_pos2(src, tbl->x, tbl->y, skill, autospl_skill_lv, tick, 0);
    					break;
    				case CAST_NODAMAGE:
    					skill_castend_nodamage_id(src, tbl, skill, autospl_skill_lv, tick, 0);
    					break;
    				case CAST_DAMAGE:
    					skill_castend_damage_id(src, tbl, skill, autospl_skill_lv, tick, 0);
    					break;
    			}
    			sd->state.autocast = 0;
    			//Set canact delay. [Skotlex]
    			ud = unit_bl2ud(src);
    			if (ud) {
    				rate = skill_delayfix(src, skill, autospl_skill_lv);
    				if (DIFF_TICK(ud->canact_tick, tick + rate) < 0){
    					ud->canact_tick = max(tick + rate, ud->canact_tick);
    					if ( battle_config.display_status_timers && sd )
    						clif_status_change(src, SI_ACTIONDELAY, 1, rate, 0, 0, 0);
    				}
    			}
    		}
    	}
    
    	//Autobonus when attacking
    	if( sd && sd->autobonus[0].rate )
    	{
    		int i;
    		for( i = 0; i < ARRAYLENGTH(sd->autobonus); i++ )
    		{
    			if( rnd()%1000 >= sd->autobonus[i].rate )
    				continue;
    			if( sd->autobonus[i].active != INVALID_TIMER )
    				continue;
    			if(!( ((sd->autobonus[i].atk_type)&attack_type)&BF_WEAPONMASK &&
    				  ((sd->autobonus[i].atk_type)&attack_type)&BF_RANGEMASK &&
    				  ((sd->autobonus[i].atk_type)&attack_type)&BF_SKILLMASK))
    				continue; // one or more trigger conditions were not fulfilled
    			pc_exeautobonus(sd,&sd->autobonus[i]);
    		}
    	}
    
    	//Polymorph
    	if(sd && sd->bonus.classchange && attack_type&BF_WEAPON &&
    		dstmd && !status_has_mode(tstatus,MD_STATUS_IMMUNE) &&
    		(rnd()%10000 < sd->bonus.classchange))
    	{
    		int class_ = mob_get_random_id(MOBG_Branch_Of_Dead_Tree, 1, 0);
    		if (class_ != 0 && mobdb_checkid(class_))
    			mob_class_change(dstmd,class_);
    	}
    
    	return 0;
    }
    
    int skill_onskillusage(struct map_session_data *sd, struct block_list *bl, uint16 skill_id, unsigned int tick) {
    	uint8 i;
    	struct block_list *tbl;
    
    	if( sd == NULL || !skill_id )
    		return 0;
    
    	for( i = 0; i < ARRAYLENGTH(sd->autospell3) && sd->autospell3[i].flag; i++ ) {
    		int skill, skill_lv, type;
    		if( sd->autospell3[i].flag != skill_id )
    			continue;
    
    		if( sd->autospell3[i].lock )
    			continue;  // autospell already being executed
    
    		skill = sd->autospell3[i].id;
    		sd->state.autocast = 1; //set this to bypass sd->canskill_tick check
    
    		if( skill_isNotOk((skill > 0) ? skill : skill*-1, sd) ) {
    			sd->state.autocast = 0;
    			continue;
    		}
    
    		sd->state.autocast = 0;
    
    		if( skill >= 0 && bl == NULL )
    			continue; // No target
    		if( rnd()%1000 >= sd->autospell3[i].rate )
    			continue;
    
    		skill_lv = sd->autospell3[i].lv ? sd->autospell3[i].lv : 1;
    		if( skill < 0 ) {
    			tbl = &sd->bl;
    			skill *= -1;
    			skill_lv = 1 + rnd()%(-skill_lv); //random skill_lv
    		}
    		else
    			tbl = bl;
    
    		if( (type = skill_get_casttype(skill)) == CAST_GROUND ) {
    			int maxcount = 0;
    			if( !(BL_PC&battle_config.skill_reiteration) &&
    				skill_get_unit_flag(skill)&UF_NOREITERATION &&
    				skill_check_unit_range(&sd->bl,tbl->x,tbl->y,skill,skill_lv) )
    				continue;
    			if( BL_PC&battle_config.skill_nofootset &&
    				skill_get_unit_flag(skill)&UF_NOFOOTSET &&
    				skill_check_unit_range2(&sd->bl,tbl->x,tbl->y,skill,skill_lv,false) )
    				continue;
    			if( BL_PC&battle_config.land_skill_limit &&
    				(maxcount = skill_get_maxcount(skill, skill_lv)) > 0 )
    			{
    				int v;
    				for(v=0;v<MAX_SKILLUNITGROUP && sd->ud.skillunit[v] && maxcount;v++) {
    					if(sd->ud.skillunit[v]->skill_id == skill)
    						maxcount--;
    				}
    				if( maxcount == 0 )
    					continue;
    			}
    		}
    		if (battle_config.autospell_check_range &&
    			!battle_check_range(&sd->bl, tbl, skill_get_range2(&sd->bl, skill, skill_lv, true)))
    			continue;
    
    		sd->state.autocast = 1;
    		sd->autospell3[i].lock = true;
    		skill_consume_requirement(sd,skill,skill_lv,1);
    		switch( type ) {
    			case CAST_GROUND:   skill_castend_pos2(&sd->bl, tbl->x, tbl->y, skill, skill_lv, tick, 0); break;
    			case CAST_NODAMAGE: skill_castend_nodamage_id(&sd->bl, tbl, skill, skill_lv, tick, 0); break;
    			case CAST_DAMAGE:   skill_castend_damage_id(&sd->bl, tbl, skill, skill_lv, tick, 0); break;
    		}
    		sd->autospell3[i].lock = false;
    		sd->state.autocast = 0;
    	}
    
    	if( sd && sd->autobonus3[0].rate ) {
    		for( i = 0; i < ARRAYLENGTH(sd->autobonus3); i++ ) {
    			if( rnd()%1000 >= sd->autobonus3[i].rate )
    				continue;
    			if( sd->autobonus3[i].active != INVALID_TIMER )
    				continue;
    			if( sd->autobonus3[i].atk_type != skill_id )
    				continue;
    			pc_exeautobonus(sd,&sd->autobonus3[i]);
    		}
    	}
    
    	return 1;
    }
    
    /* Splitted off from skill_additional_effect, which is never called when the
     * attack skill kills the enemy. Place in this function counter status effects
     * when using skills (eg: Asura's sp regen penalty, or counter-status effects
     * from cards) that will take effect on the source, not the target. [Skotlex]
     * Note: Currently this function only applies to Extremity Fist and BF_WEAPON
     * type of skills, so not every instance of skill_additional_effect needs a call
     * to this one.
     */
    int skill_counter_additional_effect (struct block_list* src, struct block_list *bl, uint16 skill_id, uint16 skill_lv, int attack_type, unsigned int tick)
    {
    	int rate;
    	struct map_session_data *sd=NULL;
    	struct map_session_data *dstsd=NULL;
    
    	nullpo_ret(src);
    	nullpo_ret(bl);
    
    	if(skill_id > 0 && !skill_lv) return 0;	// don't forget auto attacks! - celest
    
    	sd = BL_CAST(BL_PC, src);
    	dstsd = BL_CAST(BL_PC, bl);
    
    	if(dstsd && attack_type&BF_WEAPON) {	//Counter effects.
    		enum sc_type type;
    		uint8 i;
    		unsigned int time = 0;
    
    		for (i = 0; i < ARRAYLENGTH(dstsd->addeff_atked) && dstsd->addeff_atked[i].flag; i++) {
    			rate = dstsd->addeff_atked[i].rate;
    			if (attack_type&BF_LONG)
    				rate += dstsd->addeff_atked[i].arrow_rate;
    			if (!rate)
    				continue;
    
    			if ((dstsd->addeff_atked[i].flag&(ATF_LONG|ATF_SHORT)) != (ATF_LONG|ATF_SHORT)) {	//Trigger has range consideration.
    				if((dstsd->addeff_atked[i].flag&ATF_LONG && !(attack_type&BF_LONG)) ||
    					(dstsd->addeff_atked[i].flag&ATF_SHORT && !(attack_type&BF_SHORT)))
    					continue; //Range Failed.
    			}
    			type = dstsd->addeff_atked[i].sc;
    			time = dstsd->addeff_atked[i].duration;
    
    			if (dstsd->addeff_atked[i].flag&ATF_TARGET && src != bl)
    				status_change_start(src,src,type,rate,7,0,0,0,time,SCSTART_NONE);
    
    			if (dstsd->addeff_atked[i].flag&ATF_SELF && !status_isdead(bl))
    				status_change_start(src,bl,type,rate,7,0,0,0,time,SCSTART_NONE);
    		}
    	}
    
    	switch(skill_id) {
    	case MO_EXTREMITYFIST:
    		sc_start(src,src,SC_EXTREMITYFIST,100,skill_lv,skill_get_time2(skill_id,skill_lv));
    		break;
    	case GS_FULLBUSTER:
    		sc_start(src,src,SC_BLIND,2*skill_lv,skill_lv,skill_get_time2(skill_id,skill_lv));
    		break;
    	case HFLI_SBR44:	//[orn]
    	case HVAN_EXPLOSION:
    		if(src->type == BL_HOM){
    			TBL_HOM *hd = (TBL_HOM*)src;
    			hd->homunculus.intimacy = (skill_id == HFLI_SBR44) ? 200 : 100; // hom_intimacy_grade2intimacy(HOMGRADE_HATE_WITH_PASSION)
    			if (hd->master)
    				clif_send_homdata(hd->master,SP_INTIMATE,hd->homunculus.intimacy/100);
    		}
    		break;
    	case CR_GRANDCROSS:
    	case NPC_GRANDDARKNESS:
    		attack_type |= BF_WEAPON;
    		break;
    	case LG_HESPERUSLIT:
    		{
    			struct status_change *sc = status_get_sc(src);
    			if( sc && sc->data[SC_FORCEOFVANGUARD] && sc->data[SC_BANDING] && sc->data[SC_BANDING]->val2 > 6 ) {
    				char i;
    				for( i = 0; i < sc->data[SC_FORCEOFVANGUARD]->val3; i++ )
    					pc_addspiritball(sd, skill_get_time(LG_FORCEOFVANGUARD,1),sc->data[SC_FORCEOFVANGUARD]->val3);
    			}
    		}
    		break;
    	}
    
    	if(sd && (sd->class_&MAPID_UPPERMASK) == MAPID_STAR_GLADIATOR &&
    		map[sd->bl.m].flag.nosumstarmiracle == 0)	//SG_MIRACLE [Komurka]
    		status_change_start(src,src,SC_MIRACLE,battle_config.sg_miracle_skill_ratio,1,0,0,0,battle_config.sg_miracle_skill_duration,SCSTART_NONE);
    
    	if(sd && skill_id && attack_type&BF_MAGIC && status_isdead(bl) &&
    	 	!(skill_get_inf(skill_id)&(INF_GROUND_SKILL|INF_SELF_SKILL)) &&
    		(rate=pc_checkskill(sd,HW_SOULDRAIN))>0
    	){	//Soul Drain should only work on targetted spells [Skotlex]
    		if (pc_issit(sd)) pc_setstand(sd, true); //Character stuck in attacking animation while 'sitting' fix. [Skotlex]
    		clif_skill_nodamage(src,bl,HW_SOULDRAIN,rate,1);
    		status_heal(src, 0, status_get_lv(bl)*(95+15*rate)/100, 2);
    	}
    
    	if( sd && status_isdead(bl) ) {
    		int sp = 0, hp = 0;
    		if( (attack_type&(BF_WEAPON|BF_SHORT)) == (BF_WEAPON|BF_SHORT) ) {
    			sp += sd->bonus.sp_gain_value;
    			sp += sd->sp_gain_race[status_get_race(bl)] + sd->sp_gain_race[RC_ALL];
    			hp += sd->bonus.hp_gain_value;
    		}
    		if( attack_type&BF_MAGIC ) {
    			sp += sd->bonus.magic_sp_gain_value;
    			hp += sd->bonus.magic_hp_gain_value;
    			if( skill_id == WZ_WATERBALL ) {//(bugreport:5303)
    				struct status_change *sc = NULL;
    				if( ( sc = status_get_sc(src) ) ) {
    					if(sc->data[SC_SPIRIT] &&
    								sc->data[SC_SPIRIT]->val2 == SL_WIZARD &&
    								sc->data[SC_SPIRIT]->val3 == WZ_WATERBALL)
    								sc->data[SC_SPIRIT]->val3 = 0; //Clear bounced spell check.
    				}
    			}
    		}
    		if( hp || sp ) { // updated to force healing to allow healing through berserk
    			status_heal(src, hp, sp, battle_config.show_hp_sp_gain ? 3 : 1);
    		}
    	}
    
    	// Trigger counter-spells to retaliate against damage causing skills.
    	if(dstsd && !status_isdead(bl) && dstsd->autospell2[0].id &&
    		!(skill_id && skill_get_nk(skill_id)&NK_NO_DAMAGE))
    	{
    		struct block_list *tbl;
    		struct unit_data *ud;
    		int i, autospl_skill_id, autospl_skill_lv, autospl_rate, type;
    
    		for (i = 0; i < ARRAYLENGTH(dstsd->autospell2) && dstsd->autospell2[i].id; i++) {
    
    			if(!( ((dstsd->autospell2[i].flag)&attack_type)&BF_WEAPONMASK &&
    				  ((dstsd->autospell2[i].flag)&attack_type)&BF_RANGEMASK &&
    				  ((dstsd->autospell2[i].flag)&attack_type)&BF_SKILLMASK))
    				continue; // one or more trigger conditions were not fulfilled
    
    			autospl_skill_id = (dstsd->autospell2[i].id > 0) ? dstsd->autospell2[i].id : -dstsd->autospell2[i].id;
    			autospl_skill_lv = dstsd->autospell2[i].lv?dstsd->autospell2[i].lv:1;
    			if (autospl_skill_lv < 0) autospl_skill_lv = 1+rnd()%(-autospl_skill_lv);
    
    			autospl_rate = dstsd->autospell2[i].rate;
    			//Physical range attacks only trigger autospells half of the time
    			if ((attack_type&(BF_WEAPON|BF_LONG)) == (BF_WEAPON|BF_LONG))
    				 autospl_rate>>=1;
    
    			dstsd->state.autocast = 1;
    			if ( skill_isNotOk(autospl_skill_id, dstsd) ) {
    				dstsd->state.autocast = 0;
    				continue;
    			}
    			dstsd->state.autocast = 0;
    
    			if (rnd()%1000 >= autospl_rate)
    				continue;
    
    			tbl = (dstsd->autospell2[i].id < 0) ? bl : src;
    			if( (type = skill_get_casttype(autospl_skill_id)) == CAST_GROUND ) {
    				int maxcount = 0;
    				if( !(BL_PC&battle_config.skill_reiteration) &&
    					skill_get_unit_flag(autospl_skill_id)&UF_NOREITERATION &&
    					skill_check_unit_range(bl,tbl->x,tbl->y,autospl_skill_id,autospl_skill_lv)
    				  )
    					continue;
    				if( BL_PC&battle_config.skill_nofootset &&
    					skill_get_unit_flag(autospl_skill_id)&UF_NOFOOTSET &&
    					skill_check_unit_range2(bl,tbl->x,tbl->y,autospl_skill_id,autospl_skill_lv,false)
    				  )
    					continue;
    				if( BL_PC&battle_config.land_skill_limit &&
    					(maxcount = skill_get_maxcount(autospl_skill_id, autospl_skill_lv)) > 0
    				  ) {
    					int v;
    					for(v=0;v<MAX_SKILLUNITGROUP && dstsd->ud.skillunit[v] && maxcount;v++) {
    						if(dstsd->ud.skillunit[v]->skill_id == autospl_skill_id)
    							maxcount--;
    					}
    					if( maxcount == 0 ) {
    						continue;
    					}
    				}
    			}
    
    			if (!battle_check_range(src, tbl, skill_get_range2(src, autospl_skill_id, autospl_skill_lv, true)) && battle_config.autospell_check_range)
    				continue;
    
    			dstsd->state.autocast = 1;
    			skill_consume_requirement(dstsd,autospl_skill_id,autospl_skill_lv,1);
    			switch (type) {
    				case CAST_GROUND:
    					skill_castend_pos2(bl, tbl->x, tbl->y, autospl_skill_id, autospl_skill_lv, tick, 0);
    					break;
    				case CAST_NODAMAGE:
    					skill_castend_nodamage_id(bl, tbl, autospl_skill_id, autospl_skill_lv, tick, 0);
    					break;
    				case CAST_DAMAGE:
    					skill_castend_damage_id(bl, tbl, autospl_skill_id, autospl_skill_lv, tick, 0);
    					break;
    			}
    			dstsd->state.autocast = 0;
    			//Set canact delay. [Skotlex]
    			ud = unit_bl2ud(bl);
    			if (ud) {
    				autospl_rate = skill_delayfix(bl, autospl_skill_id, autospl_skill_lv);
    				if (DIFF_TICK(ud->canact_tick, tick + autospl_rate) < 0){
    					ud->canact_tick = max(tick + autospl_rate, ud->canact_tick);
    					if ( battle_config.display_status_timers && dstsd )
    						clif_status_change(bl, SI_ACTIONDELAY, 1, autospl_rate, 0, 0, 0);
    				}
    			}
    		}
    	}
    
    	//Autobonus when attacked
    	if( dstsd && !status_isdead(bl) && dstsd->autobonus2[0].rate && !(skill_id && skill_get_nk(skill_id)&NK_NO_DAMAGE) ) {
    		int i;
    		for( i = 0; i < ARRAYLENGTH(dstsd->autobonus2); i++ ) {
    			if( rnd()%1000 >= dstsd->autobonus2[i].rate )
    				continue;
    			if( dstsd->autobonus2[i].active != INVALID_TIMER )
    				continue;
    			if(!( ((dstsd->autobonus2[i].atk_type)&attack_type)&BF_WEAPONMASK &&
    				  ((dstsd->autobonus2[i].atk_type)&attack_type)&BF_RANGEMASK &&
    				  ((dstsd->autobonus2[i].atk_type)&attack_type)&BF_SKILLMASK))
    				continue; // one or more trigger conditions were not fulfilled
    			pc_exeautobonus(dstsd,&dstsd->autobonus2[i]);
    		}
    	}
    
    	return 0;
    }
    
    /*=========================================================================
     Breaks equipment. On-non players causes the corresponding strip effect.
     - rate goes from 0 to 10000 (100.00%)
     - flag is a BCT_ flag to indicate which type of adjustment should be used
       (BCT_ENEMY/BCT_PARTY/BCT_SELF) are the valid values.
    --------------------------------------------------------------------------*/
    int skill_break_equip(struct block_list *src, struct block_list *bl, unsigned short where, int rate, int flag)
    {
    	const int where_list[4]     = {EQP_WEAPON, EQP_ARMOR, EQP_SHIELD, EQP_HELM};
    	const enum sc_type scatk[4] = {SC_STRIPWEAPON, SC_STRIPARMOR, SC_STRIPSHIELD, SC_STRIPHELM};
    	const enum sc_type scdef[4] = {SC_CP_WEAPON, SC_CP_ARMOR, SC_CP_SHIELD, SC_CP_HELM};
    	struct status_change *sc = status_get_sc(bl);
    	int i;
    	TBL_PC *sd;
    	sd = BL_CAST(BL_PC, bl);
    	if (sc && !sc->count)
    		sc = NULL;
    
    	if (sd) {
    		if (sd->bonus.unbreakable_equip)
    			where &= ~sd->bonus.unbreakable_equip;
    		if (sd->bonus.unbreakable)
    			rate -= rate*sd->bonus.unbreakable/100;
    		if (where&EQP_WEAPON) {
    			switch (sd->status.weapon) {
    				case W_FIST:	//Bare fists should not break :P
    				case W_1HAXE:
    				case W_2HAXE:
    				case W_MACE: // Axes and Maces can't be broken [DracoRPG]
    				case W_2HMACE:
    				case W_STAFF:
    				case W_2HSTAFF:
    				case W_BOOK: //Rods and Books can't be broken [Skotlex]
    				case W_HUUMA:
    					where &= ~EQP_WEAPON;
    			}
    		}
    	}
    	if (flag&BCT_ENEMY) {
    		if (battle_config.equip_skill_break_rate != 100)
    			rate = rate*battle_config.equip_skill_break_rate/100;
    	} else if (flag&(BCT_PARTY|BCT_SELF)) {
    		if (battle_config.equip_self_break_rate != 100)
    			rate = rate*battle_config.equip_self_break_rate/100;
    	}
    
    	for (i = 0; i < 4; i++) {
    		if (where&where_list[i]) {
    			if (sc && sc->count && sc->data[scdef[i]])
    				where&=~where_list[i];
    			else if (rnd()%10000 >= rate)
    				where&=~where_list[i];
    			else if (!sd) //Cause Strip effect.
    				sc_start(src,bl,scatk[i],100,0,skill_get_time(status_sc2skill(scatk[i]),1));
    		}
    	}
    	if (!where) //Nothing to break.
    		return 0;
    	if (sd) {
    		for (i = 0; i < EQI_MAX; i++) {
    			short j = sd->equip_index[i];
    			if (j < 0 || sd->status.inventory[j].attribute == 1 || !sd->inventory_data[j])
    				continue;
    
    			switch(i) {
    				case EQI_HEAD_TOP: //Upper Head
    					flag = (where&EQP_HELM);
    					break;
    				case EQI_ARMOR: //Body
    					flag = (where&EQP_ARMOR);
    					break;
    				case EQI_HAND_R: //Left/Right hands
    				case EQI_HAND_L:
    					flag = (
    						(where&EQP_WEAPON && sd->inventory_data[j]->type == IT_WEAPON) ||
    						(where&EQP_SHIELD && sd->inventory_data[j]->type == IT_ARMOR));
    					break;
    				case EQI_SHOES:
    					flag = (where&EQP_SHOES);
    					break;
    				case EQI_GARMENT:
    					flag = (where&EQP_GARMENT);
    					break;
    				default:
    					continue;
    			}
    			if (flag) {
    				sd->status.inventory[j].attribute = 1;
    				pc_unequipitem(sd, j, 3);
    			}
    		}
    		clif_equiplist(sd);
    	}
    
    	return where; //Return list of pieces broken.
    }
    
    int skill_strip_equip(struct block_list *src,struct block_list *bl, unsigned short where, int rate, int lv, int time)
    {
    	struct status_change *sc;
    	const int pos[5]             = {EQP_WEAPON, EQP_SHIELD, EQP_ARMOR, EQP_HELM, EQP_ACC};
    	const enum sc_type sc_atk[5] = {SC_STRIPWEAPON, SC_STRIPSHIELD, SC_STRIPARMOR, SC_STRIPHELM, SC__STRIPACCESSORY};
    	const enum sc_type sc_def[5] = {SC_CP_WEAPON, SC_CP_SHIELD, SC_CP_ARMOR, SC_CP_HELM, SC_NONE};
    	int i;
    
    	if (rnd()%100 >= rate)
    		return 0;
    
    	sc = status_get_sc(bl);
    	if (!sc || sc->option&OPTION_MADOGEAR ) //Mado Gear cannot be divested [Ind]
    		return 0;
    
    	for (i = 0; i < ARRAYLENGTH(pos); i++) {
    		if (where&pos[i] && sc_def[i] > SC_NONE && sc->data[sc_def[i]])
    			where&=~pos[i];
    	}
    	if (!where) return 0;
    
    	for (i = 0; i < ARRAYLENGTH(pos); i++) {
    		if (where&pos[i] && !sc_start(src,bl, sc_atk[i], 100, lv, time))
    			where&=~pos[i];
    	}
    	return where?1:0;
    }
    
    /**
     * Used to knock back players, monsters, traps, etc
     * @param src Object that give knock back
     * @param target Object that receive knock back
     * @param count Number of knock back cell requested
     * @param dir Direction indicates the way OPPOSITE to the knockback direction (or -1 for default behavior)
     * @param flag
    		0x01 - position update packets must not be sent
    		0x02 - ignores players' special_state.no_knockback
    		These flags "return 'count' instead of 0 if target is cannot be knocked back":
    		0x04 - at WOE/BG map
    		0x08 - if target is MD_KNOCKBACK_IMMUNE
    		0x10 - if target has 'special_state.no_knockback'
    		0x20 - if target is in Basilica area
     * @return Number of knocked back cells done
     */
    short skill_blown(struct block_list* src, struct block_list* target, char count, int8 dir, unsigned char flag)
    {
    	int dx = 0, dy = 0;
    	uint8 reason = 0, checkflag = 0;
    	struct status_change *tsc = status_get_sc(target);
    
    	nullpo_ret(src);
    	nullpo_ret(target);
    
    	if (!count)
    		return count; // Actual knockback distance is 0.
    
    	// Create flag needed in unit_blown_immune
    	if(src != target)
    		checkflag |= 0x1; // Offensive
    	if(!(flag&0x2))
    		checkflag |= 0x2; // Knockback type
    	if(status_get_class_(src) == CLASS_BOSS)
    		checkflag |= 0x4; // Boss attack
    
    	// Get reason and check for flags
    	reason = unit_blown_immune(target, checkflag);
    	switch(reason) {
    		case 1: return ((flag&0x04) ? count : 0); // No knocking back in WoE / BG
    		case 2: return ((flag&0x08) ? count : 0); // Immune can't be knocked back
    		case 3: return ((flag&0x20) ? count : 0); // Basilica caster can't be knocked-back by normal monsters.
    		case 4: return ((flag&0x10) ? count : 0); // Target has special_state.no_knockback (equip)
    		case 5: return count; // Trap cannot be knocked back
    	}
    
    	if (dir == -1) // <optimized>: do the computation here instead of outside
    		dir = map_calc_dir(target, src->x, src->y); // Direction from src to target, reversed
    
    	if (dir >= 0 && dir < 8) { // Take the reversed 'direction' and reverse it
    		dx = -dirx[dir];
    		dy = -diry[dir];
    	}
    
    	if (tsc && tsc->data[SC_SU_STOOP]) // Any knockback will cancel it.
    		status_change_end(target, SC_SU_STOOP, INVALID_TIMER);
    
    	return unit_blown(target, dx, dy, count, flag);	// Send over the proper flag
    }
    
    // Checks if 'bl' should reflect back a spell cast by 'src'.
    // type is the type of magic attack: 0: indirect (aoe), 1: direct (targetted)
    // In case of success returns type of reflection, otherwise 0
    //		1 - Regular reflection (Maya)
    //		2 - SL_KAITE reflection
    static int skill_magic_reflect(struct block_list* src, struct block_list* bl, int type)
    {
    	struct status_change *sc = status_get_sc(bl);
    	struct map_session_data* sd = BL_CAST(BL_PC, bl);
    
    	if (!sc || !sc->data[SC_KYOMU]) { // Kyomu doesn't reflect
    		// Item-based reflection - Bypasses Boss check
    		if (sd && sd->bonus.magic_damage_return && type && rnd()%100 < sd->bonus.magic_damage_return)
    			return 1;
    	}
    
    	// Magic Mirror reflection - Bypasses Boss check
    	if (sc && sc->data[SC_MAGICMIRROR] && rnd()%100 < sc->data[SC_MAGICMIRROR]->val2)
    		return 1;
    
    	if( status_get_class_(src) == CLASS_BOSS )
    		return 1;
    
    	// status-based reflection
    	if( !sc || sc->count == 0 )
    		return 1;
    
    	// Kaite reflection - Does not bypass Boss check
    	if( sc->data[SC_KAITE] && (src->type == BL_PC || status_get_lv(src) <= 80) ) {
    		// Kaite only works against non-players if they are low-level.
    		// Kyomu doesn't disable Kaite, but the "skill fail chance" part of Kyomu applies to it.
    		clif_specialeffect(bl, 438, AREA);
    		if( --sc->data[SC_KAITE]->val2 <= 0 )
    			status_change_end(bl, SC_KAITE, INVALID_TIMER);
    		return 1;
    	}
    
    	return 0;
    }
    
    /**
     * Checks whether a skill can be used in combos or not
     * @param skill_id: Target skill
     * @return	0: Skill is not a combo
     *			1: Skill is a normal combo
     *			2: Skill is combo that prioritizes auto-target even if val2 is set 
     * @author Panikon
     */
    int skill_is_combo(uint16 skill_id) {
    	switch(skill_id) {
    		case MO_CHAINCOMBO:
    		case MO_COMBOFINISH:
    		case CH_TIGERFIST:
    		case CH_CHAINCRUSH:
    		case MO_EXTREMITYFIST:
    		case TK_TURNKICK:
    		case TK_STORMKICK:
    		case TK_DOWNKICK:
    		case TK_COUNTER:
    		case TK_JUMPKICK:
    		case HT_POWER:
    		case GC_COUNTERSLASH:
    		case GC_WEAPONCRUSH:
    		case SR_DRAGONCOMBO:
    			return 1;
    		case SR_FALLENEMPIRE:
    		case SR_TIGERCANNON:
    		case SR_GATEOFHELL:
    			return 2;
    	}
    	return 0;
    }
    
    /*
     * Combo handler, start stop combo status
     */
    void skill_combo_toogle_inf(struct block_list* bl, uint16 skill_id, int inf){
    	TBL_PC *sd = BL_CAST(BL_PC, bl);
    	switch (skill_id) {
    		case MH_MIDNIGHT_FRENZY:
    		case MH_EQC:
    			{
    				int skill_id2 = ((skill_id==MH_EQC)?MH_TINDER_BREAKER:MH_SONIC_CRAW);
    				short idx = hom_skill_get_index(skill_id2);
    				int flag = (inf?SKILL_FLAG_TMP_COMBO:SKILL_FLAG_PERMANENT);
    				TBL_HOM *hd = BL_CAST(BL_HOM, bl);
    				if (idx == -1)
    					break;
    				sd = hd->master;
    				hd->homunculus.hskill[idx].flag= flag;
    				if(sd) clif_homskillinfoblock(sd); //refresh info //@FIXME we only want to refresh one skill
    			}
    			break;
    		case MO_COMBOFINISH:
    		case CH_TIGERFIST:
    		case CH_CHAINCRUSH:
    			if (sd) clif_skillinfo(sd,MO_EXTREMITYFIST, inf);
    			break;
    		case TK_JUMPKICK:
    			if (sd) clif_skillinfo(sd,TK_JUMPKICK, inf);
    			break;
    		case MO_TRIPLEATTACK:
    			if (sd && pc_checkskill(sd, SR_DRAGONCOMBO) > 0)
    				clif_skillinfo(sd,SR_DRAGONCOMBO, inf);
    			break;
    		case SR_FALLENEMPIRE:
    			if (sd){
    				clif_skillinfo(sd,SR_GATEOFHELL, inf);
    				clif_skillinfo(sd,SR_TIGERCANNON, inf);
    			}
    			break;
    	}
    }
    
    void skill_combo(struct block_list* src,struct block_list *dsrc, struct block_list *bl, uint16 skill_id, uint16 skill_lv, int tick){
    	unsigned int duration = 0; //Set to duration the user can use a combo skill or 1 for aftercast delay of pre-skill
    	int nodelay = 0; //Set to 1 for no walk/attack delay, set to 2 for no walk delay
    	int target_id = bl->id; //Set to 0 if combo skill should not autotarget
    	struct status_change_entry *sce;
    	TBL_PC *sd = BL_CAST(BL_PC,src);
    	TBL_HOM *hd = BL_CAST(BL_HOM,src);
    	struct status_change *sc = status_get_sc(src);
    
    	if(sc == NULL) return;
    
    	//End previous combo state after skill is invoked
    	if ((sce = sc->data[SC_COMBO]) != NULL) {
    		switch (skill_id) {
    		case TK_TURNKICK:
    		case TK_STORMKICK:
    		case TK_DOWNKICK:
    		case TK_COUNTER:
    			if (sd && pc_famerank(sd->status.char_id,MAPID_TAEKWON)) {//Extend combo time.
    				sce->val1 = skill_id; //Update combo-skill
    				sce->val3 = skill_id;
    				if( sce->timer != INVALID_TIMER )
    					delete_timer(sce->timer, status_change_timer);
    				sce->timer = add_timer(tick+sce->val4, status_change_timer, src->id, SC_COMBO);
    				break;
    			}
    			unit_cancel_combo(src); // Cancel combo wait
    			break;
    		default:
    			if( src == dsrc ) // Ground skills are exceptions. [Inkfish]
    				status_change_end(src, SC_COMBO, INVALID_TIMER);
    		}
    	}
    
    	//start new combo
    	if (sd) { //player only
    		switch (skill_id) {
    		case MO_TRIPLEATTACK:
    			if (pc_checkskill(sd, MO_CHAINCOMBO) > 0 || pc_checkskill(sd, SR_DRAGONCOMBO) > 0) {
    				duration = 1;
    				target_id = 0; // Will target current auto-target instead
    			}
    			break;
    		case MO_CHAINCOMBO:
    			if (pc_checkskill(sd, MO_COMBOFINISH) > 0 && sd->spiritball > 0) {
    				duration = 1;
    				target_id = 0; // Will target current auto-target instead
    			}
    			break;
    		case MO_COMBOFINISH:
    			if (sd->status.party_id > 0) //bonus from SG_FRIEND [Komurka]
    				party_skill_check(sd, sd->status.party_id, MO_COMBOFINISH, skill_lv);
    			if (pc_checkskill(sd, CH_TIGERFIST) > 0 && sd->spiritball > 0) {
    				duration = 1;
    				target_id = 0; // Will target current auto-target instead
    			}
    		case CH_TIGERFIST:
    			if (!duration && pc_checkskill(sd, CH_CHAINCRUSH) > 0 && sd->spiritball > 1) {
    				duration = 1;
    				target_id = 0; // Will target current auto-target instead
    			}
    		case CH_CHAINCRUSH:
    			if (!duration && pc_checkskill(sd, MO_EXTREMITYFIST) > 0 && sd->spiritball > 0 && sd->sc.data[SC_EXPLOSIONSPIRITS]) {
    				duration = 1;
    				target_id = 0; // Will target current auto-target instead
    			}
    			break;
    		case AC_DOUBLE:
    			if (pc_checkskill(sd, HT_POWER)) {
    				duration = 2000;
    				nodelay = 1; //Neither gives walk nor attack delay
    				target_id = 0; //Does not need to be used on previous target
    			}
    			break;
    		case SR_DRAGONCOMBO:
    			if (pc_checkskill(sd, SR_FALLENEMPIRE) > 0)
    				duration = 1;
    			break;
    		case SR_FALLENEMPIRE:
    			if (pc_checkskill(sd, SR_TIGERCANNON) > 0 || pc_checkskill(sd, SR_GATEOFHELL) > 0)
    				duration = 1;
    			break;
    		}
    	}
    	else { //other
    		switch(skill_id) {
    		case MH_TINDER_BREAKER:
    		case MH_CBC:
    		case MH_SONIC_CRAW:
    		case MH_SILVERVEIN_RUSH:
    			if(hd->homunculus.spiritball > 0) duration = 2000;
    				nodelay = 1;
    			break;
    		case MH_EQC:
    		case MH_MIDNIGHT_FRENZY:
    			if(hd->homunculus.spiritball >= 2) duration = 2000;
    				nodelay = 1;
    			break;
    		}
    	}
    
    	if (duration) { //Possible to chain
    		if(sd && duration==1) duration = DIFF_TICK(sd->ud.canact_tick, tick); //Auto calc duration
    		duration = umax(status_get_amotion(src),duration); //Never less than aMotion
    		sc_start4(src,src,SC_COMBO,100,skill_id,target_id,nodelay,0,duration);
    		clif_combo_delay(src, duration);
    	}
    }
    
    /**
     * Copy skill by Plagiarism or Reproduce
     * @param src: The caster
     * @param bl: The target
     * @param skill_id: Skill that casted
     * @param skill_lv: Skill level of the casted skill
     */
    static void skill_do_copy(struct block_list* src,struct block_list *bl, uint16 skill_id, uint16 skill_lv)
    {
    	TBL_PC *tsd = BL_CAST(BL_PC, bl);
    
    	if (!tsd || (!pc_checkskill(tsd,RG_PLAGIARISM) && !pc_checkskill(tsd,SC_REPRODUCE)))
    		return;
    	//If SC_PRESERVE is active and SC__REPRODUCE is not active, nothing to do
    	else if (&tsd->sc && tsd->sc.data[SC_PRESERVE] && !tsd->sc.data[SC__REPRODUCE])
    		return;
    	else {
    		uint16 idx;
    		unsigned char lv;
    
    		skill_id = skill_dummy2skill_id(skill_id);
    
    		//Use skill index, avoiding out-of-bound array [Cydh]
    		if (!(idx = skill_get_index(skill_id)))
    			return;
    
    		switch (skill_isCopyable(tsd,idx)) {
    			case 1: //Copied by Plagiarism
    				{
    					if (tsd->cloneskill_idx > 0 && tsd->status.skill[tsd->cloneskill_idx].flag == SKILL_FLAG_PLAGIARIZED) {
    						clif_deleteskill(tsd,tsd->status.skill[tsd->cloneskill_idx].id);
    						tsd->status.skill[tsd->cloneskill_idx].id = 0;
    						tsd->status.skill[tsd->cloneskill_idx].lv = 0;
    						tsd->status.skill[tsd->cloneskill_idx].flag = SKILL_FLAG_PERMANENT;
    					}
    
    					lv = min(skill_lv,pc_checkskill(tsd,RG_PLAGIARISM)); //Copied level never be > player's RG_PLAGIARISM level
    
    					tsd->cloneskill_idx = idx;
    					pc_setglobalreg(tsd, add_str(SKILL_VAR_PLAGIARISM), skill_id);
    					pc_setglobalreg(tsd, add_str(SKILL_VAR_PLAGIARISM_LV), lv);
    				}
    				break;
    			case 2: //Copied by Reproduce
    				{
    					struct status_change *tsc = status_get_sc(bl);
    					//Already did SC check
    					//Skill level copied depends on Reproduce skill that used
    					lv = (tsc) ? tsc->data[SC__REPRODUCE]->val1 : 1;
    					if( tsd->reproduceskill_idx > 0 && tsd->status.skill[tsd->reproduceskill_idx].flag == SKILL_FLAG_PLAGIARIZED ) {
    						clif_deleteskill(tsd,tsd->status.skill[tsd->reproduceskill_idx].id);
    						tsd->status.skill[tsd->reproduceskill_idx].id = 0;
    						tsd->status.skill[tsd->reproduceskill_idx].lv = 0;
    						tsd->status.skill[tsd->reproduceskill_idx].flag = SKILL_FLAG_PERMANENT;
    					}
    
    					//Level dependent and limitation.
    					if (src->type == BL_PC) //If player, max skill level is skill_get_max(skill_id)
    						lv = min(lv,skill_get_max(skill_id));
    					else //Monster might used skill level > allowed player max skill lv. Ex. Drake with Waterball lv. 10
    						lv = min(lv,skill_lv);
    
    					tsd->reproduceskill_idx = idx;
    					pc_setglobalreg(tsd, add_str(SKILL_VAR_REPRODUCE), skill_id);
    					pc_setglobalreg(tsd, add_str(SKILL_VAR_REPRODUCE_LV), lv);
    				}
    				break;
    			default: return;
    		}
    		tsd->status.skill[idx].id = skill_id;
    		tsd->status.skill[idx].lv = lv;
    		tsd->status.skill[idx].flag = SKILL_FLAG_PLAGIARIZED;
    		clif_addskill(tsd,skill_id);
    	}
    }
    
    /**
     * Knockback the target on skill_attack
     * @param src is the master behind the attack
     * @param dsrc is the actual originator of the damage, can be the same as src, or a BL_SKILL
     * @param target is the target to be attacked.
     * @param blewcount
     * @param skill_id
     * @param skill_lv
     * @param damage
     * @param tick
     * @param flag can hold a bunch of information:
     */
    void skill_attack_blow(struct block_list *src, struct block_list *dsrc, struct block_list *target, uint8 blewcount, uint16 skill_id, uint16 skill_lv, int64 damage, unsigned int tick, int flag) {
    	int8 dir = -1; // Default direction
    	//Only knockback if it's still alive, otherwise a "ghost" is left behind. [Skotlex]
    	//Reflected spells do not bounce back (src == dsrc since it only happens for direct skills)
    	if (!blewcount || target == dsrc || status_isdead(target))
    		return;
    
    	// Skill specific direction
    	switch (skill_id) {
    		case MG_FIREWALL:
    		case GN_WALLOFTHORN:
    		case EL_FIRE_MANTLE:
    			dir = unit_getdir(target); // Backwards
    			break;
    		// This ensures the storm randomly pushes instead of exactly a cell backwards per official mechanics.
    		case WZ_STORMGUST:
    			if(!battle_config.stormgust_knockback)
    				dir = rnd()%8;
    			break;
    		case MC_CARTREVOLUTION:
    			if (battle_config.cart_revo_knockback)
    				dir = 6; // Official servers push target to the West
    			break;
    		case AC_SHOWER:
    		case WL_CRIMSONROCK:
    			if (!battle_config.arrow_shower_knockback && skill_id == AC_SHOWER)
    				dir = map_calc_dir(target, src->x, src->y);
    			else
    				dir = map_calc_dir(target, skill_area_temp[4], skill_area_temp[5]);
    			break;
    	}
    
    	// Blown-specific handling
    	switch( skill_id ) {
    		case LG_OVERBRAND_BRANDISH:
    			// Give knockback damage bonus only hits the wall. (bugreport:9096)
    			if (skill_blown(dsrc,target,blewcount,dir,0x04|0x08|0x10|0x20) < blewcount)
    				skill_addtimerskill(src, tick + status_get_amotion(src), target->id, 0, 0, LG_OVERBRAND_PLUSATK, skill_lv, BF_WEAPON, flag|SD_ANIMATION);
    			break;
    		case SR_KNUCKLEARROW:
    			// Ignore knockback damage bonus if in WOE (player cannot be knocked in WOE)
    			// Boss & Immune Knockback stay in place and don't get bonus damage
    			// Give knockback damage bonus only hits the wall. (bugreport:9096)
    			if (skill_blown(dsrc, target, blewcount, dir_ka, 0x02|0x04|0x08|0x10|0x20) < blewcount)
    				skill_addtimerskill(src, tick + 300 * ((flag&2) ? 1 : 2), target->id, 0, 0, skill_id, skill_lv, BF_WEAPON, flag|4);
    			dir_ka = -1;
    			break;
    		case RL_R_TRIP:
    			if (skill_blown(dsrc,target,blewcount,dir,0) < blewcount)
    				skill_addtimerskill(src, tick + status_get_amotion(src), target->id, 0, 0, RL_R_TRIP_PLUSATK, skill_lv, BF_WEAPON, flag|SD_ANIMATION);
    			break;
    		case RL_SLUGSHOT:
    			skill_blown(dsrc,target,blewcount,dir, 0);
    			skill_addtimerskill(src, tick + status_get_amotion(src), target->id, 0, 0, skill_id, skill_lv, skill_get_type(skill_id), flag|SD_ANIMATION);
    			break;
    		default:
    			skill_blown(dsrc,target,blewcount,dir, 0);
    			if (!blewcount && target->type == BL_SKILL && damage > 0) {
    				TBL_SKILL *su = (TBL_SKILL*)target;
    				if (su->group && su->group->skill_id == HT_BLASTMINE)
    					skill_blown(src, target, 3, -1, 0);
    			}
    			break;
    	}
    	clif_fixpos(target);
    }
    
    /*
     * =========================================================================
     * Does a skill attack with the given properties.
     * @param src is the master behind the attack (player/mob/pet)
     * @param dsrc is the actual originator of the damage, can be the same as src, or a BL_SKILL
     * @param bl is the target to be attacked.
     * @param flag can hold a bunch of information:
     *        flag&1
     *        flag&2 - Disable re-triggered by double casting
     *        flag&4 - Skip to blow target (because already knocked back before skill_attack somewhere)
     *        flag&8 - SC_COMBO state used to deal bonus damage
     *
     *        flag&0xFFF is passed to the underlying battle_calc_attack for processing.
     *             (usually holds number of targets, or just 1 for simple splash attacks)
     *
     *        flag&0xF000 - Values from enum e_skill_display
     *        flag&0x3F0000 - Values from enum e_battle_check_target
     * 
     *        flag&0x1000000 - Return 0 if damage was reflected
     *-------------------------------------------------------------------------*/
    int64 skill_attack (int attack_type, struct block_list* src, struct block_list *dsrc, struct block_list *bl, uint16 skill_id, uint16 skill_lv, unsigned int tick, int flag)
    {
    	struct Damage dmg;
    	struct status_data *sstatus, *tstatus;
    	struct status_change *sc, *tsc;
    	struct map_session_data *sd, *tsd;
    	int64 damage;
    	int8 rmdamage = 0;//magic reflected
    	int type;
    	enum e_damage_type dmg_type;
    	bool shadow_flag = false;
    	bool additional_effects = true;
    
    	if(skill_id > 0 && !skill_lv)
    		return 0;
    
    	nullpo_ret(src);	//Source is the master behind the attack (player/mob/pet)
    	nullpo_ret(dsrc);	//dsrc is the actual originator of the damage, can be the same as src, or a skill casted by src.
    	nullpo_ret(bl);		//Target to be attacked.
    
    	if (status_bl_has_mode(bl,MD_SKILL_IMMUNE) || (status_get_class(bl) == MOBID_EMPERIUM && !(skill_get_inf3(skill_id)&INF3_HIT_EMP)))
    		return 0;
    
    	if (src != dsrc) {
    		//When caster is not the src of attack, this is a ground skill, and as such, do the relevant target checking. [Skotlex]
    		if (!status_check_skilluse(battle_config.skill_caster_check?src:NULL, bl, skill_id, 2))
    			return 0;
    	} else if ((flag&SD_ANIMATION) && skill_get_nk(skill_id)&NK_SPLASH) {
    		//Note that splash attacks often only check versus the targetted mob, those around the splash area normally don't get checked for being hidden/cloaked/etc. [Skotlex]
    		if (!status_check_skilluse(src, bl, skill_id, 2))
    			return 0;
    	}
    
    	sd = BL_CAST(BL_PC, src);
    	tsd = BL_CAST(BL_PC, bl);
    
    	sstatus = status_get_status_data(src);
    	tstatus = status_get_status_data(bl);
    	sc= status_get_sc(src);
    	tsc= status_get_sc(bl);
    	if (tsc && !tsc->count)
    		tsc = NULL; //Don't need it.
    
    	 //Trick Dead protects you from damage, but not from buffs and the like, hence it's placed here.
    	if (tsc && tsc->data[SC_TRICKDEAD])
    		return 0;
    
    	//When Gravitational Field is active, damage can only be dealt by Gravitational Field and Autospells
    	if(sd && sc && sc->data[SC_GRAVITATION] && sc->data[SC_GRAVITATION]->val3 == BCT_SELF && skill_id != HW_GRAVITATION && !sd->state.autocast)
    		return 0;
    
    	dmg = battle_calc_attack(attack_type,src,bl,skill_id,skill_lv,flag&0xFFF);
    
    	//If the damage source is a unit, the damage is not delayed
    	if (src != dsrc && skill_id != GS_GROUNDDRIFT)
    		dmg.amotion = 0;
    
    	//! CHECKME: This check maybe breaks the battle_calc_attack, and maybe need better calculation.
    	// Adjusted to the new system [Skotlex]
    	if( src->type == BL_PET ) { // [Valaris]
    		struct pet_data *pd = (TBL_PET*)src;
    		if (pd->a_skill && pd->a_skill->div_ && pd->a_skill->id == skill_id) { //petskillattack2
    			if (battle_config.pet_ignore_infinite_def || !is_infinite_defense(bl,dmg.flag)) {
    				int element = skill_get_ele(skill_id, skill_lv);
    				/*if (skill_id == -1) Does it ever worked?
    					element = sstatus->rhw.ele;*/
    				if (element != ELE_NEUTRAL || !(battle_config.attack_attr_none&BL_PET))
    					dmg.damage = battle_attr_fix(src, bl, pd->a_skill->damage, element, tstatus->def_ele, tstatus->ele_lv);
    				else
    					dmg.damage = pd->a_skill->damage; // Fixed damage
    				
    			}
    			else
    				dmg.damage = 1*pd->a_skill->div_;
    			dmg.damage2 = 0;
    			dmg.div_= pd->a_skill->div_;
    		}
    	}
    
    	if( dmg.flag&BF_MAGIC && ( skill_id != NPC_EARTHQUAKE || (battle_config.eq_single_target_reflectable && (flag&0xFFF) == 1) ) )
    	{ // Earthquake on multiple targets is not counted as a target skill. [Inkfish]
    		if( (dmg.damage || dmg.damage2) && (type = skill_magic_reflect(src, bl, src==dsrc)) )
    		{	//Magic reflection, switch caster/target
    			struct block_list *tbl = bl;
    			rmdamage = 1;
    			bl = src;
    			src = tbl;
    			dsrc = tbl;
    			sd = BL_CAST(BL_PC, src);
    			tsd = BL_CAST(BL_PC, bl);
    			tsc = status_get_sc(bl);
    			if (tsc && !tsc->count)
    				tsc = NULL; //Don't need it.
    			/* bugreport:2564 flag&2 disables double casting trigger */
    			flag |= 2;
    			//Reflected magic damage will not cause the caster to be knocked back [Playtester]
    			flag |= 4;
    			//Spirit of Wizard blocks Kaite's reflection
    			if( type == 2 && tsc && tsc->data[SC_SPIRIT] && tsc->data[SC_SPIRIT]->val2 == SL_WIZARD )
    			{	//Consume one Fragment per hit of the casted skill? [Skotlex]
    				type = tsd?pc_search_inventory (tsd, ITEMID_FRAGMENT_OF_CRYSTAL):0;
    				if (type >= 0) {
    					if ( tsd )
    						pc_delitem(tsd, type, 1, 0, 1, LOG_TYPE_CONSUME);
    					dmg.damage = dmg.damage2 = 0;
    					dmg.dmg_lv = ATK_MISS;
    					tsc->data[SC_SPIRIT]->val3 = skill_id;
    					tsc->data[SC_SPIRIT]->val4 = dsrc->id;
    				}
    			} else if( type != 2 ) /* Kaite bypasses */
    				additional_effects = false;
    
    			// Official Magic Reflection Behavior : damage reflected depends on gears caster wears, not target
    #if MAGIC_REFLECTION_TYPE
    #ifdef RENEWAL
    			if( dmg.dmg_lv != ATK_MISS ) { //Wiz SL cancelled and consumed fragment
    #else
    			// issue:6415 in pre-renewal Kaite reflected the entire damage received
    			// regardless of caster's equipment (Aegis 11.1)
    			if( dmg.dmg_lv != ATK_MISS && type == 1 ) { //Wiz SL cancelled and consumed fragment
    #endif
    				short s_ele = skill_get_ele(skill_id, skill_lv);
    				dmg.damage = battle_attr_fix(bl, bl, dmg.damage, s_ele, status_get_element(bl), status_get_element_level(bl));
    
    				if( tsc && tsc->data[SC_ENERGYCOAT] ) {
    					struct status_data *status = status_get_status_data(bl);
    					int per = 100*status->sp / status->max_sp -1; //100% should be counted as the 80~99% interval
    					per /=20; //Uses 20% SP intervals.
    					//SP Cost: 1% + 0.5% per every 20% SP
    					if (!status_charge(bl, 0, (10+5*per)*status->max_sp/1000))
    						status_change_end(bl, SC_ENERGYCOAT, INVALID_TIMER);
    					//Reduction: 6% + 6% every 20%
    					dmg.damage -= dmg.damage * (6 * (1+per)) / 100;
    				}
    			}
    #endif
    		}
    
    		if(tsc && tsc->data[SC_MAGICROD] && src == dsrc && !rmdamage) {
    			int sp = skill_get_sp(skill_id,skill_lv);
    			dmg.damage = dmg.damage2 = 0;
    			dmg.dmg_lv = ATK_MISS; //This will prevent skil l additional effect from taking effect. [Skotlex]
    			sp = sp * tsc->data[SC_MAGICROD]->val2 / 100;
    			if(skill_id == WZ_WATERBALL && skill_lv > 1)
    				sp = sp/((skill_lv|1)*(skill_lv|1)); //Estimate SP cost of a single water-ball
    			status_heal(bl, 0, sp, 2);
    		}
    		if( (dmg.damage || dmg.damage2) && tsc && tsc->data[SC_HALLUCINATIONWALK] && rnd()%100 < tsc->data[SC_HALLUCINATIONWALK]->val3 ) {
    			dmg.damage = dmg.damage2 = 0;
    			dmg.dmg_lv = ATK_MISS;
    		}
    	}
    
    	damage = dmg.damage + dmg.damage2;
    
    	if( (skill_id == AL_INCAGI || skill_id == AL_BLESSING ||
    		skill_id == CASH_BLESSING || skill_id == CASH_INCAGI ||
    		skill_id == MER_INCAGI || skill_id == MER_BLESSING) && tsd->sc.data[SC_CHANGEUNDEAD] )
    		damage = 1;
    
    	if( damage && tsc && tsc->data[SC_GENSOU] && dmg.flag&BF_MAGIC ){
    		struct block_list *nbl;
    		nbl = battle_getenemyarea(bl,bl->x,bl->y,2,BL_CHAR,bl->id);
    		if( nbl ){ // Only one target is chosen.
    			damage = damage / 2; // Deflect half of the damage to a target nearby
    			clif_skill_damage(bl, nbl, tick, status_get_amotion(src), 0, status_fix_damage(bl,nbl,damage,0,0), dmg.div_, OB_OBOROGENSOU_TRANSITION_ATK, -1, DMG_SKILL);
    		}
    	}
    
    	//Skill hit type
    	dmg_type = (skill_id == 0) ? DMG_SPLASH : skill_get_hit(skill_id);
    
    	switch( skill_id ) {
    		case SC_TRIANGLESHOT:
    			if( rnd()%100 > (1 + skill_lv) )
    				dmg.blewcount = 0;
    			break;
    		default:
    			if (damage < dmg.div_ && skill_id != CH_PALMSTRIKE)
    				dmg.blewcount = 0; //only pushback when it hit for other
    			break;
    	}
    
    	switch( skill_id ) {
    		case CR_GRANDCROSS:
    		case NPC_GRANDDARKNESS:
    			if( battle_config.gx_disptype)
    				dsrc = src;
    			if( src == bl)
    				dmg_type = DMG_ENDURE;
    			else
    				flag|= SD_ANIMATION;
    			break;
    		case NJ_TATAMIGAESHI: //For correct knockback.
    			dsrc = src;
    			flag|= SD_ANIMATION;
    			break;
    		case TK_COUNTER: {	//bonus from SG_FRIEND [Komurka]
    			int level;
    			if( sd && sd->status.party_id > 0 && (level = pc_checkskill(sd,SG_FRIEND)) )
    				party_skill_check(sd, sd->status.party_id, TK_COUNTER,level);
    			}
    			break;
    		case SL_STIN:
    		case SL_STUN:
    			if (skill_lv >= 7) {
    				struct status_change *sc_cur = status_get_sc(src);
    				if (sc_cur && !sc_cur->data[SC_SMA])
    					sc_start(src,src,SC_SMA,100,skill_lv,skill_get_time(SL_SMA, skill_lv));
    			}
    			break;
    		case GS_FULLBUSTER:
    			if (sd) //Can't attack nor use items until skill's delay expires. [Skotlex]
    				sd->ud.attackabletime = sd->canuseitem_tick = sd->ud.canact_tick;
    			break;
    	}
    
    	//combo handling
    	skill_combo(src,dsrc,bl,skill_id,skill_lv,tick);
    
    	//Display damage.
    	switch( skill_id ) {
    		case PA_GOSPEL: //Should look like Holy Cross [Skotlex]
    			dmg.dmotion = clif_skill_damage(dsrc,bl,tick,dmg.amotion,dmg.dmotion, damage, dmg.div_, CR_HOLYCROSS, -1, DMG_SPLASH);
    			break;
    		//Skills that need be passed as a normal attack for the client to display correctly.
    		case HVAN_EXPLOSION:
    		case NPC_SELFDESTRUCTION:
    			if(src->type == BL_PC)
    				dmg.blewcount = 10;
    			dmg.amotion = 0; //Disable delay or attack will do no damage since source is dead by the time it takes effect. [Skotlex]
    			// fall through
    		case KN_AUTOCOUNTER:
    		case NPC_CRITICALSLASH:
    		case TF_DOUBLE:
    		case GS_CHAINACTION:
    			dmg.dmotion = clif_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,dmg.div_,dmg.type,dmg.damage2,false);
    			break;
    
    		case AS_SPLASHER:
    			if( flag&SD_ANIMATION ) // the surrounding targets
    				dmg.dmotion = clif_skill_damage(dsrc,bl,tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skill_id, -1, DMG_SPLASH); // needs -1 as skill level
    			else // the central target doesn't display an animation
    				dmg.dmotion = clif_skill_damage(dsrc,bl,tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skill_id, -2, DMG_SPLASH); // needs -2(!) as skill level
    			break;
    		case GN_SPORE_EXPLOSION:
    			dmg.dmotion = clif_skill_damage(dsrc, bl, tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skill_id, -1, DMG_SPLASH);
    			break;
    		case WL_HELLINFERNO:
    		case SR_EARTHSHAKER:
    			dmg.dmotion = clif_skill_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,1,skill_id,-2,DMG_SKILL);
    			break;
    		case WL_SOULEXPANSION:
    		case WL_COMET:
    		case KO_MUCHANAGE:
    		case NJ_HUUMA:
    			dmg.dmotion = clif_skill_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,dmg.div_,skill_id,skill_lv,DMG_MULTI_HIT);
    			break;
    		case WL_CHAINLIGHTNING_ATK:
    			dmg.dmotion = clif_skill_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,1,WL_CHAINLIGHTNING_ATK,-2,DMG_SKILL);
    			break;
    		case LG_SHIELDPRESS:
    			dmg.dmotion = clif_skill_damage(dsrc, bl, tick, status_get_amotion(src), dmg.dmotion, damage, dmg.div_, skill_id, -1, DMG_SKILL);
    			break;
    		case LG_OVERBRAND:
    		case LG_OVERBRAND_BRANDISH:
    			dmg.amotion = status_get_amotion(src) * 2;
    		case LG_OVERBRAND_PLUSATK:
    			dmg.dmotion = clif_skill_damage(dsrc,bl,tick,status_get_amotion(src),dmg.dmotion,damage,dmg.div_,skill_id,-1,DMG_SPLASH);
    			break;
    		case EL_FIRE_BOMB:
    		case EL_FIRE_BOMB_ATK:
    		case EL_FIRE_WAVE:
    		case EL_FIRE_WAVE_ATK:
    		case EL_FIRE_MANTLE:
    		case EL_CIRCLE_OF_FIRE:
    		case EL_FIRE_ARROW:
    		case EL_ICE_NEEDLE:
    		case EL_WATER_SCREW:
    		case EL_WATER_SCREW_ATK:
    		case EL_WIND_SLASH:
    		case EL_TIDAL_WEAPON:
    		case EL_ROCK_CRUSHER:
    		case EL_ROCK_CRUSHER_ATK:
    		case EL_HURRICANE:
    		case EL_HURRICANE_ATK:
    		case KO_BAKURETSU:
    		case GN_CRAZYWEED_ATK:
    		case NC_MAGMA_ERUPTION:
    			dmg.dmotion = clif_skill_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,dmg.div_,skill_id,-1,DMG_SPLASH);
    			break;
    		case GN_FIRE_EXPANSION_ACID:
    			dmg.dmotion = clif_skill_damage(dsrc, bl, tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, CR_ACIDDEMONSTRATION, skill_lv, DMG_MULTI_HIT);
    			break;
    		case GN_SLINGITEM_RANGEMELEEATK:
    			dmg.dmotion = clif_skill_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,dmg.div_,GN_SLINGITEM,-2,DMG_SKILL);
    			break;
    		case EL_STONE_RAIN:
    			dmg.dmotion = clif_skill_damage(dsrc,bl,tick,dmg.amotion,dmg.dmotion,damage,dmg.div_,skill_id,-1,(flag&1)?DMG_MULTI_HIT:DMG_SPLASH);
    			break;
    		case WM_SEVERE_RAINSTORM_MELEE:
    			dmg.dmotion = clif_skill_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,dmg.div_,WM_SEVERE_RAINSTORM,-2,DMG_SPLASH);
    			break;
    		case WM_REVERBERATION_MELEE:
    		case WM_REVERBERATION_MAGIC:
    			dmg.dmotion = clif_skill_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,dmg.div_,WM_REVERBERATION,-2,DMG_SKILL);
    			break;
    		case SR_TIGERCANNON:
    			dmg.dmotion = clif_skill_damage(src, bl, tick, status_get_amotion(bl), dmg.dmotion, damage, dmg.div_, skill_id, skill_lv, DMG_SKILL);
    			break;
    		case HT_CLAYMORETRAP:
    		case HT_BLASTMINE:
    		case HT_FLASHER:
    		case HT_FREEZINGTRAP:
    		case RA_CLUSTERBOMB:
    		case RA_FIRINGTRAP:
    		case RA_ICEBOUNDTRAP:
    			dmg.dmotion = clif_skill_damage(src, bl, tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skill_id, (flag&SD_LEVEL) ? -1 : skill_lv, DMG_SPLASH);
    			if( dsrc != src ) // avoid damage display redundancy
    				break;
    			//Fall through
    		case HT_LANDMINE:
    			dmg.dmotion = clif_skill_damage(dsrc,bl,tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skill_id, -1, dmg_type);
    			break;
    		case WZ_SIGHTBLASTER:
    			//Sightblaster should never call clif_skill_damage twice
    			dmg.dmotion = clif_skill_damage(src, bl, tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skill_id, (flag&SD_LEVEL) ? -1 : skill_lv, DMG_SPLASH);
    			break;
    		case RL_R_TRIP_PLUSATK:
    		case RL_BANISHING_BUSTER:
    		case RL_S_STORM:
    		case RL_SLUGSHOT:
    			dmg.dmotion = clif_skill_damage(dsrc,bl,tick,status_get_amotion(src),dmg.dmotion,damage,dmg.div_,skill_id,-1,DMG_SPLASH);
    			break;
    		case AB_DUPLELIGHT_MELEE:
    		case AB_DUPLELIGHT_MAGIC:
    			dmg.amotion = 300;/* makes the damage value not overlap with previous damage (when displayed by the client) */
    		case AS_GRIMTOOTH:
    			if( battle_config.anti_mayapurple_hack && sd )
    			{ // Show the user position (Anti WPE Filter)
    				sd->state.evade_antiwpefilter = 1;
    				map_foreachinrange(clif_insight_tbl2bl, src, AREA_SIZE, BL_PC, src);
    			}
    		default:
    			if( flag&SD_ANIMATION && dmg.div_ < 2 ) //Disabling skill animation doesn't works on multi-hit.
    				dmg_type = DMG_SPLASH;
    			if (src->type == BL_SKILL) {
    				TBL_SKILL *su = (TBL_SKILL*)src;
    				if (su->group && skill_get_inf2(su->group->skill_id)&INF2_TRAP) { // show damage on trap targets
    					clif_skill_damage(src, bl, tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skill_id, flag&SD_LEVEL ? -1 : skill_lv, DMG_SPLASH);
    					break;
    				}
    			}
    			if(rmdamage == 1){
    				if(dmg.div_ >= 3) dmg.div_ = 3;
    				dmg.dmotion = clif_skill_damage(dsrc,bl,0, dmg.amotion, dmg.dmotion, damage, dmg.div_, skill_id, -2,dmg_type);
    			} else {
    				dmg.dmotion = clif_skill_damage(dsrc,bl,tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skill_id, flag&SD_LEVEL?-1:skill_lv, dmg_type);
    			}
    			if( battle_config.anti_mayapurple_hack && sd && skill_id == AS_GRIMTOOTH )
    			{ // Hide the user again (Anti WPE Filter)
    				sd->state.evade_antiwpefilter = 0;
    				if( sd->sc.option&(OPTION_HIDE|OPTION_CLOAK) )
    					clif_clearunit_invisible(src);
    			}
    			break;
    	}
    
    	map_freeblock_lock();
    
    	if (bl->type == BL_PC && skill_id && skill_get_index(skill_id) > 0 && skill_db[skill_get_index(skill_id)]->copyable.option && //Only copy skill that copyable [Cydh]
    		dmg.flag&BF_SKILL && dmg.damage+dmg.damage2 > 0 && damage < status_get_hp(bl)) //Cannot copy skills if the blow will kill you. [Skotlex]
    		skill_do_copy(src,bl,skill_id,skill_lv);
    
    	if (dmg.dmg_lv >= ATK_MISS && (type = skill_get_walkdelay(skill_id, skill_lv)) > 0)
    	{	//Skills with can't walk delay also stop normal attacking for that
    		//duration when the attack connects. [Skotlex]
    		struct unit_data *ud = unit_bl2ud(src);
    		if (ud && DIFF_TICK(ud->attackabletime, tick + type) < 0)
    			ud->attackabletime = tick + type;
    	}
    
    	shadow_flag = skill_check_shadowform(bl, damage, dmg.div_);
    
    	// Instant damage
    	if( !dmg.amotion ) {
    		if( (!tsc || (!tsc->data[SC_DEVOTION] && skill_id != CR_REFLECTSHIELD && !tsc->data[SC_WATER_SCREEN_OPTION]) || skill_id == HW_GRAVITATION || skill_id == NPC_EVILLAND) && !shadow_flag )
    			status_fix_damage(src,bl,damage,dmg.dmotion,skill_id); //Deal damage before knockback to allow stuff like firewall+storm gust combo.
    		if( !status_isdead(bl) && additional_effects )
    			skill_additional_effect(src,bl,skill_id,skill_lv,dmg.flag,dmg.dmg_lv,tick);
    		if( damage > 0 ) //Counter status effects [Skotlex]
    			skill_counter_additional_effect(src,bl,skill_id,skill_lv,dmg.flag,tick);
    	}
    
    	// Blow!
    	if (!(flag&4))
    		skill_attack_blow(src, dsrc, bl, (uint8)dmg.blewcount, skill_id, skill_lv, damage, tick, flag);
    
    	// Delayed damage must be dealt after the knockback (it needs to know actual position of target)
    	if( dmg.amotion ) {
    		if( shadow_flag ) {
    			if( !status_isdead(bl) && additional_effects )
    				skill_additional_effect(src, bl, skill_id, skill_lv, dmg.flag, dmg.dmg_lv, tick);
    			if( dmg.flag > ATK_BLOCK )
    				skill_counter_additional_effect(src, bl, skill_id, skill_lv, dmg.flag, tick);
    		} else
    			battle_delay_damage(tick, dmg.amotion,src,bl,dmg.flag,skill_id,skill_lv,damage,dmg.dmg_lv,dmg.dmotion, additional_effects, false);
    	}
    
    	if (tsc && skill_id != PA_PRESSURE && skill_id != HW_GRAVITATION && skill_id != NPC_EVILLAND) {
    		if (tsc->data[SC_DEVOTION]) {
    			struct status_change_entry *sce = tsc->data[SC_DEVOTION];
    			struct block_list *d_bl = map_id2bl(sce->val1);
    
    			if (d_bl && (
    				(d_bl->type == BL_MER && ((TBL_MER*)d_bl)->master && ((TBL_MER*)d_bl)->master->bl.id == bl->id) ||
    				(d_bl->type == BL_PC && ((TBL_PC*)d_bl)->devotion[sce->val2] == bl->id)
    				) && check_distance_bl(bl, d_bl, sce->val3) )
    			{
    				if (!rmdamage) {
    					clif_damage(d_bl, d_bl, gettick(), 0, 0, damage, 0, DMG_NORMAL, 0, false);
    					status_fix_damage(NULL, d_bl, damage, 0, 0);
    				} else {
    					bool isDevotRdamage = false;
    
    					if (battle_config.devotion_rdamage && battle_config.devotion_rdamage > rnd()%100)
    						isDevotRdamage = true;
    					// If !isDevotRdamage, reflected magics are done directly on the target not on paladin
    					// This check is only for magical skill.
    					// For BF_WEAPON skills types track var rdamage and function battle_calc_return_damage
    					clif_damage(bl, (!isDevotRdamage) ? bl : d_bl, gettick(), 0, 0, damage, 0, DMG_NORMAL, 0, false);
    					status_fix_damage(bl, (!isDevotRdamage) ? bl : d_bl, damage, 0, 0);
    				}
    			} else {
    				status_change_end(bl, SC_DEVOTION, INVALID_TIMER);
    				if (!dmg.amotion)
    					status_fix_damage(src, bl, damage, dmg.dmotion, 0);
    			}
    		}
    		if (tsc->data[SC_WATER_SCREEN_OPTION]) {
    			struct status_change_entry *sce = tsc->data[SC_WATER_SCREEN_OPTION];
    			struct block_list *e_bl = map_id2bl(sce->val1);
    
    			if (e_bl) {
    				if (!rmdamage) {
    					clif_skill_damage(e_bl, e_bl, gettick(), 0, 0, damage, dmg.div_, skill_id, -1, skill_get_hit(skill_id));
    					status_fix_damage(NULL, e_bl, damage, 0, 0);
    				} else {
    					clif_skill_damage(bl, bl, gettick(), 0, 0, damage, dmg.div_, skill_id, -1, skill_get_hit(skill_id));
    					status_fix_damage(bl, bl, damage, 0, 0);
    				}
    			}
    		}
    	}
    
    	if(damage > 0 && !status_has_mode(tstatus,MD_STATUS_IMMUNE)) {
    		if( skill_id == RG_INTIMIDATE ) {
    			int rate = 50 + skill_lv * 5;
    			rate = rate + (status_get_lv(src) - status_get_lv(bl));
    			if(rnd()%100 < rate)
    				skill_addtimerskill(src,tick + 800,bl->id,0,0,skill_id,skill_lv,0,flag);
    		} else if( skill_id == SC_FATALMENACE )
    			skill_addtimerskill(src,tick + 800,bl->id,skill_area_temp[4],skill_area_temp[5],skill_id,skill_lv,0,flag);
    	}
    
    	if(skill_id == CR_GRANDCROSS || skill_id == NPC_GRANDDARKNESS)
    		dmg.flag |= BF_WEAPON;
    
    	if( sd && src != bl && damage > 0 && ( dmg.flag&BF_WEAPON ||
    		(dmg.flag&BF_MISC && (skill_id == RA_CLUSTERBOMB || skill_id == RA_FIRINGTRAP || skill_id == RA_ICEBOUNDTRAP)) ) )
    	{
    		if (battle_config.left_cardfix_to_right)
    			battle_drain(sd, bl, dmg.damage, dmg.damage, tstatus->race, tstatus->class_);
    		else
    			battle_drain(sd, bl, dmg.damage, dmg.damage2, tstatus->race, tstatus->class_);
    	}
    
    	if( damage > 0 ) { // Post-damage effects
    		switch( skill_id ) {
    			case GC_VENOMPRESSURE: {
    					struct status_change *ssc = status_get_sc(src);
    					if( ssc && ssc->data[SC_POISONINGWEAPON] && rnd()%100 < 70 + 5*skill_lv ) {
    						sc_start(src,bl,(enum sc_type)ssc->data[SC_POISONINGWEAPON]->val2,100,ssc->data[SC_POISONINGWEAPON]->val1,skill_get_time2(GC_POISONINGWEAPON, 1));
    						status_change_end(src,SC_POISONINGWEAPON,INVALID_TIMER);
    						clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
    					}
    				}
    				break;
    			case WM_METALICSOUND:
    				status_zap(bl, 0, damage*100/(100*(110-((sd) ? pc_checkskill(sd,WM_LESSON) : skill_get_max(WM_LESSON))*10)));
    				break;
    			case SR_TIGERCANNON:
    				status_zap(bl, 0, damage * 10 / 100);
    				break;
    		}
    		if( sd )
    			skill_onskillusage(sd, bl, skill_id, tick);
    	}
    
    	if (!(flag&2) &&
    		(
    			skill_id == MG_COLDBOLT || skill_id == MG_FIREBOLT || skill_id == MG_LIGHTNINGBOLT
    		) &&
    		(tsc = status_get_sc(src)) &&
    		tsc->data[SC_DOUBLECAST] &&
    		rnd() % 100 < tsc->data[SC_DOUBLECAST]->val2)
    	{
    //		skill_addtimerskill(src, tick + dmg.div_*dmg.amotion, bl->id, 0, 0, skill_id, skill_lv, BF_MAGIC, flag|2);
    		skill_addtimerskill(src, tick + dmg.amotion, bl->id, 0, 0, skill_id, skill_lv, BF_MAGIC, flag|2);
    	}
    
    	map_freeblock_unlock();
    
    	if ((flag&0x1000000) && rmdamage == 1)
    		return 0; //Should return 0 when damage was reflected
    
    	return damage;
    }
    
    /*==========================================
     * Sub function for recursive skill call.
     * Checking bl battle flag and display damage
     * then call func with source,target,skill_id,skill_lv,tick,flag
     *------------------------------------------*/
    typedef int (*SkillFunc)(struct block_list *, struct block_list *, int, int, unsigned int, int);
    int skill_area_sub(struct block_list *bl, va_list ap)
    {
    	struct block_list *src;
    	uint16 skill_id,skill_lv;
    	int flag;
    	unsigned int tick;
    	SkillFunc func;
    
    	nullpo_ret(bl);
    
    	src = va_arg(ap,struct block_list *);
    	skill_id = va_arg(ap,int);
    	skill_lv = va_arg(ap,int);
    	tick = va_arg(ap,unsigned int);
    	flag = va_arg(ap,int);
    	func = va_arg(ap,SkillFunc);
    
    	if (flag&BCT_WOS && src == bl)
    		return 0;
    
    	if(battle_check_target(src,bl,flag) > 0) {
    		// several splash skills need this initial dummy packet to display correctly
    		if (flag&SD_PREAMBLE && skill_area_temp[2] == 0)
    			clif_skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SKILL);
    
    		if (flag&(SD_SPLASH|SD_PREAMBLE))
    			skill_area_temp[2]++;
    
    		return 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;
    	uint16 skill_id,g_skill_id;
    
    	unit = (struct skill_unit *)bl;
    
    	if(bl->prev == NULL || bl->type != BL_SKILL)
    		return 0;
    
    	if(!unit->alive)
    		return 0;
    
    	skill_id = va_arg(ap,int);
    	g_skill_id = unit->group->skill_id;
    
    	switch (skill_id) {
    		case AL_PNEUMA: //Pneuma doesn't work even if just one cell overlaps with Land Protector
    			if(g_skill_id == SA_LANDPROTECTOR)
    				break;
    			//Fall through
    		case MH_STEINWAND:
    		case MG_SAFETYWALL:
    		case SC_MAELSTROM:
    			if(g_skill_id != MH_STEINWAND && g_skill_id != MG_SAFETYWALL && g_skill_id != AL_PNEUMA && g_skill_id != SC_MAELSTROM)
    				return 0;
    			break;
    		case AL_WARP:
    		case HT_SKIDTRAP:
    		case MA_SKIDTRAP:
    		case HT_LANDMINE:
    		case MA_LANDMINE:
    		case HT_ANKLESNARE:
    		case HT_SHOCKWAVE:
    		case HT_SANDMAN:
    		case MA_SANDMAN:
    		case HT_FLASHER:
    		case HT_FREEZINGTRAP:
    		case MA_FREEZINGTRAP:
    		case HT_BLASTMINE:
    		case HT_CLAYMORETRAP:
    		case HT_TALKIEBOX:
    		case HP_BASILICA:
    		case RA_ELECTRICSHOCKER:
    		case RA_CLUSTERBOMB:
    		case RA_MAGENTATRAP:
    		case RA_COBALTTRAP:
    		case RA_MAIZETRAP:
    		case RA_VERDURETRAP:
    		case RA_FIRINGTRAP:
    		case RA_ICEBOUNDTRAP:
    		case SC_DIMENSIONDOOR:
    		case SC_BLOODYLUST:
    		case WM_REVERBERATION:
    		case GN_THORNS_TRAP:
    		case GN_HELLS_PLANT:
    		case RL_B_TRAP:
    		case SC_ESCAPE:
    			//Non stackable on themselves and traps (including venom dust which does not has the trap inf2 set)
    			if (skill_id != g_skill_id && !(skill_get_inf2(g_skill_id)&INF2_TRAP) && g_skill_id != AS_VENOMDUST && g_skill_id != MH_POISON_MIST)
    				return 0;
    			break;
    		default: //Avoid stacking with same kind of trap. [Skotlex]
    			if (g_skill_id != skill_id)
    				return 0;
    			break;
    	}
    
    	return 1;
    }
    
    static int skill_check_unit_range (struct block_list *bl, int x, int y, uint16 skill_id, uint16 skill_lv)
    {
    	//Non players do not check for the skill's splash-trigger area.
    	int range = bl->type==BL_PC?skill_get_unit_range(skill_id, skill_lv):0;
    	int layout_type = skill_get_unit_layout_type(skill_id,skill_lv);
    	if (layout_type==-1 || layout_type>MAX_SQUARE_LAYOUT) {
    		ShowError("skill_check_unit_range: unsupported layout type %d for skill %d\n",layout_type,skill_id);
    		return 0;
    	}
    
    	range += layout_type;
    	return map_foreachinarea(skill_check_unit_range_sub,bl->m,x-range,y-range,x+range,y+range,BL_SKILL,skill_id);
    }
    
    static int skill_check_unit_range2_sub (struct block_list *bl, va_list ap)
    {
    	uint16 skill_id;
    
    	if(bl->prev == NULL)
    		return 0;
    
    	skill_id = va_arg(ap,int);
    
    	if( status_isdead(bl) && skill_id != AL_WARP )
    		return 0;
    
    	if( skill_id == HP_BASILICA && bl->type == BL_PC )
    		return 0;
    
    	if( skill_id == AM_DEMONSTRATION && bl->type == BL_MOB && ((TBL_MOB*)bl)->mob_id == MOBID_EMPERIUM )
    		return 0; //Allow casting Bomb/Demonstration Right under emperium [Skotlex]
    	return 1;
    }
    
    /**
     * Used to check range condition of the casted skill. Used if the skill has UF_NOFOOTSET or INF2_NO_NEARNPC
     * @param bl Object that casted skill
     * @param x Position x of the target
     * @param y Position y of the target
     * @param skill_id The casted skill
     * @param skill_lv The skill Lv
     * @param isNearNPC 'true' means, check the range between target and nearer NPC by using npc_isnear and range calculation [Cydh]
     * @return 0: No object (BL_CHAR or BL_PC) within the range. If 'isNearNPC' the target oject is BL_NPC
     */
    static int skill_check_unit_range2 (struct block_list *bl, int x, int y, uint16 skill_id, uint16 skill_lv, bool isNearNPC)
    {
    	int range = 0, type;
    
    	//Range for INF2_NO_NEARNPC is using skill splash value [Cydh]
    	if (isNearNPC)
    		range = skill_get_splash(skill_id,skill_lv);
    
    	//While checking INF2_NO_NEARNPC and the range from splash is 0, get the range from skill_unit range and layout. [Cydh]
    	if (!isNearNPC || !range) {
    		switch (skill_id) {	// to be expanded later
    			case WZ_ICEWALL:
    				range = 2;
    				break;
    			case SC_MANHOLE:
    			case GN_HELLS_PLANT:
    				range = 0;
    				break;
    			default: {
    					int layout_type = skill_get_unit_layout_type(skill_id,skill_lv);
    
    					if (layout_type == -1 || layout_type > MAX_SQUARE_LAYOUT) {
    						ShowError("skill_check_unit_range2: unsupported layout type %d for skill %d\n",layout_type,skill_id);
    						return 0;
    					}
    					range = skill_get_unit_range(skill_id,skill_lv) + layout_type;
    				}
    				break;
    		}
    	}
    
    	//Check the additional range [Cydh]
    	if (isNearNPC && skill_db[skill_get_index(skill_id)]->unit_nonearnpc_range)
    		range += skill_db[skill_get_index(skill_id)]->unit_nonearnpc_range;
    
    	if (!isNearNPC) { //Doesn't check the NPC range
    		//If the caster is a monster/NPC, only check for players. Otherwise just check characters
    		if (bl->type == BL_PC)
    			type = BL_CHAR;
    		else
    			type = BL_PC;
    	} else
    		type = BL_NPC;
    
    	return (!isNearNPC) ?
    		//!isNearNPC is used for UF_NOFOOTSET, regardless the NPC position, only check the BL_CHAR or BL_PC
    		map_foreachinarea(skill_check_unit_range2_sub,bl->m,x - range,y - range,x + range,y + range,type,skill_id):
    		//isNearNPC is used to check range from NPC
    		map_foreachinarea(npc_isnear_sub,bl->m,x - range,y - range,x + range,y + range,type,skill_id);
    }
    
    /*==========================================
     * Checks that you have the requirements for casting a skill for homunculus/mercenary.
     * Flag:
     * &1: finished casting the skill (invoke hp/sp/item consumption)
     * &2: picked menu entry (Warp Portal, Teleport and other menu based skills)
     *------------------------------------------*/
    static int skill_check_condition_mercenary(struct block_list *bl, int skill, int lv, int type)
    {
    	struct status_data *status;
    	struct map_session_data *sd = NULL;
    	int i, hp, sp, hp_rate, sp_rate, state, mhp;
    	uint16 idx;
    	int itemid[MAX_SKILL_ITEM_REQUIRE],amount[ARRAYLENGTH(itemid)],index[ARRAYLENGTH(itemid)];
    
    	nullpo_ret(bl);
    
    	switch( bl->type )
    	{
    		case BL_HOM: sd = ((TBL_HOM*)bl)->master; break;
    		case BL_MER: sd = ((TBL_MER*)bl)->master; break;
    	}
    
    	status = status_get_status_data(bl);
    	if( (idx = skill_get_index(skill)) == 0 )
    		return 0;
    
    	lv = cap_value(lv, 1, MAX_SKILL_LEVEL);
    
    	// Requirements
    	for( i = 0; i < ARRAYLENGTH(itemid); i++ )
    	{
    		itemid[i] = skill_db[idx]->require.itemid[i];
    		amount[i] = skill_db[idx]->require.amount[i];
    	}
    	hp = skill_db[idx]->require.hp[lv-1];
    	sp = skill_db[idx]->require.sp[lv-1];
    	hp_rate = skill_db[idx]->require.hp_rate[lv-1];
    	sp_rate = skill_db[idx]->require.sp_rate[lv-1];
    	state = skill_db[idx]->require.state;
    	if( (mhp = skill_db[idx]->require.mhp[lv-1]) > 0 )
    		hp += (status->max_hp * mhp) / 100;
    	if( hp_rate > 0 )
    		hp += (status->hp * hp_rate) / 100;
    	else
    		hp += (status->max_hp * (-hp_rate)) / 100;
    	if( sp_rate > 0 )
    		sp += (status->sp * sp_rate) / 100;
    	else
    		sp += (status->max_sp * (-sp_rate)) / 100;
    
    	if( bl->type == BL_HOM )
    	{ // Intimacy Requeriments
    		struct homun_data *hd = BL_CAST(BL_HOM, bl);
    		switch( skill )
    		{
    			case HFLI_SBR44:
    				if( hd->homunculus.intimacy <= 200 ) // hom_intimacy_grade2intimacy(HOMGRADE_HATE_WITH_PASSION)
    					return 0;
    				break;
    			case HVAN_EXPLOSION:
    				if( hd->homunculus.intimacy < (unsigned int)battle_config.hvan_explosion_intimate )
    					return 0;
    				break;
    		}
    	}
    
    	if( !(type&2) )
    	{
    		if( hp > 0 && status->hp <= (unsigned int)hp )
    		{
    			clif_skill_fail(sd, skill, USESKILL_FAIL_HP_INSUFFICIENT, 0);
    			return 0;
    		}
    		if( sp > 0 && status->sp <= (unsigned int)sp )
    		{
    			clif_skill_fail(sd, skill, USESKILL_FAIL_SP_INSUFFICIENT, 0);
    			return 0;
    		}
    	}
    
    	if( !type )
    		switch( state )
    		{
    			case ST_MOVE_ENABLE:
    				if( !unit_can_move(bl) )
    				{
    					clif_skill_fail(sd, skill, USESKILL_FAIL_LEVEL, 0);
    					return 0;
    				}
    				break;
    		}
    	if( !(type&1) )
    		return 1;
    
    	// Check item existences
    	for( i = 0; i < ARRAYLENGTH(itemid); i++ )
    	{
    		index[i] = -1;
    		if( itemid[i] < 1 ) continue; // No item
    		index[i] = pc_search_inventory(sd, itemid[i]);
    		if( index[i] < 0 || sd->status.inventory[index[i]].amount < amount[i] )
    		{
    			clif_skill_fail(sd, skill, USESKILL_FAIL_LEVEL, 0);
    			return 0;
    		}
    	}
    
    	// Consume items
    	for( i = 0; i < ARRAYLENGTH(itemid); i++ )
    	{
    		if( index[i] >= 0 ) pc_delitem(sd, index[i], amount[i], 0, 1, LOG_TYPE_CONSUME);
    	}
    
    	if( type&2 )
    		return 1;
    
    	if( sp || hp )
    		status_zap(bl, hp, sp);
    
    	return 1;
    }
    
    /*==========================================
     *
     *------------------------------------------*/
    int skill_area_sub_count (struct block_list *src, struct block_list *target, uint16 skill_id, uint16 skill_lv, unsigned int tick, int flag)
    {
    	switch (skill_id) {
    		case RL_QD_SHOT:
    			{
    				if (src->type == BL_PC && BL_CAST(BL_PC,src)) {
    					struct unit_data *ud = unit_bl2ud(src);
    					if (ud && ud->target == target->id)
    						return 1;
    				}
    			}
    		case RL_D_TAIL:
    		case RL_HAMMER_OF_GOD:
    			if (src->type != BL_PC)
    				return 0;
    			{
    				struct status_change *tsc = status_get_sc(target);
    				// Only counts marked target with SC_C_MARKER by caster
    				if (!tsc || !tsc->data[SC_C_MARKER] || tsc->data[SC_C_MARKER]->val2 != src->id)
    					return 0;
    			}
    			break;
    	}
    	return 1;
    }
    
    /*==========================================
     *
     *------------------------------------------*/
    static int skill_timerskill(int tid, unsigned int tick, int id, intptr_t data)
    {
    	struct block_list *src = map_id2bl(id),*target;
    	struct unit_data *ud = unit_bl2ud(src);
    	struct skill_timerskill *skl;
    	struct skill_unit *unit = NULL;
    	int range;
    
    	nullpo_ret(src);
    	nullpo_ret(ud);
    	skl = ud->skilltimerskill[data];
    	nullpo_ret(skl);
    	ud->skilltimerskill[data] = NULL;
    
    	do {
    		if(src->prev == NULL)
    			break; // Source not on Map
    		if(skl->target_id) {
    			target = map_id2bl(skl->target_id);
    			if( ( skl->skill_id == RG_INTIMIDATE || skl->skill_id == SC_FATALMENACE ) && (!target || target->prev == NULL || !check_distance_bl(src,target,AREA_SIZE)) )
    				target = src; //Required since it has to warp.
    
    			if (skl->skill_id == SR_SKYNETBLOW) {
    				skill_area_temp[1] = 0;
    				clif_skill_damage(src,src,tick,status_get_amotion(src),0,-30000,1,skl->skill_id,skl->skill_lv,DMG_SKILL);
    				map_foreachinrange(skill_area_sub,src,skill_get_splash(skl->skill_id,skl->skill_lv),BL_CHAR|BL_SKILL,src,
    					skl->skill_id,skl->skill_lv,tick,skl->flag|BCT_ENEMY|SD_SPLASH|1,skill_castend_damage_id);
    				break;
    			}
    
    			if(target == NULL)
    				break; // Target offline?
    			if(target->prev == NULL)
    				break; // Target not on Map
    			if(src->m != target->m)
    				break; // Different Maps
    
    			if(status_isdead(src)) {
    				switch(skl->skill_id) {
    					case WL_CHAINLIGHTNING_ATK:
    					case WL_TETRAVORTEX_FIRE:
    					case WL_TETRAVORTEX_WATER:
    					case WL_TETRAVORTEX_WIND:
    					case WL_TETRAVORTEX_GROUND:
    					// For SR_FLASHCOMBO
    					case SR_DRAGONCOMBO:
    					case SR_FALLENEMPIRE:
    					case SR_TIGERCANNON:
    					case SR_SKYNETBLOW:
    						break; // Exceptions
    					default:
    						continue; // Caster is Dead
    				}
    			}
    			if(status_isdead(target) && skl->skill_id != RG_INTIMIDATE && skl->skill_id != WZ_WATERBALL)
    				break;
    
    			switch(skl->skill_id) {
    				case KN_AUTOCOUNTER:
    					clif_skill_nodamage(src,target,skl->skill_id,skl->skill_lv,1);
    					break;
    				case RG_INTIMIDATE:
    					if (unit_warp(src,-1,-1,-1,CLR_TELEPORT) == 0) {
    						short x,y;
    						map_search_freecell(src, 0, &x, &y, 1, 1, 0);
    						if (target != src && !status_isdead(target))
    							unit_warp(target, -1, x, y, CLR_TELEPORT);
    					}
    					break;
    				case BA_FROSTJOKER:
    				case DC_SCREAM:
    					range= skill_get_splash(skl->skill_id, skl->skill_lv);
    					map_foreachinarea(skill_frostjoke_scream,skl->map,skl->x-range,skl->y-range,
    						skl->x+range,skl->y+range,BL_CHAR,src,skl->skill_id,skl->skill_lv,tick);
    					break;
    				case PR_LEXDIVINA:
    					if (src->type == BL_MOB) {
    						// Monsters use the default duration when casting Lex Divina
    						sc_start(src, target, status_skill2sc(skl->skill_id), skl->type, skl->skill_lv, skill_get_time2(status_sc2skill(status_skill2sc(skl->skill_id)), 1));
    						break;
    					}
    					// Fall through
    				case PR_STRECOVERY:
    				case BS_HAMMERFALL:
    					sc_start(src, target, status_skill2sc(skl->skill_id), skl->type, skl->skill_lv, skill_get_time2(skl->skill_id, skl->skill_lv));
    					break;
    				case NPC_EARTHQUAKE:
    					if( skl->type > 1 )
    						skill_addtimerskill(src,tick+250,src->id,0,0,skl->skill_id,skl->skill_lv,skl->type-1,skl->flag);
    					skill_area_temp[0] = map_foreachinrange(skill_area_sub, src, skill_get_splash(skl->skill_id, skl->skill_lv), BL_CHAR, src, skl->skill_id, skl->skill_lv, tick, BCT_ENEMY, skill_area_sub_count);
    					skill_area_temp[1] = src->id;
    					skill_area_temp[2] = 0;
    					map_foreachinrange(skill_area_sub, src, skill_get_splash(skl->skill_id, skl->skill_lv), splash_target(src), src, skl->skill_id, skl->skill_lv, tick, skl->flag, skill_castend_damage_id);
    					break;
    				case WZ_WATERBALL:
    				{
    					//Get the next waterball cell to consume
    					struct s_skill_unit_layout *layout;
    					int i;
    					layout = skill_get_unit_layout(skl->skill_id, skl->skill_lv, src, skl->x, skl->y);
    					for (i = skl->type; i >= 0 && i < layout->count; i++) {
    						int ux = skl->x + layout->dx[i];
    						int uy = skl->y + layout->dy[i];
    						unit = map_find_skill_unit_oncell(src, ux, uy, WZ_WATERBALL, NULL, 0);
    						if (unit)
    							break;
    					}
    				}	// Fall through
    				case WZ_JUPITEL:
    					// Official behaviour is to hit as long as there is a line of sight, regardless of distance
    					if (skl->type > 0 && !status_isdead(target) && path_search_long(NULL,src->m,src->x,src->y,target->x,target->y,CELL_CHKWALL)) {
    						// Apply canact delay here to prevent hacks (unlimited casting)
    						ud->canact_tick = max(tick + status_get_amotion(src), ud->canact_tick);
    						skill_attack(BF_MAGIC, src, src, target, skl->skill_id, skl->skill_lv, tick, skl->flag);
    					}
    					if (unit && !status_isdead(target) && !status_isdead(src)) {
    						skill_delunit(unit); // Consume unit for next waterball
    						//Timer will continue and walkdelay set until target is dead, even if there is currently no line of sight
    						unit_set_walkdelay(src, tick, TIMERSKILL_INTERVAL, 1);
    						skill_addtimerskill(src,tick+TIMERSKILL_INTERVAL,target->id,skl->x,skl->y,skl->skill_id,skl->skill_lv,skl->type+1,skl->flag);
    					} else {
    						struct status_change *sc = status_get_sc(src);
    						if(sc) {
    							if(sc->data[SC_SPIRIT] &&
    								sc->data[SC_SPIRIT]->val2 == SL_WIZARD &&
    								sc->data[SC_SPIRIT]->val3 == skl->skill_id)
    								sc->data[SC_SPIRIT]->val3 = 0; //Clear bounced spell check.
    						}
    					}
    					break;
    				case WL_CHAINLIGHTNING_ATK: {
    						skill_attack(BF_MAGIC,src,src,target,skl->skill_id,skl->skill_lv,tick,skl->flag); // Hit a Lightning on the current Target
    						skill_toggle_magicpower(src, skl->skill_id); // Only the first hit will be amplified
    						if( skl->type < (4 + skl->skill_lv - 1) && skl->x < 3  )
    						{ // Remaining Chains Hit
    							struct block_list *nbl = NULL; // Next Target of Chain
    							nbl = battle_getenemyarea(src, target->x, target->y, (skl->type>2)?2:3, // After 2 bounces, it will bounce to other targets in 7x7 range.
    									BL_CHAR|BL_SKILL, target->id); // Search for a new Target around current one...
    							if( nbl == NULL )
    								skl->x++;
    							else
    								skl->x = 0;							
    							skill_addtimerskill(src, tick + 651, (nbl?nbl:target)->id, skl->x, 0, WL_CHAINLIGHTNING_ATK, skl->skill_lv, skl->type + 1, skl->flag);
    						}
    					}
    					break;
    				case WL_TETRAVORTEX_FIRE:
    				case WL_TETRAVORTEX_WATER:
    				case WL_TETRAVORTEX_WIND:
    				case WL_TETRAVORTEX_GROUND:
    					clif_skill_nodamage(src,target,skl->skill_id,skl->skill_lv,1);
    					skill_attack(BF_MAGIC,src,src,target,skl->skill_id,skl->skill_lv,tick,skl->flag|SD_ANIMATION);
    					if (skl->type >= 3) { // Final Hit
    						if (!status_isdead(target)) { // Final Status Effect
    							int effects[4] = { SC_BURNING, SC_FREEZING, SC_BLEEDING, SC_STUN },
    								applyeffects[4] = { 0, 0, 0, 0 },
    								i, j = 0, k = 0;
    							for(i = 1; i <= 8; i = i + i) {
    								if (skl->x&i) {
    									applyeffects[j] = effects[k];
    									j++;
    								}
    								k++;
    							}
    							if (j) {
    								i = applyeffects[rnd()%j];
    								status_change_start(src, target, i, 10000, skl->skill_lv,
    									(i == SC_BURNING ? 1000 : (i == SC_BLEEDING ? src->id : 0)),
    									(i == SC_BURNING ? src->id : 0), 0,
    									(i == SC_BURNING ? 15000 : (i == SC_FREEZING ? 40000 :
    									(i == SC_BLEEDING ? 120000 : 5000))), SCSTART_NONE);
    							}
    						}
    					}
    					break;
    				case WM_REVERBERATION_MELEE:
    				case WM_REVERBERATION_MAGIC:
    					skill_castend_damage_id(src,target,skl->skill_id,skl->skill_lv,tick,skl->flag);
    					break;
    				case SC_FATALMENACE:
    					if( src == target ) // Casters Part
    						unit_warp(src, -1, skl->x, skl->y, CLR_TELEPORT);
    					else { // Target's Part
    						short x = skl->x, y = skl->y;
    						map_search_freecell(NULL, target->m, &x, &y, 2, 2, 1);
    						unit_warp(target,-1,x,y,CLR_TELEPORT);
    					}
    					break;
    				case LG_MOONSLASHER:
    				case SR_WINDMILL:
    					if( target->type == BL_PC ) {
    						struct map_session_data *tsd = NULL;
    						if( (tsd = ((TBL_PC*)target)) && !pc_issit(tsd) ) {
    							pc_setsit(tsd);
    							skill_sit(tsd, 1);
    							clif_sitting(&tsd->bl,true);
    						}
    					}
    					break;
    				case SR_KNUCKLEARROW:
    					skill_attack(BF_WEAPON, src, src, target, skl->skill_id, skl->skill_lv, tick, skl->flag|SD_LEVEL);
    					break;
    				case GN_SPORE_EXPLOSION:
    					clif_skill_damage(src, target, tick, status_get_amotion(src), 0, -30000, 1, skl->skill_id, skl->skill_lv, DMG_SKILL);
    					map_foreachinrange(skill_area_sub, target, skill_get_splash(skl->skill_id, skl->skill_lv), BL_CHAR,
    									   src, skl->skill_id, skl->skill_lv, 0, skl->flag|1|BCT_ENEMY, skill_castend_damage_id);
    					break;
    				case CH_PALMSTRIKE:
    					{
    						struct status_change* tsc = status_get_sc(target);
    						struct status_change* sc = status_get_sc(src);
    						if( ( tsc && tsc->option&OPTION_HIDE ) ||
    							( sc && sc->option&OPTION_HIDE ) ){
    							skill_blown(src,target,skill_get_blewcount(skl->skill_id, skl->skill_lv), -1, 0);
    							break;
    						}
    						skill_attack(skl->type,src,src,target,skl->skill_id,skl->skill_lv,tick,skl->flag);
    						break;
    					}
    				// For SR_FLASHCOMBO
    				case SR_DRAGONCOMBO:
    				case SR_FALLENEMPIRE:
    				case SR_TIGERCANNON:
    				case SR_SKYNETBLOW:
    					if( src->type == BL_PC ) {
    						if( distance_xy(src->x, src->y, target->x, target->y) >= 3 )
    							break;
    						skill_castend_damage_id(src, target, skl->skill_id, pc_checkskill(((TBL_PC *)src), skl->skill_id), tick, 0);
    					}
    					break;
    				case RL_SLUGSHOT:
    					if (target->type == BL_PC)
    						sc_start(src, target, SC_SITDOWN_FORCE, 100, skl->skill_lv, skill_get_time(skl->skill_id, skl->skill_lv));
    					break;
    				default:
    					skill_attack(skl->type,src,src,target,skl->skill_id,skl->skill_lv,tick,skl->flag);
    					break;
    			}
    		}
    		else {
    			if(src->m != skl->map)
    				break;
    			switch( skl->skill_id )
    			{				
    				case WZ_METEOR:
    					if( skl->type >= 0 )
    					{
    						int x = skl->type>>16, y = skl->type&0xFFFF;
    						if( path_search_long(NULL, src->m, src->x, src->y, x, y, CELL_CHKWALL) )
    							skill_unitsetting(src,skl->skill_id,skl->skill_lv,x,y,skl->flag);
    						if( path_search_long(NULL, src->m, src->x, src->y, skl->x, skl->y, CELL_CHKWALL) )
    							clif_skill_poseffect(src,skl->skill_id,skl->skill_lv,skl->x,skl->y,tick);
    					}
    					else if( path_search_long(NULL, src->m, src->x, src->y, skl->x, skl->y, CELL_CHKWALL) )
    						skill_unitsetting(src,skl->skill_id,skl->skill_lv,skl->x,skl->y,skl->flag);
    					break;
    					
    				case GN_CRAZYWEED_ATK:
    					{
    						int dummy = 1, i = skill_get_unit_range(skl->skill_id,skl->skill_lv);
    						map_foreachinarea(skill_cell_overlap, src->m, skl->x-i, skl->y-i, skl->x+i, skl->y+i, BL_SKILL, skl->skill_id, &dummy, src);
    					}
    				case WL_EARTHSTRAIN:
    					skill_unitsetting(src,skl->skill_id,skl->skill_lv,skl->x,skl->y,(skl->type<<16)|skl->flag);
    					break;
    				case LG_OVERBRAND_BRANDISH: {
    						int i, dir = map_calc_dir(src,skl->x,skl->y);
    						int x = src->x, y = src->y;
    						struct s_skill_nounit_layout *layout = skill_get_nounit_layout(skl->skill_id,skl->skill_lv,src,x,y,dir);
    
    						for( i = 0; i < layout->count; i++ )
    							map_foreachincell(skill_area_sub,src->m,x+layout->dx[i],y+layout->dy[i],BL_CHAR,src,skl->skill_id,skl->skill_lv,tick,skl->flag|BCT_ENEMY|SD_ANIMATION|1,skill_castend_damage_id);
    					}
    					break;
    				case RL_FIRE_RAIN: {
    						int dummy = 1, i = skill_get_splash(skl->skill_id,skl->skill_lv);
    
    						map_foreachinarea(skill_cell_overlap,src->m,skl->x-i,skl->y-i,skl->x+i,skl->y+i,BL_SKILL,skl->skill_id,&dummy,src);
    						skill_unitsetting(src,skl->skill_id,skl->skill_lv,skl->x,skl->y,0);
    					}
    					break;
    				case RL_FALLEN_ANGEL:
    					{
    						struct map_session_data *sd = (src->type == BL_PC) ? map_id2sd(src->id): NULL;
    						if (sd) {
    							if (!skill_check_condition_castend(sd,GS_DESPERADO,skl->skill_lv))
    								break;
    							sd->state.autocast = 1;
    						}
    						skill_castend_pos2(src,skl->x,skl->y,GS_DESPERADO,skl->skill_lv,tick,skl->flag);
    						if (sd) {
    							battle_consume_ammo(sd,GS_DESPERADO,skl->skill_lv);
    							sd->state.autocast = 0;
    						}
    					}
    					break;
    				case NC_MAGMA_ERUPTION:
    					skill_unitsetting(src,skl->skill_id,skl->skill_lv,skl->x,skl->y,0);
    					break;
    			}
    		}
    	} while (0);
    	//Free skl now that it is no longer needed.
    	ers_free(skill_timer_ers, skl);
    	return 0;
    }
    
    /*==========================================
     *
     *------------------------------------------*/
    int skill_addtimerskill (struct block_list *src, unsigned int tick, int target, int x,int y, uint16 skill_id, uint16 skill_lv, int type, int flag)
    {
    	int i;
    	struct unit_data *ud;
    	nullpo_retr(1, src);
    	if (src->prev == NULL)
    		return 0;
    	ud = unit_bl2ud(src);
    	nullpo_retr(1, ud);
    
    	ARR_FIND( 0, MAX_SKILLTIMERSKILL, i, ud->skilltimerskill[i] == 0 );
    	if( i == MAX_SKILLTIMERSKILL ) return 1;
    
    	ud->skilltimerskill[i] = ers_alloc(skill_timer_ers, struct skill_timerskill);
    	ud->skilltimerskill[i]->timer = add_timer(tick, skill_timerskill, src->id, i);
    	ud->skilltimerskill[i]->src_id = src->id;
    	ud->skilltimerskill[i]->target_id = target;
    	ud->skilltimerskill[i]->skill_id = skill_id;
    	ud->skilltimerskill[i]->skill_lv = skill_lv;
    	ud->skilltimerskill[i]->map = src->m;
    	ud->skilltimerskill[i]->x = x;
    	ud->skilltimerskill[i]->y = y;
    	ud->skilltimerskill[i]->type = type;
    	ud->skilltimerskill[i]->flag = flag;
    	return 0;
    }
    
    /*==========================================
     *
     *------------------------------------------*/
    int skill_cleartimerskill (struct block_list *src)
    {
    	int i;
    	struct unit_data *ud;
    	nullpo_ret(src);
    	ud = unit_bl2ud(src);
    	nullpo_ret(ud);
    
    	for(i=0;i<MAX_SKILLTIMERSKILL;i++) {
    		if(ud->skilltimerskill[i]) {
    			switch(ud->skilltimerskill[i]->skill_id) {
    				case WL_TETRAVORTEX_FIRE:
    				case WL_TETRAVORTEX_WATER:
    				case WL_TETRAVORTEX_WIND:
    				case WL_TETRAVORTEX_GROUND:
    				// For SR_FLASHCOMBO
    				case SR_DRAGONCOMBO:
    				case SR_FALLENEMPIRE:
    				case SR_TIGERCANNON:
    				case SR_SKYNETBLOW:
    					continue;
    			}
    			delete_timer(ud->skilltimerskill[i]->timer, skill_timerskill);
    			ers_free(skill_timer_ers, ud->skilltimerskill[i]);
    			ud->skilltimerskill[i]=NULL;
    		}
    	}
    	return 1;
    }
    static int skill_active_reverberation(struct block_list *bl, va_list ap) {
    	struct skill_unit *su = (TBL_SKILL*)bl;
    	struct skill_unit_group *sg = NULL;
    
    	nullpo_ret(su);
    
    	if (bl->type != BL_SKILL)
    		return 0;
    	if (su->alive && (sg = su->group) && sg->skill_id == WM_REVERBERATION) {
    		map_foreachinrange(skill_trap_splash, bl, skill_get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag, bl, gettick());
    		su->limit = DIFF_TICK(gettick(), sg->tick);
    		sg->unit_id = UNT_USED_TRAPS;
    	}
    	return 1;
    }
    
    /**
     * Reveal hidden trap
     **/
    static int skill_reveal_trap(struct block_list *bl, va_list ap)
    {
    	TBL_SKILL *su = (TBL_SKILL*)bl;
    
    	if (su->alive && su->group && su->hidden && skill_get_inf2(su->group->skill_id)&INF2_TRAP) {
    		//Change look is not good enough, the client ignores it as an actual trap still. [Skotlex]
    		//clif_changetraplook(bl, su->group->unit_id);
    
    		su->hidden = false;
    		skill_getareachar_skillunit_visibilty(su, AREA);
    		return 1;
    	}
    	return 0;
    }
    
    /**
     * Attempt to reaveal trap in area
     * @param src Skill caster
     * @param range Affected range
     * @param x
     * @param y
     * TODO: Remove hardcode usages for this function
     **/
    void skill_reveal_trap_inarea(struct block_list *src, int range, int x, int y) {
    	if (!battle_config.traps_setting)
    		return;
    	nullpo_retv(src);
    	map_foreachinarea(skill_reveal_trap, src->m, x-range, y-range, x+range, y+range, BL_SKILL);
    }
    
    /*==========================================
     *
     *
     *------------------------------------------*/
    int skill_castend_damage_id (struct block_list* src, struct block_list *bl, uint16 skill_id, uint16 skill_lv, unsigned int tick, int flag)
    {
    	struct map_session_data *sd = NULL;
    	struct status_data *tstatus;
    	struct status_change *sc, *tsc;
    
    	if (skill_id > 0 && !skill_lv) return 0;
    
    	nullpo_retr(1, src);
    	nullpo_retr(1, bl);
    
    	if (src->m != bl->m)
    		return 1;
    
    	if (bl->prev == NULL)
    		return 1;
    
    	sd = BL_CAST(BL_PC, src);
    
    	if (status_isdead(bl))
    		return 1;
    
    	if (skill_id && skill_get_type(skill_id) == BF_MAGIC && status_isimmune(bl) == 100)
    	{	//GTB makes all targetted magic display miss with a single bolt.
    		sc_type sct = status_skill2sc(skill_id);
    		if(sct != SC_NONE)
    			status_change_end(bl, sct, INVALID_TIMER);
    		clif_skill_damage(src, bl, tick, status_get_amotion(src), status_get_dmotion(bl), 0, 1, skill_id, skill_lv, skill_get_hit(skill_id));
    		return 1;
    	}
    
    	sc = status_get_sc(src);
    	tsc = status_get_sc(bl);
    	if (sc && !sc->count)
    		sc = NULL; //Unneeded
    	if (tsc && !tsc->count)
    		tsc = NULL;
    
    	tstatus = status_get_status_data(bl);
    
    	map_freeblock_lock();
    
    	switch(skill_id) {
    	case MER_CRASH:
    	case SM_BASH:
    	case MS_BASH:
    	case MC_MAMMONITE:
    	case TF_DOUBLE:
    	case AC_DOUBLE:
    	case MA_DOUBLE:
    	case AS_SONICBLOW:
    	case KN_PIERCE:
    	case ML_PIERCE:
    	case KN_SPEARBOOMERANG:
    	case TF_POISON:
    	case TF_SPRINKLESAND:
    	case AC_CHARGEARROW:
    	case MA_CHARGEARROW:
    	case RG_INTIMIDATE:
    	case AM_ACIDTERROR:
    	case BA_MUSICALSTRIKE:
    	case DC_THROWARROW:
    	case BA_DISSONANCE:
    	case CR_HOLYCROSS:
    	case NPC_DARKCROSS:
    	case CR_SHIELDCHARGE:
    	case CR_SHIELDBOOMERANG:
    	case NPC_PIERCINGATT:
    	case NPC_MENTALBREAKER:
    	case NPC_RANGEATTACK:
    	case NPC_CRITICALSLASH:
    	case NPC_COMBOATTACK:
    	case NPC_GUIDEDATTACK:
    	case NPC_POISON:
    	case NPC_RANDOMATTACK:
    	case NPC_WATERATTACK:
    	case NPC_GROUNDATTACK:
    	case NPC_FIREATTACK:
    	case NPC_WINDATTACK:
    	case NPC_POISONATTACK:
    	case NPC_HOLYATTACK:
    	case NPC_DARKNESSATTACK:
    	case NPC_TELEKINESISATTACK:
    	case NPC_UNDEADATTACK:
    	case NPC_ARMORBRAKE:
    	case NPC_WEAPONBRAKER:
    	case NPC_HELMBRAKE:
    	case NPC_SHIELDBRAKE:
    	case NPC_BLINDATTACK:
    	case NPC_SILENCEATTACK:
    	case NPC_STUNATTACK:
    	case NPC_PETRIFYATTACK:
    	case NPC_CURSEATTACK:
    	case NPC_SLEEPATTACK:
    	case LK_AURABLADE:
    	case LK_SPIRALPIERCE:
    	case ML_SPIRALPIERCE:
    	case LK_HEADCRUSH:
    	case CG_ARROWVULCAN:
    	case HW_MAGICCRASHER:
    	case ITM_TOMAHAWK:
    	case CH_CHAINCRUSH:
    	case CH_TIGERFIST:
    	case PA_SHIELDCHAIN:	// Shield Chain
    	case PA_SACRIFICE:
    	case WS_CARTTERMINATION:	// Cart Termination
    	case AS_VENOMKNIFE:
    	case HT_PHANTASMIC:
    	case TK_DOWNKICK:
    	case TK_COUNTER:
    	case GS_CHAINACTION:
    	case GS_TRIPLEACTION:
    #ifndef RENEWAL
    	case GS_MAGICALBULLET:
    #endif
    	case GS_TRACKING:
    	case GS_PIERCINGSHOT:
    	case GS_RAPIDSHOWER:
    	case GS_DUST:
    	case GS_DISARM:				// Added disarm. [Reddozen]
    	case GS_FULLBUSTER:
    	case NJ_SYURIKEN:
    	case NJ_KUNAI:
    #ifndef RENEWAL
    	case ASC_BREAKER:
    #endif
    	case HFLI_MOON:	//[orn]
    	case HFLI_SBR44:	//[orn]
    	case NPC_BLEEDING:
    	case NPC_CRITICALWOUND:
    	case NPC_HELLPOWER:
    	case RK_SONICWAVE:
    	case AB_DUPLELIGHT_MELEE:
    	case RA_AIMEDBOLT:
    	case NC_AXEBOOMERANG:
    	case NC_POWERSWING:
    	case NC_MAGMA_ERUPTION:
    	case GC_CROSSIMPACT:
    	case GC_VENOMPRESSURE:
    	case SC_TRIANGLESHOT:
    	case SC_FEINTBOMB:
    	case LG_BANISHINGPOINT:
    	case LG_SHIELDPRESS:
    	case LG_RAGEBURST:
    	case LG_RAYOFGENESIS:
    	case LG_HESPERUSLIT:
    	case LG_OVERBRAND:
    	case LG_OVERBRAND_BRANDISH:
    	case SR_FALLENEMPIRE:
    	case SR_CRESCENTELBOW_AUTOSPELL:
    	case SR_GATEOFHELL:
    	case SR_GENTLETOUCH_QUIET:
    	case WM_SEVERE_RAINSTORM_MELEE:
    	case WM_GREAT_ECHO:
    	case GN_SLINGITEM_RANGEMELEEATK:
    	case KO_SETSUDAN:
    	case GC_DARKCROW:
    	case RL_MASS_SPIRAL:
    	case RL_SLUGSHOT:
    	case RL_AM_BLAST:
    		skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
    		break;
    
    	case NC_BOOSTKNUCKLE:
    	case NC_PILEBUNKER:
    	case NC_COLDSLOWER:
    		if (sd)
    			pc_overheat(sd, 1);
    	case MO_TRIPLEATTACK:
    	case RK_WINDCUTTER:
    		skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag|SD_ANIMATION);
    		break;
    
    	case LK_JOINTBEAT: // decide the ailment first (affects attack damage and effect)
    		switch( rnd()%6 ){
    		case 0: flag |= BREAK_ANKLE; break;
    		case 1: flag |= BREAK_WRIST; break;
    		case 2: flag |= BREAK_KNEE; break;
    		case 3: flag |= BREAK_SHOULDER; break;
    		case 4: flag |= BREAK_WAIST; break;
    		case 5: flag |= BREAK_NECK; break;
    		}
    		//TODO: is there really no cleaner way to do this?
    		sc = status_get_sc(bl);
    		if (sc) sc->jb_flag = flag;
    		skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
    		break;
    
    	case MO_COMBOFINISH:
    		if (!(flag&1) && sc && sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_MONK)
    		{	//Becomes a splash attack when Soul Linked.
    			map_foreachinshootrange(skill_area_sub, bl,
    				skill_get_splash(skill_id, skill_lv),BL_CHAR|BL_SKILL,
    				src,skill_id,skill_lv,tick, flag|BCT_ENEMY|1,
    				skill_castend_damage_id);
    		} else
    			skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
    		break;
    
    	case TK_STORMKICK: // Taekwon kicks [Dralnu]
    		clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
    		skill_area_temp[1] = 0;
    		map_foreachinshootrange(skill_attack_area, src,
    			skill_get_splash(skill_id, skill_lv), BL_CHAR|BL_SKILL,
    			BF_WEAPON, src, src, skill_id, skill_lv, tick, flag, BCT_ENEMY);
    		break;
    
    	case KN_CHARGEATK:
    		{
    		bool path = path_search_long(NULL, src->m, src->x, src->y, bl->x, bl->y,CELL_CHKWALL);
    		unsigned int dist = distance_bl(src, bl);
    		uint8 dir = map_calc_dir(bl, src->x, src->y);
    
    		// teleport to target (if not on WoE grounds)
    		if (skill_check_unit_movepos(3, src, bl->x, bl->y, 0, 1))
    			skill_blown(src, src, 1, (dir+4)%8, 0); //Target position is actually one cell next to the target
    
    		// cause damage and knockback if the path to target was a straight one
    		if (path) {
    			if(skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, dist))
    				skill_blown(src, bl, dist, dir, 0);
    			//HACK: since knockback officially defaults to the left, the client also turns to the left... therefore,
    			// make the caster look in the direction of the target
    			unit_setdir(src, (dir+4)%8);
    		}
    
    		}
    		break;
    
    	case NC_FLAMELAUNCHER:
    		if (sd) pc_overheat(sd,1);
    	case LG_CANNONSPEAR:
    		if(skill_id == LG_CANNONSPEAR)
    			clif_skill_damage(src, bl, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SKILL);
    		skill_area_temp[1] = bl->id;
    		if (battle_config.skill_eightpath_algorithm) {
    			//Use official AoE algorithm
    			map_foreachindir(skill_attack_area, src->m, src->x, src->y, bl->x, bl->y,
    				skill_get_splash(skill_id, skill_lv), skill_get_maxcount(skill_id, skill_lv), 0, splash_target(src),
    				skill_get_type(skill_id), src, src, skill_id, skill_lv, tick, flag, BCT_ENEMY);
    		} else {
    			map_foreachinpath(skill_attack_area, src->m, src->x, src->y, bl->x, bl->y,
    				skill_get_splash(skill_id, skill_lv), skill_get_maxcount(skill_id, skill_lv), splash_target(src),
    				skill_get_type(skill_id), src, src, skill_id, skill_lv, tick, flag, BCT_ENEMY);
    		}
    		break;
    
    	case SN_SHARPSHOOTING:
    	case MA_SHARPSHOOTING:
    	case NJ_KAMAITACHI:
    	case NPC_ACIDBREATH:
    	case NPC_DARKNESSBREATH:
    	case NPC_FIREBREATH:
    	case NPC_ICEBREATH:
    	case NPC_THUNDERBREATH:
    		skill_area_temp[1] = bl->id;
    		if (battle_config.skill_eightpath_algorithm) {
    			//Use official AoE algorithm
    			if (!(map_foreachindir(skill_attack_area, src->m, src->x, src->y, bl->x, bl->y,
    			   skill_get_splash(skill_id, skill_lv), skill_get_maxcount(skill_id, skill_lv), 0, splash_target(src),
    			   skill_get_type(skill_id), src, src, skill_id, skill_lv, tick, flag, BCT_ENEMY))) {
    				//These skills hit at least the target if the AoE doesn't hit
    				skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
    			}
    		} else {
    			map_foreachinpath(skill_attack_area, src->m, src->x, src->y, bl->x, bl->y,
    				skill_get_splash(skill_id, skill_lv), skill_get_maxcount(skill_id, skill_lv), splash_target(src),
    				skill_get_type(skill_id), src, src, skill_id, skill_lv, tick, flag, BCT_ENEMY);
    		}
    		if (skill_id == SN_SHARPSHOOTING)
    			status_change_end(src, SC_CAMOUFLAGE, INVALID_TIMER);
    		break;
    
    	case MO_INVESTIGATE:
    		skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
    		status_change_end(src, SC_BLADESTOP, INVALID_TIMER);
    		break;
    
    	case RG_BACKSTAP:
    		{
    			uint8 dir = map_calc_dir(src, bl->x, bl->y), t_dir = unit_getdir(bl);
    			if ((!check_distance_bl(src, bl, 0) && !map_check_dir(dir, t_dir)) || bl->type == BL_SKILL) {
    				status_change_end(src, SC_HIDING, INVALID_TIMER);
    				skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag);
    				dir = dir < 4 ? dir+4 : dir-4; // change direction [Celest]
    				unit_setdir(bl,dir);
    			}
    			else if (sd)
    				clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
    		}
    		break;
    
    	case MO_FINGEROFFENSIVE:
    		skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
    		if (battle_config.finger_offensive_type && sd) {
    			int i;
    			for (i = 1; i < sd->spiritball_old; i++)
    				skill_addtimerskill(src, tick + i * 200, bl->id, 0, 0, skill_id, skill_lv, BF_WEAPON, flag);
    		}
    		status_change_end(src, SC_BLADESTOP, INVALID_TIMER);
    		break;
    
    	case MO_CHAINCOMBO:
    		skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
    		status_change_end(src, SC_BLADESTOP, INVALID_TIMER);
    		break;
    
    #ifndef RENEWAL
    	case NJ_ISSEN:
    #endif
    	case MO_EXTREMITYFIST:
    		{
    			struct block_list *mbl = bl; // For NJ_ISSEN
    			short x, y, i = 2; // Move 2 cells (From target)
    			short dir = map_calc_dir(src,bl->x,bl->y);			
    
    			skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
    			if (skill_id == MO_EXTREMITYFIST) {
    				status_set_sp(src, 0, 0);
    				status_change_end(src, SC_EXPLOSIONSPIRITS, INVALID_TIMER);
    				status_change_end(src, SC_BLADESTOP, INVALID_TIMER);
    #ifdef RENEWAL
    				sc_start(src,src,SC_EXTREMITYFIST2,100,skill_lv,skill_get_time(skill_id,skill_lv));
    #endif
    			} else {
    				if (skill_id == MO_EXTREMITYFIST) {
    				status_set_hp(src, 1, 0);
    				}
    				if (skill_id == NJ_ISSEN) {
    				// status_set_hp(src, umax(status_get_max_hp(src)/100, 1), 0);
    				}
    				status_change_end(src, SC_NEN, INVALID_TIMER);
    				status_change_end(src, SC_HIDING, INVALID_TIMER);
    			}
    			if (skill_id == MO_EXTREMITYFIST) {
    				mbl = src; // For MO_EXTREMITYFIST
    				i = 3; // Move 3 cells (From caster)
    			}
    			if (dir > 0 && dir < 4)
    				x = -i;
    			else if (dir > 4)
    				x = i;
    			else
    				x = 0;
    			if (dir > 2 && dir < 6)
    				y = -i;
    			else if (dir == 7 || dir < 2)
    				y = i;
    			else
    				y = 0;
    			// Ashura Strike still has slide effect in GVG
    			if ((mbl == src || (!map_flag_gvg2(src->m) && !map[src->m].flag.battleground)) &&
    				unit_movepos(src, mbl->x + x, mbl->y + y, 1, 1)) {
    				clif_blown(src);
    				clif_spiritball(src);
    			}
    		}
    		break;
    
    	case HT_POWER:
    		if( tstatus->race == RC_BRUTE || tstatus->race == RC_INSECT )
    			skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
    		break;
    
    	case SU_PICKYPECK:
    		clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
    	case SU_BITE:
    		skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag);
    		if (status_get_lv(src) >= 30 && (rnd() % 100 < (int)(status_get_lv(src) / 30) + 10)) // TODO: Need activation chance.
    			skill_addtimerskill(src, tick + skill_get_delay(skill_id, skill_lv), bl->id, 0, 0, skill_id, skill_lv, BF_WEAPON, flag);
    		break;
    
    	//Splash attack skills.
    	case AS_GRIMTOOTH:
    	case MC_CARTREVOLUTION:
    	case NPC_SPLASHATTACK:
    		flag |= SD_PREAMBLE; // a fake packet will be sent for the first target to be hit
    	case AS_SPLASHER:
    	case HT_BLITZBEAT:
    	case AC_SHOWER:
    	case MA_SHOWER:
    	case MG_NAPALMBEAT:
    	case MG_FIREBALL:
    	case RG_RAID:
    	case HW_NAPALMVULCAN:
    	case NJ_HUUMA:
    	case ASC_METEORASSAULT:
    	case GS_SPREADATTACK:
    	case NPC_EARTHQUAKE:
    	case NPC_PULSESTRIKE:
    	case NPC_HELLJUDGEMENT:
    	case NPC_VAMPIRE_GIFT:
    	case RK_IGNITIONBREAK:
    	case AB_JUDEX:
    	case WL_SOULEXPANSION:
    	case WL_CRIMSONROCK:
    	case WL_JACKFROST:
    	case RA_ARROWSTORM:
    	case RA_WUGDASH:
    	case NC_VULCANARM:
    	case NC_SELFDESTRUCTION:
    	case NC_AXETORNADO:
    	case GC_ROLLINGCUTTER:
    	case GC_COUNTERSLASH:
    	case LG_MOONSLASHER:
    	case LG_EARTHDRIVE:
    	case SR_RAMPAGEBLASTER:
    	case SR_SKYNETBLOW:
    	case SR_WINDMILL:
    	case SR_RIDEINLIGHTNING:
    	case WM_REVERBERATION_MELEE:
    	case WM_REVERBERATION_MAGIC:
    	case SO_VARETYR_SPEAR:
    	case GN_CART_TORNADO:
    	case GN_CARTCANNON:
    	case KO_HAPPOKUNAI:
    	case KO_HUUMARANKA:
    	case KO_MUCHANAGE:
    	case KO_BAKURETSU:
    	case GN_ILLUSIONDOPING:
    	case RL_FIREDANCE:
    	case RL_BANISHING_BUSTER:
    	case RL_S_STORM:
    	case RL_R_TRIP:
    	case MH_XENO_SLASHER:
    	case NC_ARMSCANNON:
    	case SU_SCRATCH:
    	case SU_LUNATICCARROTBEAT:
    		if( flag&1 ) {//Recursive invocation
    			int sflag = skill_area_temp[0] & 0xFFF;
    			int heal = 0;
    
    			if (tsc && tsc->data[SC_HOVERING] && skill_get_inf3(skill_id)&INF3_NO_EFF_HOVERING)
    				break; // Under Hovering characters are immune to select trap and ground target skills.
    
    			if( flag&SD_LEVEL )
    				sflag |= SD_LEVEL; // -1 will be used in packets instead of the skill level
    			if( skill_area_temp[1] != bl->id && !(skill_get_inf2(skill_id)&INF2_NPC_SKILL) )
    				sflag |= SD_ANIMATION; // original target gets no animation (as well as all NPC skills)
    
    			switch(skill_id) {
    				case SR_SKYNETBLOW:
    					if (flag&8)
    						sflag |= 8; // Give Combo state bonus damage (if active) to all targets in splash
    					break;
    			}
    			heal = (int)skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, sflag);
    			if( skill_id == NPC_VAMPIRE_GIFT && heal > 0 ) {
    				clif_skill_nodamage(NULL, src, AL_HEAL, heal, 1);
    				status_heal(src,heal,0,0);
    			}
    			if (skill_id == SU_SCRATCH && status_get_lv(src) >= 30 && (rnd() % 100 < (int)(status_get_lv(src) / 30) + 10)) // TODO: Need activation chance.
    				skill_addtimerskill(src, tick + skill_get_delay(skill_id, skill_lv), bl->id, 0, 0, skill_id, skill_lv, BF_WEAPON, flag);
    		} else {
    			int starget = BL_CHAR|BL_SKILL;
    
    			skill_area_temp[0] = 0;
    			skill_area_temp[1] = bl->id;
    			skill_area_temp[2] = 0;
    
    			switch ( skill_id ) {
    				case SU_LUNATICCARROTBEAT:
    					skill_area_temp[3] = 0;
    				case LG_EARTHDRIVE:
    				case GN_CARTCANNON:
    				case SU_SCRATCH:
    					clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
    					break;
    				case LG_MOONSLASHER:
    				case MH_XENO_SLASHER:
    					clif_skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SKILL);
    					break;
    				case NPC_EARTHQUAKE: //FIXME: Isn't EarthQuake a ground skill after all?
    					skill_addtimerskill(src,tick+250,src->id,0,0,skill_id,skill_lv,2,flag|BCT_ENEMY|SD_SPLASH|1);
    					break;
    				case WM_REVERBERATION_MELEE:
    				case WM_REVERBERATION_MAGIC:
    					skill_area_temp[1] = 0;
    					starget = splash_target(src);
    					break;
    				case WL_CRIMSONROCK:
    					skill_area_temp[4] = bl->x;
    					skill_area_temp[5] = bl->y;
    					break;
    				case NC_ARMSCANNON:
    					starget = splash_target(src);
    				case NC_VULCANARM:
    					if (sd)
    						pc_overheat(sd, 1);
    					break;
    			}
    
    			// if skill damage should be split among targets, count them
    			//SD_LEVEL -> Forced splash damage for Auto Blitz-Beat -> count targets
    			//special case: Venom Splasher uses a different range for searching than for splashing
    			if( flag&SD_LEVEL || skill_get_nk(skill_id)&NK_SPLASHSPLIT )
    				skill_area_temp[0] = map_foreachinrange(skill_area_sub, bl, (skill_id == AS_SPLASHER)?1:skill_get_splash(skill_id, skill_lv), BL_CHAR, src, skill_id, skill_lv, tick, BCT_ENEMY, skill_area_sub_count);
    
    			// recursive invocation of skill_castend_damage_id() with flag|1
    			if (battle_config.skill_wall_check && skill_id != NPC_EARTHQUAKE)
    				map_foreachinshootrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), starget, src, skill_id, skill_lv, tick, flag|BCT_ENEMY|SD_SPLASH|1, skill_castend_damage_id);
    			else
    				map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), starget, src, skill_id, skill_lv, tick, flag|BCT_ENEMY|SD_SPLASH|1, skill_castend_damage_id);
    
    			if (sd && skill_id == SU_LUNATICCARROTBEAT) {
    				short item_idx = pc_search_inventory(sd, ITEMID_CARROT);
    
    				if (item_idx >= 0) {
    					pc_delitem(sd, item_idx, 1, 0, 1, LOG_TYPE_CONSUME);
    					skill_area_temp[3] = 1;
    				}
    			}
    			if (skill_id == RA_ARROWSTORM)
    				status_change_end(src, SC_CAMOUFLAGE, INVALID_TIMER);
    			if( skill_id == AS_SPLASHER ) {
    				map_freeblock_unlock(); // Don't consume a second gemstone.
    				return 0;
    			}
    		}
    		break;
    
    	//Place units around target
    	case NJ_BAKUENRYU:
    		clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
    		skill_unitsetting(src, skill_id, skill_lv, bl->x, bl->y, 0);
    		break;
    
    	case WL_COMET:
    		if(!map_getcell(bl->m, bl->x, bl->y, CELL_CHKLANDPROTECTOR)) // Nothing should happen if the target is on Land Protector
    			skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
    		break;
    		
    	case SM_MAGNUM:
    	case MS_MAGNUM:
    		if( flag&1 ) {
    			// For players, damage depends on distance, so add it to flag if it is > 1
    			// Cannot hit hidden targets
    			skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag|SD_ANIMATION|(sd?distance_bl(src, bl):0));
    		}
    		break;
    
    	case KN_BRANDISHSPEAR:
    	case ML_BRANDISH:
    		//Coded apart for it needs the flag passed to the damage calculation.
    		if (skill_area_temp[1] != bl->id)
    			skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag|SD_ANIMATION);
    		else
    			skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
    		break;
    
    	case KN_BOWLINGBASH:
    	case MS_BOWLINGBASH:
    		{
    			int min_x,max_x,min_y,max_y,i,c,dir,tx,ty;
    			// Chain effect and check range gets reduction by recursive depth, as this can reach 0, we don't use blowcount
    			c = (skill_lv-(flag&0xFFF)+1)/2;
    			// Determine the Bowling Bash area depending on configuration
    			if (battle_config.bowling_bash_area == 0) {
    				// Gutter line system
    				min_x = ((src->x)-c) - ((src->x)-c)%40;
    				if(min_x < 0) min_x = 0;
    				max_x = min_x + 39;
    				min_y = ((src->y)-c) - ((src->y)-c)%40;
    				if(min_y < 0) min_y = 0;
    				max_y = min_y + 39;
    			} else if (battle_config.bowling_bash_area == 1) {
    				// Gutter line system without demi gutter bug
    				min_x = src->x - (src->x)%40;
    				max_x = min_x + 39;
    				min_y = src->y - (src->y)%40;
    				max_y = min_y + 39;
    			} else {
    				// Area around caster
    				min_x = src->x - battle_config.bowling_bash_area;
    				max_x = src->x + battle_config.bowling_bash_area;
    				min_y = src->y - battle_config.bowling_bash_area;
    				max_y = src->y + battle_config.bowling_bash_area;
    			}
    			// Initialization, break checks, direction
    			if((flag&0xFFF) > 0) {
    				// Ignore monsters outside area
    				if(bl->x < min_x || bl->x > max_x || bl->y < min_y || bl->y > max_y)
    					break;
    				// Ignore monsters already in list
    				if(idb_exists(bowling_db, bl->id))
    					break;
    				// Random direction
    				dir = rnd()%8;
    			} else {
    				// Create an empty list of already hit targets
    				db_clear(bowling_db);
    				// Direction is walkpath
    				dir = (unit_getdir(src)+4)%8;
    			}
    			// Add current target to the list of already hit targets
    			idb_put(bowling_db, bl->id, bl);
    			// Keep moving target in direction square by square
    			tx = bl->x;
    			ty = bl->y;
    			for(i=0;i<c;i++) {
    				// Target coordinates (get changed even if knockback fails)
    				tx -= dirx[dir];
    				ty -= diry[dir];
    				// If target cell is a wall then break
    				if(map_getcell(bl->m,tx,ty,CELL_CHKWALL))
    					break;
    				skill_blown(src,bl,1,dir,0);
    				// Splash around target cell, but only cells inside area; we first have to check the area is not negative
    				if((max(min_x,tx-1) <= min(max_x,tx+1)) &&
    					(max(min_y,ty-1) <= min(max_y,ty+1)) &&
    					(map_foreachinarea(skill_area_sub, bl->m, max(min_x,tx-1), max(min_y,ty-1), min(max_x,tx+1), min(max_y,ty+1), splash_target(src), src, skill_id, skill_lv, tick, flag|BCT_ENEMY, skill_area_sub_count))) {
    					// Recursive call
    					map_foreachinarea(skill_area_sub, bl->m, max(min_x,tx-1), max(min_y,ty-1), min(max_x,tx+1), min(max_y,ty+1), splash_target(src), src, skill_id, skill_lv, tick, (flag|BCT_ENEMY)+1, skill_castend_damage_id);
    					// Self-collision
    					if(bl->x >= min_x && bl->x <= max_x && bl->y >= min_y && bl->y <= max_y)
    						// skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,(flag&0xFFF)>0?SD_ANIMATION:0);
    					break;
    				}
    			}
    			// Original hit or chain hit depending on flag
    			skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,(flag&0xFFF)>0?SD_ANIMATION:0);
    			skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,(flag&0xFFF)>0?SD_ANIMATION:0);
    		}
    		break;
    
    	case KN_SPEARSTAB:
    		if(flag&1) {
    			if (bl->id==skill_area_temp[1])
    				break;
    			if (skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,SD_ANIMATION))
    				skill_blown(src,bl,skill_area_temp[2],-1,0);
    		} else {
    			int x=bl->x,y=bl->y,i,dir;
    			dir = map_calc_dir(bl,src->x,src->y);
    			skill_area_temp[1] = bl->id;
    			skill_area_temp[2] = skill_get_blewcount(skill_id,skill_lv);
    			// all the enemies between the caster and the target are hit, as well as the target
    			if (skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,0))
    				skill_blown(src,bl,skill_area_temp[2],-1,0);
    			for (i=0;i<4;i++) {
    				map_foreachincell(skill_area_sub,bl->m,x,y,BL_CHAR,
    					src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
    				x += dirx[dir];
    				y += diry[dir];
    			}
    		}
    		break;
    
    	case TK_TURNKICK:
    	case MO_BALKYOUNG: //Active part of the attack. Skill-attack [Skotlex]
    	{
    		skill_area_temp[1] = bl->id; //NOTE: This is used in skill_castend_nodamage_id to avoid affecting the target.
    		if (skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag))
    			map_foreachinrange(skill_area_sub,bl,
    				skill_get_splash(skill_id, skill_lv),BL_CHAR,
    				src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,
    				skill_castend_nodamage_id);
    	}
    		break;
    	case CH_PALMSTRIKE: //	Palm Strike takes effect 1sec after casting. [Skotlex]
    	//	clif_skill_nodamage(src,bl,skill_id,skill_lv,0); //Can't make this one display the correct attack animation delay :/
    		clif_damage(src,bl,tick,status_get_amotion(src),0,-1,1,DMG_ENDURE,0,false); //Display an absorbed damage attack.
    		skill_addtimerskill(src, tick + (1000+status_get_amotion(src)), bl->id, 0, 0, skill_id, skill_lv, BF_WEAPON, flag);
    		break;
    
    	case PR_TURNUNDEAD:
    	case ALL_RESURRECTION:
    		if (!battle_check_undead(tstatus->race, tstatus->def_ele))
    			break;
    		skill_attack(BF_MAGIC,src,src,bl,skill_id,skill_lv,tick,flag);
    		break;
    
    	case MG_SOULSTRIKE:
    	case NPC_DARKSTRIKE:
    	case MG_COLDBOLT:
    	case MG_FIREBOLT:
    	case MG_LIGHTNINGBOLT:
    	case WZ_EARTHSPIKE:
    	case AL_HEAL:
    	case AL_HOLYLIGHT:
    	case NPC_DARKTHUNDER:
    	case PR_ASPERSIO:
    	case MG_FROSTDIVER:
    	case WZ_SIGHTBLASTER:
    	case WZ_SIGHTRASHER:
    	case NJ_KOUENKA:
    	case NJ_HYOUSENSOU:
    	case NJ_HUUJIN:
    	case AB_ADORAMUS:
    	case AB_RENOVATIO:
    	case AB_HIGHNESSHEAL:
    	case AB_DUPLELIGHT_MAGIC:
    	case WM_METALICSOUND:
    	case KO_KAIHOU:
    	case MH_ERASER_CUTTER:
    	case RL_B_TRAP:
    		skill_attack(BF_MAGIC,src,src,bl,skill_id,skill_lv,tick,flag);
    		break;
    
    	case NPC_MAGICALATTACK:
    		skill_attack(BF_MAGIC,src,src,bl,skill_id,skill_lv,tick,flag);
    		sc_start(src,src,status_skill2sc(skill_id),100,skill_lv,skill_get_time(skill_id,skill_lv));
    		break;
    
    	case HVAN_CAPRICE: //[blackhole89]
    		{
    			int ran=rnd()%4;
    			int sid = 0;
    			switch(ran)
    			{
    			case 0: sid=MG_COLDBOLT; break;
    			case 1: sid=MG_FIREBOLT; break;
    			case 2: sid=MG_LIGHTNINGBOLT; break;
    			case 3: sid=WZ_EARTHSPIKE; break;
    			}
    			skill_attack(BF_MAGIC,src,src,bl,sid,skill_lv,tick,flag|SD_LEVEL);
    		}
    		break;
    
    	case WZ_WATERBALL:
    		//Deploy waterball cells, these are used and turned into waterballs via the timerskill
    		skill_unitsetting(src, skill_id, skill_lv, src->x, src->y, 0);
    		skill_addtimerskill(src, tick, bl->id, src->x, src->y, skill_id, skill_lv, 0, flag);
    		break;
    	case WZ_JUPITEL:
    		//Jupitel Thunder is delayed by 150ms, you can cast another spell before the knockback
    		skill_addtimerskill(src, tick+TIMERSKILL_INTERVAL, bl->id, 0, 0, skill_id, skill_lv, 1, flag);
    		break;
    
    	case PR_BENEDICTIO:
    		//Should attack undead and demons. [Skotlex]
    		if (battle_check_undead(tstatus->race, tstatus->def_ele) || tstatus->race == RC_DEMON)
    			skill_attack(BF_MAGIC, src, src, bl, skill_id, skill_lv, tick, flag);
    	break;
    
    	case SL_SMA:
    		status_change_end(src, SC_SMA, INVALID_TIMER);
    	case SL_STIN:
    	case SL_STUN:
    		if (sd && !battle_config.allow_es_magic_pc && bl->type != BL_MOB) {
    			status_change_start(src,src,SC_STUN,10000,skill_lv,0,0,0,500,SCSTART_NOTICKDEF|SCSTART_NORATEDEF);
    			clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
    			break;
    		}
    		skill_attack(BF_MAGIC,src,src,bl,skill_id,skill_lv,tick,flag);
    		break;
    
    	case NPC_DARKBREATH:
    		clif_emotion(src,E_AG);
    	case SN_FALCONASSAULT:
    	case PA_PRESSURE:
    	case CR_ACIDDEMONSTRATION:
    	case TF_THROWSTONE:
    #ifdef RENEWAL
    	case ASC_BREAKER:
    	case GS_MAGICALBULLET:
    #endif
    	case NPC_SMOKING:
    	case GS_FLING:
    	case NJ_ZENYNAGE:
    	case GN_THORNS_TRAP:
    	case GN_HELLS_PLANT_ATK:
    		skill_attack(BF_MISC,src,src,bl,skill_id,skill_lv,tick,flag);
    		break;
    #ifdef RENEWAL
    	case NJ_ISSEN: {
    		short x, y;
    		short dir = map_calc_dir(src, bl->x, bl->y);
    
    		// Move 2 cells (From target)
    		if (dir > 0 && dir < 4)
    			x = -2;
    		else if (dir > 4)
    			x = 2;
    		else
    			x = 0;
    		if (dir > 2 && dir < 6)
    			y = -2;
    		else if (dir == 7 || dir < 2)
    			y = 2;
    		else
    			y = 0;
    		// Doesn't have slide effect in GVG
    		if (skill_check_unit_movepos(5, src, bl->x + x, bl->y + y, 1, 1)) {
    			clif_blown(src);
    			clif_spiritball(src);
    		}
    		skill_attack(BF_MISC, src, src, bl, skill_id, skill_lv, tick, flag);
    		status_set_hp(src, umax(status_get_max_hp(src) / 100, 1), 0);
    		status_change_end(src, SC_NEN, INVALID_TIMER);
    		status_change_end(src, SC_HIDING, INVALID_TIMER);
    	}
    	break;
    #endif
    	case RK_DRAGONBREATH_WATER:
    	case RK_DRAGONBREATH: {
    			struct status_change *tsc2 = NULL;
    			if( (tsc2 = status_get_sc(bl)) && (tsc2->data[SC_HIDING] )) {
    				clif_skill_nodamage(src,src,skill_id,skill_lv,1);
    			} else
    				skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
    		}
    		break;
    
    	case NPC_SELFDESTRUCTION: {
    		struct status_change *tsc2 = NULL;
    		if( (tsc2 = status_get_sc(bl)) && tsc2->data[SC_HIDING] )
    			break;
    		}
    	case HVAN_EXPLOSION:
    		if (src != bl)
    			skill_attack(BF_MISC,src,src,bl,skill_id,skill_lv,tick,flag);
    		break;
    
    	// Celest
    	case PF_SOULBURN:
    		if (rnd()%100 < (skill_lv < 5 ? 30 + skill_lv * 10 : 70)) {
    			clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
    			if (skill_lv == 5)
    				skill_attack(BF_MAGIC,src,src,bl,skill_id,skill_lv,tick,flag);
    			status_percent_damage(src, bl, 0, 100, false);
    		} else {
    			clif_skill_nodamage(src,src,skill_id,skill_lv,1);
    			if (skill_lv == 5)
    				skill_attack(BF_MAGIC,src,src,src,skill_id,skill_lv,tick,flag);
    			status_percent_damage(src, src, 0, 100, false);
    		}
    		break;
    
    	case NPC_BLOODDRAIN:
    	case NPC_ENERGYDRAIN:
    		{
    			int heal = (int)skill_attack( (skill_id == NPC_BLOODDRAIN) ? BF_WEAPON : BF_MAGIC,
    					src, src, bl, skill_id, skill_lv, tick, flag);
    			if (heal > 0){
    				clif_skill_nodamage(NULL, src, AL_HEAL, heal, 1);
    				status_heal(src, heal, 0, 0);
    			}
    		}
    		break;
    
    	case GS_BULLSEYE:
    		skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
    		break;
    
    	case NJ_KASUMIKIRI:
    		if (skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag) > 0)
    			sc_start(src,src,SC_HIDING,100,skill_lv,skill_get_time(skill_id,skill_lv));
    		break;
    	case NJ_KIRIKAGE:
    		if( !map_flag_gvg(src->m) && !map[src->m].flag.battleground )
    		{	//You don't move on GVG grounds.
    			short x, y;
    			map_search_freecell(bl, 0, &x, &y, 1, 1, 0);
    			if (unit_movepos(src, x, y, 0, 0)) {
    				clif_blown(src);
    			}
    		}
    		status_change_end(src, SC_HIDING, INVALID_TIMER);
    		skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
    		break;
    	case RK_HUNDREDSPEAR:
    		skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
    		if(rnd()%100 < (10 + 3*skill_lv)) {
    			int skill_req = ((sd) ? pc_checkskill(sd,KN_SPEARBOOMERANG) : skill_get_max(KN_SPEARBOOMERANG));
    			if( !skill_req )
    				break; // Spear Boomerang auto cast chance only works if you have Spear Boomerang.
    			skill_blown(src,bl,6,-1,0);
    			skill_castend_damage_id(src,bl,KN_SPEARBOOMERANG,skill_req,tick,0);
    		}
    		break;
    	case RK_PHANTOMTHRUST:
    		unit_setdir(src,map_calc_dir(src, bl->x, bl->y));
    		clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
    
    		skill_blown(src,bl,distance_bl(src,bl)-1,unit_getdir(src),0);
    		if( battle_check_target(src,bl,BCT_ENEMY) > 0 )
    			skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
    		break;
    	case RK_STORMBLAST:
    		if( flag&1 )
    			skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
    		else {
    			clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
    			map_foreachinrange(skill_area_sub, bl,skill_get_splash(skill_id, skill_lv),BL_CHAR,src,skill_id,skill_lv,tick, flag|BCT_ENEMY|1,skill_castend_nodamage_id);
    		}
    		break;
    	case GC_DARKILLUSION:
    		{
    			short x, y;
    			short dir = map_calc_dir(src,bl->x,bl->y);
    
    			if( dir > 0 && dir < 4) x = 2;
    			else if( dir > 4 ) x = -2;
    			else x = 0;
    			if( dir > 2 && dir < 6 ) y = 2;
    			else if( dir == 7 || dir < 2 ) y = -2;
    			else y = 0;
    
    			if( unit_movepos(src, bl->x+x, bl->y+y, 1, 1) ) {
    				clif_blown(src);
    				skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
    				if( rnd()%100 < 4 * skill_lv )
    					skill_castend_damage_id(src,bl,GC_CROSSIMPACT,skill_lv,tick,flag);
    			}
    
    		}
    		break;
    
    	case GC_WEAPONCRUSH:
    		if( sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == GC_WEAPONBLOCKING )
    			skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
    		else if( sd )
    			clif_skill_fail(sd,skill_id,USESKILL_FAIL_GC_WEAPONBLOCKING,0);
    		break;
    
    	case GC_CROSSRIPPERSLASHER:
    		if( sd && !(sc && sc->data[SC_ROLLINGCUTTER]) )
    			clif_skill_fail(sd,skill_id,USESKILL_FAIL_CONDITION,0);
    		else
    		{
    			skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
    			status_change_end(src,SC_ROLLINGCUTTER,INVALID_TIMER);
    		}
    		break;
    
    	case GC_PHANTOMMENACE:
    		if (flag&1) { // Only Hits Invisible Targets
    			if(tsc && (tsc->option&(OPTION_HIDE|OPTION_CLOAK|OPTION_CHASEWALK) || tsc->data[SC_CAMOUFLAGE] || tsc->data[SC_STEALTHFIELD])) {
    				status_change_end(bl, SC_CLOAKINGEXCEED, INVALID_TIMER);
    				skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
    			}
    			if (tsc && tsc->data[SC__SHADOWFORM] && rnd() % 100 < 100 - tsc->data[SC__SHADOWFORM]->val1 * 10) // [100 - (Skill Level x 10)] %
    				status_change_end(bl, SC__SHADOWFORM, INVALID_TIMER); // Should only end, no damage dealt.
    		}
    		break;
    	case WL_CHAINLIGHTNING:
    		clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
    		skill_addtimerskill(src,tick + status_get_amotion(src),bl->id,0,0,WL_CHAINLIGHTNING_ATK,skill_lv,0,flag);
    		break;
    	case WL_DRAINLIFE:
    		{
    			int heal = (int)skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
    			int rate = 70 + 5 * skill_lv;
    
    			heal = heal * (5 + 5 * skill_lv) / 100;
    
    			if( bl->type == BL_SKILL )
    				heal = 0; // Don't absorb heal from Ice Walls or other skill units.
    
    			if( heal && rnd()%100 < rate )
    			{
    				status_heal(src, heal, 0, 0);
    				clif_skill_nodamage(NULL, src, AL_HEAL, heal, 1);
    			}
    		}
    		break;
    
    	case WL_TETRAVORTEX:
    		if( sd && sc ) { // No SC? No spheres
    			int spheres[5] = { 0, 0, 0, 0, 0 },
    				positions[5] = {-1,-1,-1,-1,-1 },
    				i, j = 0, k, subskill = 0;
    
    			for( i = SC_SPHERE_1; i <= SC_SPHERE_5; i++ )
    				if( sc->data[i] ) {
    					spheres[j] = i;
    					positions[j] = sc->data[i]->val2;
    					j++;
    				}
    
    			// Sphere Sort, this time from new to old
    			for( i = 0; i <= j - 2; i++ )
    				for( k = i + 1; k <= j - 1; k++ )
    					if( positions[i] < positions[k] ) {
    						swap(positions[i],positions[k]);
    						swap(spheres[i],spheres[k]);
    					}
    
    			if(j == 5) { // If 5 spheres, remove last one and only do 4 actions (Official behavior)
    				status_change_end(src, spheres[4], INVALID_TIMER);
    				j = 4;
    			}
    
    			k = 0;
    			for( i = 0; i < j; i++ ) { // Loop should always be 4 for regular players, but unconditional_skill could be less
    				switch( sc->data[spheres[i]]->val1 ) {
    					case WLS_FIRE:  subskill = WL_TETRAVORTEX_FIRE; k |= 1; break;
    					case WLS_WIND:  subskill = WL_TETRAVORTEX_WIND; k |= 4; break;
    					case WLS_WATER: subskill = WL_TETRAVORTEX_WATER; k |= 2; break;
    					case WLS_STONE: subskill = WL_TETRAVORTEX_GROUND; k |= 8; break;
    				}
    				skill_addtimerskill(src, tick + i * 200, bl->id, k, 0, subskill, skill_lv, i, flag);
    				clif_skill_nodamage(src, bl, subskill, skill_lv, 1);
    				status_change_end(src, spheres[i], INVALID_TIMER);
    			}
    		}
    		break;
    
    	case WL_RELEASE:
    		if( sd )
    		{
    			int i;
    
    			skill_toggle_magicpower(src, skill_id); // No hit will be amplified
    			// Priority is to release SpellBook
    			if( sc && sc->data[SC_FREEZE_SP] )
    			{ // SpellBook
    				uint16 pres_skill_id, pres_skill_lv, point, s = 0;
    				int spell[SC_MAXSPELLBOOK-SC_SPELLBOOK1 + 1];
    				int cooldown;
    
    				for(i = SC_MAXSPELLBOOK; i >= SC_SPELLBOOK1; i--) // List all available spell to be released
    					if( sc->data[i] ) spell[s++] = i;
    
    				if ( s == 0 )
    					break;
    
    				i = spell[s==1?0:rnd()%s];// Random select of spell to be released.
    				if(sc->data[i] ){// Now extract the data from the preserved spell
    					pres_skill_id = sc->data[i]->val1;
    					pres_skill_lv = sc->data[i]->val2;
    					point = sc->data[i]->val3;
    					status_change_end(src, (sc_type)i, INVALID_TIMER);
    				}else //something went wrong :(
    					break;
    
    				if( sc->data[SC_FREEZE_SP]->val2 > point )
    					sc->data[SC_FREEZE_SP]->val2 -= point;
    				else // Last spell to be released
    					status_change_end(src, SC_FREEZE_SP, INVALID_TIMER);
    
    				if( bl->type != BL_SKILL ) /* skill types will crash the client */
    					clif_skill_nodamage(src, bl, pres_skill_id, pres_skill_lv, 1);
    				if( !skill_check_condition_castbegin(sd, pres_skill_id, pres_skill_lv) )
    					break;
    
    				// Get the requirement for the preserved skill
    				skill_consume_requirement(sd, pres_skill_id, pres_skill_lv, 1);
    
    				switch( skill_get_casttype(pres_skill_id) )
    				{
    					case CAST_GROUND:
    						skill_castend_pos2(src, bl->x, bl->y, pres_skill_id, pres_skill_lv, tick, 0);
    						break;
    					case CAST_NODAMAGE:
    						skill_castend_nodamage_id(src, bl, pres_skill_id, pres_skill_lv, tick, 0);
    						break;
    					case CAST_DAMAGE:
    						skill_castend_damage_id(src, bl, pres_skill_id, pres_skill_lv, tick, 0);
    						break;
    				}
    
    				sd->ud.canact_tick = max(tick + skill_delayfix(src, pres_skill_id, pres_skill_lv), sd->ud.canact_tick);
    				clif_status_change(src, SI_ACTIONDELAY, 1, skill_delayfix(src, pres_skill_id, pres_skill_lv), 0, 0, 0);
    
    				cooldown = pc_get_skillcooldown(sd,pres_skill_id, pres_skill_lv);
    				if( cooldown )
    					skill_blockpc_start(sd, pres_skill_id, cooldown);
    			}
    			else
    			{ // Summon Balls
    				int j = 0, k;
    				int spheres[5] = { 0, 0, 0, 0, 0 },
    					positions[5] = {-1,-1,-1,-1,-1 };
    
    				for( i = SC_SPHERE_1; i <= SC_SPHERE_5; i++ )
    					if( sc && sc->data[i] )
    					{
    						spheres[j] = i;
    						positions[j] = sc->data[i]->val2;
    						sc->data[i]->val2--; // Prepares for next position
    						j++;
    					}
    
    				if( j == 0 )
    				{ // No Spheres
    					clif_skill_fail(sd,skill_id,USESKILL_FAIL_SUMMON_NONE,0);
    					break;
    				}
    
    				// Sphere Sort
    				for( i = 0; i <= j - 2; i++ )
    					for( k = i + 1; k <= j - 1; k++ )
    						if( positions[i] > positions[k] )
    						{
    							swap(positions[i],positions[k]);
    							swap(spheres[i],spheres[k]);
    						}
    
    				if( skill_lv == 1 ) j = 1; // Limit only to one ball
    				for( i = 0; i < j; i++ )
    				{
    					int skele = WL_RELEASE - 5 + sc->data[spheres[i]]->val1 - WLS_FIRE; // Convert Ball Element into Skill ATK for balls
    					// WL_SUMMON_ATK_FIRE, WL_SUMMON_ATK_WIND, WL_SUMMON_ATK_WATER, WL_SUMMON_ATK_GROUND
    					skill_addtimerskill(src,tick+status_get_adelay(src)*i,bl->id,0,0,skele,sc->data[spheres[i]]->val3,BF_MAGIC,flag|SD_LEVEL);
    					status_change_end(src, spheres[i], INVALID_TIMER); // Eliminate ball
    				}
    				clif_skill_nodamage(src,bl,skill_id,0,1);
    			}
    		}
    		break;
    	case WL_FROSTMISTY:
    		// Causes Freezing status through walls.
    		sc_start(src,bl,status_skill2sc(skill_id),20+12*skill_lv+(sd ? sd->status.job_level : 50)/5,skill_lv,skill_get_time(skill_id,skill_lv));
    		// Doesn't deal damage through non-shootable walls.
    		if( !battle_config.skill_wall_check || (battle_config.skill_wall_check && path_search(NULL,src->m,src->x,src->y,bl->x,bl->y,1,CELL_CHKWALL)) )
    			skill_attack(BF_MAGIC,src,src,bl,skill_id,skill_lv,tick,flag|SD_ANIMATION);
    		break;
    	case WL_HELLINFERNO:
    		skill_attack(BF_MAGIC,src,src,bl,skill_id,skill_lv,tick,flag);
    		skill_attack(BF_MAGIC,src,src,bl,skill_id,skill_lv,tick,flag|ELE_DARK);
    		break;
    	case RA_WUGSTRIKE:
    		if( sd && pc_isridingwug(sd) ){
    			short x[8]={0,-1,-1,-1,0,1,1,1};
    			short y[8]={1,1,0,-1,-1,-1,0,1};
    			uint8 dir = map_calc_dir(bl, src->x, src->y);
    
    			if( unit_movepos(src, bl->x+x[dir], bl->y+y[dir], 1, 1) ) {
    				clif_blown(src);
    				skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag);
    			}
    			break;
    		}
    	case RA_WUGBITE:
    		if( path_search(NULL,src->m,src->x,src->y,bl->x,bl->y,1,CELL_CHKNOREACH) ) {
    			skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
    		}else if( sd && skill_id == RA_WUGBITE ) // Only RA_WUGBITE has the skill fail message.
    			clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
    
    		break;
    
    	case RA_SENSITIVEKEEN:
    		if( bl->type != BL_SKILL ) { // Only Hits Invisible Targets
    			if (tsc && ((tsc->option&(OPTION_HIDE|OPTION_CLOAK|OPTION_CHASEWALK)) || tsc->data[SC_CAMOUFLAGE] || tsc->data[SC_STEALTHFIELD])) {
    				status_change_end(bl, SC_CLOAKINGEXCEED, INVALID_TIMER);
    				skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
    			}
    			if (tsc && tsc->data[SC__SHADOWFORM] && rnd() % 100 < 100 - tsc->data[SC__SHADOWFORM]->val1 * 10) // [100 - (Skill Level x 10)] %
    				status_change_end(bl, SC__SHADOWFORM, INVALID_TIMER); // Should only end, no damage dealt.
    		} else {
    			struct skill_unit *su = NULL;
    			struct skill_unit_group* sg;
    
    			if (su && (sg = su->group) && skill_get_inf2(sg->skill_id)&INF2_TRAP) {
    				if( !(sg->unit_id == UNT_USED_TRAPS || (sg->unit_id == UNT_ANKLESNARE && sg->val2 != 0 )) )
    				{
    					struct item item_tmp;
    					memset(&item_tmp,0,sizeof(item_tmp));
    					item_tmp.nameid = sg->item_id?sg->item_id:ITEMID_TRAP;
    					item_tmp.identify = 1;
    					if( item_tmp.nameid )
    						map_addflooritem(&item_tmp,1,bl->m,bl->x,bl->y,0,0,0,4,0,0);
    				}
    				skill_delunit(su);
    			}
    		}
    		break;
    	case NC_INFRAREDSCAN:
    		if( flag&1 ) {
    			status_change_end(bl, SC_HIDING, INVALID_TIMER);
    			status_change_end(bl, SC_CLOAKING, INVALID_TIMER);
    			status_change_end(bl, SC_CLOAKINGEXCEED, INVALID_TIMER);
    			status_change_end(bl, SC_CAMOUFLAGE, INVALID_TIMER);
    			if (tsc && tsc->data[SC__SHADOWFORM] && rnd() % 100 < 100 - tsc->data[SC__SHADOWFORM]->val1 * 10) // [100 - (Skill Level x 10)] %
    				status_change_end(bl, SC__SHADOWFORM, INVALID_TIMER);
    			sc_start(src,bl, SC_INFRAREDSCAN, 10000, skill_lv, skill_get_time(skill_id, skill_lv));
    		} else {
    			map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), splash_target(src), src, skill_id, skill_lv, tick, flag|BCT_ENEMY|SD_SPLASH|1, skill_castend_damage_id);
    			clif_skill_damage(src,src,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SKILL);
    			if( sd ) pc_overheat(sd,1);
    		}
    		break;
    
    	case NC_MAGNETICFIELD:
    		sc_start2(src,bl,SC_MAGNETICFIELD,100,skill_lv,src->id,skill_get_time(skill_id,skill_lv));
    		break;
    	case SC_FATALMENACE:
    		if( flag&1 )
    			skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
    		else
    		{
    			short x, y;
    			map_search_freecell(src, 0, &x, &y, -1, -1, 0);
    			// Destination area
    			skill_area_temp[4] = x;
    			skill_area_temp[5] = y;
    			map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), splash_target(src), src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_damage_id);
    			skill_addtimerskill(src,tick + 800,src->id,x,y,skill_id,skill_lv,0,flag); // To teleport Self
    			clif_skill_damage(src,src,tick,status_get_amotion(src),0,-30000,1,skill_id,skill_lv,DMG_SKILL);
    		}
    		break;
    	case LG_PINPOINTATTACK:
    		if (skill_check_unit_movepos(3, src, bl->x, bl->y, 1, 1))
    			clif_blown(src);
    		skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
    		break;
    
    	case LG_SHIELDSPELL:
    		if (skill_lv == 1)
    			skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
    		else if (skill_lv == 2)
    			skill_attack(BF_MAGIC,src,src,bl,skill_id,skill_lv,tick,flag);
    		break;
    
    	case SR_DRAGONCOMBO:
    		skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
    		break;
    
    	case SR_KNUCKLEARROW:
    		// Holds current direction of bl/target to src/attacker before the src is moved to bl location
    		dir_ka = map_calc_dir(bl, src->x, src->y);
    		// Has slide effect
    		if (skill_check_unit_movepos(5, src, bl->x, bl->y, 1, 1))
    			skill_blown(src, src, 1, (dir_ka + 4) % 8, 0); // Target position is actually one cell next to the target
    		skill_addtimerskill(src, tick + 300, bl->id, 0, 0, skill_id, skill_lv, BF_WEAPON, flag|SD_LEVEL|2);
    		break;
    
    	case SR_HOWLINGOFLION:
    			status_change_end(bl, SC_SWINGDANCE, INVALID_TIMER);
    			status_change_end(bl, SC_SYMPHONYOFLOVER, INVALID_TIMER);
    			status_change_end(bl, SC_MOONLITSERENADE, INVALID_TIMER);
    			status_change_end(bl, SC_RUSHWINDMILL, INVALID_TIMER);
    			status_change_end(bl, SC_ECHOSONG, INVALID_TIMER);
    			status_change_end(bl, SC_HARMONIZE, INVALID_TIMER);
    			status_change_end(bl, SC_NETHERWORLD, INVALID_TIMER);
    			status_change_end(bl, SC_VOICEOFSIREN, INVALID_TIMER);
    			status_change_end(bl, SC_DEEPSLEEP, INVALID_TIMER);
    			status_change_end(bl, SC_SIRCLEOFNATURE, INVALID_TIMER);
    			status_change_end(bl, SC_GLOOMYDAY, INVALID_TIMER);
    			status_change_end(bl, SC_GLOOMYDAY_SK, INVALID_TIMER);
    			status_change_end(bl, SC_SONGOFMANA, INVALID_TIMER);
    			status_change_end(bl, SC_DANCEWITHWUG, INVALID_TIMER);
    			status_change_end(bl, SC_SATURDAYNIGHTFEVER, INVALID_TIMER);
    			status_change_end(bl, SC_LERADSDEW, INVALID_TIMER);
    			status_change_end(bl, SC_MELODYOFSINK, INVALID_TIMER);
    			status_change_end(bl, SC_BEYONDOFWARCRY, INVALID_TIMER);
    			status_change_end(bl, SC_UNLIMITEDHUMMINGVOICE, INVALID_TIMER);
    			skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag|SD_ANIMATION);
    		break;
    
    	case SR_EARTHSHAKER:
    		if( flag&1 ) { //by default cloaking skills are remove by aoe skills so no more checking/removing except hiding and cloaking exceed.
    			skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag);
    			status_change_end(bl, SC_CLOAKINGEXCEED, INVALID_TIMER);
    			if (tsc && tsc->data[SC__SHADOWFORM] && rnd() % 100 < 100 - tsc->data[SC__SHADOWFORM]->val1 * 10) // [100 - (Skill Level x 10)] %
    				status_change_end(bl, SC__SHADOWFORM, INVALID_TIMER);
    		} else {
    			map_foreachinshootrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), BL_CHAR|BL_SKILL, src, skill_id, skill_lv, tick, flag|BCT_ENEMY|SD_SPLASH|1, skill_castend_damage_id);
    			clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SKILL);
    		}
    		break;
    
    	case SR_TIGERCANNON:
    		if (flag&1) {
    			if (skill_area_temp[1] != bl->id && skill_area_temp[3] == skill_id)
    				skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag);
    		} else if (sd) {
    			skill_area_temp[1] = bl->id;
    			skill_area_temp[3] = skill_id;
    			if (sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == SR_FALLENEMPIRE && !sc->data[SC_FLASHCOMBO])
    				flag |= 8; // Only apply Combo bonus when Tiger Cannon is not used through Flash Combo
    			skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag);
    			map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), BL_CHAR|BL_SKILL, src, skill_id, skill_lv, tick, flag|BCT_ENEMY|SD_SPLASH|1, skill_castend_damage_id);
    		}
    		break;
    
    	case SO_POISON_BUSTER: {
    			struct status_change *tsc2 = status_get_sc(bl);
    			if( tsc2 && tsc2->data[SC_POISON] ) {
    				skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
    				status_change_end(bl, SC_POISON, INVALID_TIMER);
    			}
    			else if( sd )
    				clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
    		}
    		break;
    
    	case GN_SPORE_EXPLOSION:
    		if( flag&1 )
    			skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
    		else {
    			clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
    			skill_addtimerskill(src, gettick() + skill_get_time(skill_id, skill_lv), bl->id, 0, 0, skill_id, skill_lv, 0, 0);
    		}
    		break;
    
    	case GN_DEMONIC_FIRE:
    	case GN_FIRE_EXPANSION_ACID:
    		if (flag&1)
    			skill_attack(BF_MAGIC, src, src, bl, skill_id, skill_lv, tick, flag);
    		break;
    
    	case KO_JYUMONJIKIRI: {
    			short x, y;
    			short dir = map_calc_dir(src,bl->x,bl->y);
    
    			if (dir > 0 && dir < 4)
    				x = 2;
    			else if (dir > 4)
    				x = -2;
    			else
    				x = 0;
    			if (dir > 2 && dir < 6)
    				y = 2;
    			else if (dir == 7 || dir < 2)
    				y = -2;
    			else
    				y = 0;
    			if (unit_movepos(src,bl->x + x,bl->y + y,1,1)) {
    				clif_blown(src);
    				skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
    			}
    		}
    		break;
    
    	case EL_FIRE_BOMB:
    	case EL_FIRE_WAVE:
    	case EL_WATER_SCREW:
    	case EL_HURRICANE:
    	case EL_TYPOON_MIS:
    		if( flag&1 )
    			skill_attack(skill_get_type(skill_id+1),src,src,bl,skill_id+1,skill_lv,tick,flag);
    		else {
    			int i = skill_get_splash(skill_id,skill_lv);
    			clif_skill_nodamage(src,battle_get_master(src),skill_id,skill_lv,1);
    			clif_skill_damage(src, bl, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SKILL);
    			if( rnd()%100 < 30 )
    				map_foreachinrange(skill_area_sub,bl,i,BL_CHAR,src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
    			else
    				skill_attack(skill_get_type(skill_id),src,src,bl,skill_id,skill_lv,tick,flag);
    		}
    		break;
    
    	case EL_ROCK_CRUSHER:
    		clif_skill_nodamage(src,battle_get_master(src),skill_id,skill_lv,1);
    		clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SKILL);
    		if( rnd()%100 < 50 )
    			skill_attack(BF_MAGIC,src,src,bl,skill_id,skill_lv,tick,flag);
    		else
    			skill_attack(BF_WEAPON,src,src,bl,EL_ROCK_CRUSHER_ATK,skill_lv,tick,flag);
    		break;
    
    	case EL_STONE_RAIN:
    		if( flag&1 )
    			skill_attack(skill_get_type(skill_id),src,src,bl,skill_id,skill_lv,tick,flag);
    		else {
    			int i = skill_get_splash(skill_id,skill_lv);
    			clif_skill_nodamage(src,battle_get_master(src),skill_id,skill_lv,1);
    			clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SKILL);
    			if( rnd()%100 < 30 )
    				map_foreachinrange(skill_area_sub,bl,i,BL_CHAR,src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
    			else
    				skill_attack(skill_get_type(skill_id),src,src,bl,skill_id,skill_lv,tick,flag);
    		}
    		break;
    
    	case EL_FIRE_ARROW:
    	case EL_ICE_NEEDLE:
    	case EL_WIND_SLASH:
    	case EL_STONE_HAMMER:
    		clif_skill_nodamage(src,battle_get_master(src),skill_id,skill_lv,1);
    		clif_skill_damage(src, bl, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SKILL);
    		skill_attack(skill_get_type(skill_id),src,src,bl,skill_id,skill_lv,tick,flag);
    		break;
    
    	case EL_TIDAL_WEAPON:
    		if( src->type == BL_ELEM ) {
    			struct elemental_data *ele = BL_CAST(BL_ELEM,src);
    			struct status_change *sc2 = status_get_sc(&ele->bl);
    			struct status_change *tsc2 = status_get_sc(bl);
    			sc_type type = status_skill2sc(skill_id), type2;
    			type2 = type-1;
    
    			clif_skill_nodamage(src,battle_get_master(src),skill_id,skill_lv,1);
    			clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SKILL);
    			if( (sc2 && sc2->data[type2]) || (tsc2 && tsc2->data[type]) ) {
    				elemental_clean_single_effect(ele, skill_id);
    			}
    			if( rnd()%100 < 50 )
    				skill_attack(skill_get_type(skill_id),src,src,bl,skill_id,skill_lv,tick,flag);
    			else {
    				sc_start(src,src,type2,100,skill_lv,skill_get_time(skill_id,skill_lv));
    				sc_start(src,battle_get_master(src),type,100,ele->bl.id,skill_get_time(skill_id,skill_lv));
    			}
    			clif_skill_nodamage(src,src,skill_id,skill_lv,1);
    		}
    		break;
    
    	//recursive homon skill
    	case MH_MAGMA_FLOW:
    	case MH_HEILIGE_STANGE:
    		if(flag&1){
    			if((skill_id == MH_MAGMA_FLOW) && ((rnd()%100)>(3*skill_lv)) )
    				break;//chance to not trigger atk for magma
    			skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
    		}
    		else
    			map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), BL_CHAR|BL_SKILL, src, skill_id, skill_lv, tick, flag | BCT_ENEMY | SD_SPLASH | 1, skill_castend_damage_id);
    		break;
    
    	case MH_STAHL_HORN:
    	case MH_NEEDLE_OF_PARALYZE:
    	case MH_SONIC_CRAW:
    		skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag);
    		break;
    	case MH_MIDNIGHT_FRENZY:
    	case MH_SILVERVEIN_RUSH:
    		{
    			TBL_HOM *hd = BL_CAST(BL_HOM,src);
    			skill_attack(skill_get_type(skill_id),src,src,bl,skill_id,skill_lv,tick,flag);
    			hom_delspiritball(hd,skill_id==MH_SILVERVEIN_RUSH?1:2,0);
    		}
    		break;
    	case MH_TINDER_BREAKER:
    	case MH_CBC:
    	case MH_EQC:
    		{
    			int duration = 0;
    			TBL_HOM *hd = BL_CAST(BL_HOM,src);
    			duration = max(skill_lv,(status_get_str(src)/7 - status_get_str(bl)/10))*1000; //Yommy formula
    
    			if (skill_id == MH_TINDER_BREAKER && unit_movepos(src, bl->x, bl->y, 1, 1)) {
    				clif_blown(src);
    				clif_skill_poseffect(src,skill_id,skill_lv,bl->x,bl->y,tick);
    			}
    			clif_skill_nodamage(src,bl,skill_id,skill_lv,
    				sc_start4(src,bl,status_skill2sc(skill_id),100,skill_lv,src->id,0,0,duration));
    			hom_delspiritball(hd,skill_id==MH_EQC?3:2,0); //only EQC consume 3 in grp 2
    			skill_attack(skill_get_type(skill_id),src,src,bl,skill_id,skill_lv,tick,flag);
    		}
    		break;
    
    	case RL_H_MINE:
    		if (!(flag&1)) {
    			// Direct attack
    			if (!sd || !sd->flicker) {
    				if (skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag))
    					status_change_start(src, bl, SC_H_MINE, 10000, skill_id, 0, 0, 0, skill_get_time(skill_id,skill_lv), SCSTART_NOAVOID|SCSTART_NOTICKDEF|SCSTART_NORATEDEF);
    				break;
    			}
    			// Triggered by RL_FLICKER
    			if (sd && sd->flicker && tsc && tsc->data[SC_H_MINE] && tsc->data[SC_H_MINE]->val2 == src->id) {
    				// Splash damage around it!
    				map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), BL_CHAR|BL_SKILL,
    					src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_damage_id);
    				flag |= 1; // Don't consume requirement
    				tsc->data[SC_H_MINE]->val3 = 1; // Mark the SC end because not expired
    				status_change_end(bl, SC_H_MINE, INVALID_TIMER);
    				sc_start4(src, bl, SC_BURNING, 10 * skill_lv, skill_lv, 1000, src->id, 0, skill_get_time2(skill_id,skill_lv));
    			}
    		}
    		else
    			skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
    		if (sd && sd->flicker)
    			flag |= 1; // Don't consume requirement
    		break;
    
    	case RL_HAMMER_OF_GOD:
    		if (!(flag&1)) {
    			if (!sd) {
    				skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
    				break;
    			}
    
    			// First attack. If target is marked by SC_C_MARKER, do another splash damage!
    			if (tsc && tsc->data[SC_C_MARKER] && tsc->data[SC_C_MARKER]->val2 == src->id) {
    				map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), BL_CHAR|BL_SKILL,
    					src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_damage_id);
    				status_change_end(bl, SC_C_MARKER, INVALID_TIMER);
    			}
    		}
    		else
    			skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
    		if ((flag&8))
    			flag |= 1;
    		break;
    
    	case RL_QD_SHOT:
    	case RL_D_TAIL:
    		if (!sd || (sd && tsc && tsc->data[SC_C_MARKER] && tsc->data[SC_C_MARKER]->val2 == src->id)) {
    			int sflag = flag;
    			if (skill_id == RL_QD_SHOT && skill_area_temp[1] == bl->id )
    				break;
    			if (flag&1)
    				sflag = (skill_area_temp[0]&0xFFF)|(flag&SD_LEVEL ? SD_LEVEL : 0)|(flag&SD_ANIMATION ? SD_ANIMATION : 0);
    			skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, sflag);
    			if (sd) {
    				if (skill_id != RL_D_TAIL)
    					status_change_end(bl, SC_C_MARKER, INVALID_TIMER);
    			}
    		}
    		break;
    
    	case SU_SCAROFTAROU:
    		sc_start(src, bl, status_skill2sc(skill_id), 10, skill_lv, skill_get_time(skill_id, skill_lv)); // TODO: What's the activation chance for the Bite effect?
    	case SU_SV_STEMSPEAR:
    		skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
    		if (status_get_lv(src) >= 30 && (rnd() % 100 < (int)(status_get_lv(src) / 30) + 10)) // TODO: Need activation chance.
    			skill_addtimerskill(src, tick + skill_get_delay(skill_id, skill_lv), bl->id, 0, 0, skill_id, skill_lv, (skill_id == SU_SV_STEMSPEAR) ? BF_MAGIC : BF_WEAPON, flag);
    		break;
    
    	case 0:/* no skill - basic/normal attack */
    		if(sd) {
    			if (flag & 3){
    				if (bl->id != skill_area_temp[1])
    					skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, SD_LEVEL|flag);
    			} else {
    				skill_area_temp[1] = bl->id;
    				map_foreachinrange(skill_area_sub, bl,
    					sd->bonus.splash_range, BL_CHAR,
    					src, skill_id, skill_lv, tick, flag | BCT_ENEMY | 1,
    					skill_castend_damage_id);
    				flag|=1; //Set flag to 1 so ammo is not double-consumed. [Skotlex]
    			}
    		}
    		break;
    
    	default:
    		ShowWarning("skill_castend_damage_id: Unknown skill used:%d\n",skill_id);
    		clif_skill_damage(src, bl, tick, status_get_amotion(src), tstatus->dmotion,
    			0, abs(skill_get_num(skill_id, skill_lv)),
    			skill_id, skill_lv, skill_get_hit(skill_id));
    		map_freeblock_unlock();
    		return 1;
    	}
    
    	if( sc && sc->data[SC_CURSEDCIRCLE_ATKER] ) //Should only remove after the skill has been casted.
    		status_change_end(src,SC_CURSEDCIRCLE_ATKER,INVALID_TIMER);
    
    	map_freeblock_unlock();
    
    	if( sd && !(flag&1) )
    	{// ensure that the skill last-cast tick is recorded
    		sd->canskill_tick = gettick();
    
    		if( sd->state.arrow_atk )
    		{// consume arrow on last invocation to this skill.
    			battle_consume_ammo(sd, skill_id, skill_lv);
    		}
    
    		// perform skill requirement consumption
    		skill_consume_requirement(sd,skill_id,skill_lv,2);
    	}
    
    	return 0;
    }
    
    /**
     * Use no-damage skill from 'src' to 'bl
     * @param src Caster
     * @param bl Target of the skill, bl maybe same with src for self skill
     * @param skill_id
     * @param skill_lv
     * @param tick
     * @param flag Various value, &1: Recursive effect
     **/
    int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, uint16 skill_id, uint16 skill_lv, unsigned int tick, int flag)
    {
    	struct map_session_data *sd, *dstsd;
    	struct mob_data *md, *dstmd;
    	struct homun_data *hd;
    	struct mercenary_data *mer;
    	struct status_data *sstatus, *tstatus;
    	struct status_change *tsc;
    	struct status_change_entry *tsce;
    	int chorusbonus = 0;
    
    	int i = 0;
    	enum sc_type type;
    
    	if(skill_id > 0 && !skill_lv) return 0;	// celest
    
    	nullpo_retr(1, src);
    	nullpo_retr(1, bl);
    
    	if (src->m != bl->m)
    		return 1;
    
    	sd = BL_CAST(BL_PC, src);
    	hd = BL_CAST(BL_HOM, src);
    	md = BL_CAST(BL_MOB, src);
    	mer = BL_CAST(BL_MER, src);
    
    	dstsd = BL_CAST(BL_PC, bl);
    	dstmd = BL_CAST(BL_MOB, bl);
    
    	if(bl->prev == NULL)
    		return 1;
    	if(status_isdead(src))
    		return 1;
    
    	if( src != bl && status_isdead(bl) ) {
    		switch( skill_id ) { // Skills that may be cast on dead targets
    			case NPC_WIDESOULDRAIN:
    			case PR_REDEMPTIO:
    			case ALL_RESURRECTION:
    			case WM_DEADHILLHERE:
    				break;
    			default:
    				return 1;
    		}
    	}
    
    	tstatus = status_get_status_data(bl);
    	sstatus = status_get_status_data(src);
    
    	// Minstrel/Wanderer number check for chorus skills.
    	// Bonus remains 0 unless 3 or more Minstrels/Wanderers are in the party.
    	if( sd && sd->status.party_id ) {
    		chorusbonus = party_foreachsamemap(party_sub_count_class, sd, AREA_SIZE, MAPID_THIRDMASK, MAPID_MINSTRELWANDERER);
    		if( chorusbonus > 7 )
    			chorusbonus = 5; // Maximum effect possible from 7 or more Minstrels/Wanderers
    		else if( chorusbonus > 2 )
    			chorusbonus = chorusbonus - 2; // Effect bonus from additional Minstrels/Wanderers if not above the max possible.
    	}
    
    	//Check for undead skills that convert a no-damage skill into a damage one. [Skotlex]
    	switch (skill_id) {
    		case HLIF_HEAL:	//[orn]
    			if (bl->type != BL_HOM) {
    				if (sd) clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0) ;
    				break ;
    			}
     		case AL_HEAL:
    		case ALL_RESURRECTION:
    		case PR_ASPERSIO:
    		case AB_RENOVATIO:
    		case AB_HIGHNESSHEAL:
    			//Apparently only player casted skills can be offensive like this.
    			if (sd && battle_check_undead(tstatus->race,tstatus->def_ele)) {
    				if (battle_check_target(src, bl, BCT_ENEMY) < 1) {
    					//Offensive heal does not works on non-enemies. [Skotlex]
    					clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
    					return 0;
    				}
    				return skill_castend_damage_id (src, bl, skill_id, skill_lv, tick, flag);
    			}
    			break;
    		case NPC_SMOKING: //Since it is a self skill, this one ends here rather than in damage_id. [Skotlex]
    			return skill_castend_damage_id (src, bl, skill_id, skill_lv, tick, flag);
    		case MH_STEINWAND: {
    			struct block_list *s_src = battle_get_master(src);
    			short ret = 0;
    			if(!skill_check_unit_range(src, src->x, src->y, skill_id, skill_lv))  //prevent reiteration
    			    ret = skill_castend_pos2(src,src->x,src->y,skill_id,skill_lv,tick,flag); //cast on homon
    			if(s_src && !skill_check_unit_range(s_src, s_src->x, s_src->y, skill_id, skill_lv))
    			    ret |= skill_castend_pos2(s_src,s_src->x,s_src->y,skill_id,skill_lv,tick,flag); //cast on master
    			if (hd)
    			    skill_blockhomun_start(hd, skill_id, skill_get_cooldown(skill_id, skill_lv));
    			return ret;
    		    }
    		    break;
    		default:
    			//Skill is actually ground placed.
    			if (src == bl && skill_get_unit_id(skill_id,0))
    				return skill_castend_pos2(src,bl->x,bl->y,skill_id,skill_lv,tick,0);
    	}
    
    	type = status_skill2sc(skill_id);
    	tsc = status_get_sc(bl);
    	tsce = (tsc && type != -1)?tsc->data[type]:NULL;
    
    	if (src!=bl && type > -1 &&
    		(i = skill_get_ele(skill_id, skill_lv)) > ELE_NEUTRAL &&
    		skill_get_inf(skill_id) != INF_SUPPORT_SKILL &&
    		battle_attr_fix(NULL, NULL, 100, i, tstatus->def_ele, tstatus->ele_lv) <= 0)
    		return 1; //Skills that cause an status should be blocked if the target element blocks its element.
    
    	map_freeblock_lock();
    	switch(skill_id)
    	{
    	case HLIF_HEAL:	//[orn]
    	case AL_HEAL:
    	case AB_HIGHNESSHEAL:
    		{
    			int heal = skill_calc_heal(src, bl, skill_id, skill_lv, true);
    			int heal_get_jobexp;
    
    			if (status_isimmune(bl) || (dstmd && status_get_class(bl) == MOBID_EMPERIUM))
    				heal = 0;
    			if( dstmd && status_get_class_(bl) == CLASS_BATTLEFIELD )
    				heal = 1;
    
    			if( tsc && tsc->count ) {
    				if( tsc->data[SC_KAITE] && !status_has_mode(sstatus,MD_STATUS_IMMUNE) ) { //Bounce back heal
    					if (--tsc->data[SC_KAITE]->val2 <= 0)
    						status_change_end(bl, SC_KAITE, INVALID_TIMER);
    					if (src == bl)
    						heal=0; //When you try to heal yourself under Kaite, the heal is voided.
    					else {
    						bl = src;
    						dstsd = sd;
    					}
    				}
    				else if (tsc->data[SC_BERSERK] || tsc->data[SC_SATURDAYNIGHTFEVER])
    					heal = 0; //Needed so that it actually displays 0 when healing.
    			}
    			if (skill_id == AL_HEAL)
    				status_change_end(bl, SC_BITESCAR, INVALID_TIMER);
    			clif_skill_nodamage (src, bl, skill_id, heal, 1);
    			if( tsc && tsc->data[SC_AKAITSUKI] && heal && skill_id != HLIF_HEAL )
    				heal = ~heal + 1;
    			heal_get_jobexp = status_heal(bl,heal,0,0);
    
    			if( sd && dstsd && heal > 0 && sd != dstsd )
    			{
    				if( sd->status.guild_id && map_allowed_woe(src->m) )
    				{
    					if( sd->status.guild_id == dstsd->status.guild_id || (!map[src->m].flag.gvg_noalliance && guild_isallied(sd->status.guild_id, dstsd->status.guild_id)) )
    						add2limit(sd->status.wstats.healing_done, heal_get_jobexp, UINT_MAX);
    					else
    						add2limit(sd->status.wstats.wrong_healing_done, heal_get_jobexp, UINT_MAX);
    				}
    				else if( map[src->m].flag.battleground && sd->bg_id && dstsd->bg_id )
    				{
    					if( sd->bg_id == dstsd->bg_id )
    						add2limit(sd->status.bgstats.healing_done, heal_get_jobexp, UINT_MAX);
    					else
    						add2limit(sd->status.bgstats.wrong_healing_done, heal_get_jobexp, UINT_MAX);
    				}
    
    				if( battle_config.heal_exp > 0 )
    				{
    					heal_get_jobexp = heal_get_jobexp * battle_config.heal_exp / 100;
    					if( heal_get_jobexp <= 0 )
    						heal_get_jobexp = 1;
    					pc_gainexp(sd, bl, 0, heal_get_jobexp, 0);
    				}
    			}
    		}
    		break;
    
    	case PR_REDEMPTIO:
    		if (sd && !(flag&1)) {
    			if (sd->status.party_id == 0) {
    				clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
    				break;
    			}
    			skill_area_temp[0] = 0;
    			party_foreachsamemap(skill_area_sub,
    				sd,skill_get_splash(skill_id, skill_lv),
    				src,skill_id,skill_lv,tick, flag|BCT_PARTY|1,
    				skill_castend_nodamage_id);
    			if (skill_area_temp[0] == 0) {
    				clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
    				break;
    			}
    			skill_area_temp[0] = battle_config.exp_cost_redemptio_limit - skill_area_temp[0]; // The actual penalty...
    			if (skill_area_temp[0] > 0 && !map[src->m].flag.noexppenalty && battle_config.exp_cost_redemptio) { //Apply penalty
    				//If total penalty is 1% => reduced 0.2% penalty per each revived player
    				pc_lostexp(sd, u32min(sd->status.base_exp, (pc_nextbaseexp(sd) * skill_area_temp[0] * battle_config.exp_cost_redemptio / battle_config.exp_cost_redemptio_limit) / 100), 0);
    			}
    			status_set_hp(src, 1, 0);
    			status_set_sp(src, 0, 0);
    			break;
    		} else if (status_isdead(bl) && flag&1) { //Revive
    			skill_area_temp[0]++; //Count it in, then fall-through to the Resurrection code.
    			skill_lv = 3; //Resurrection level 3 is used
    		} else //Invalid target, skip resurrection.
    			break;
    
    	case ALL_RESURRECTION:
    		if( sd && map_flag_gvg3(bl->m) )
    		{	//No reviving in WoE grounds!
    			clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
    			break;
    		}
    		if (!status_isdead(bl))
    			break;
    		{
    			int per = 0, sper = 0;
    			if (tsc && tsc->data[SC_HELLPOWER])
    				break;
    
    			if (map[bl->m].flag.pvp && dstsd && dstsd->pvp_point < 0)
    				break;
    
    			switch(skill_lv){
    			case 1: per=10; break;
    			case 2: per=30; break;
    			case 3: per=50; break;
    			case 4: per=80; break;
    			}
    			if(dstsd && dstsd->special_state.restart_full_recover)
    				per = sper = 100;
    			if (status_revive(bl, per, sper))
    			{
    				clif_skill_nodamage(src,bl,ALL_RESURRECTION,skill_lv,1); //Both Redemptio and Res show this skill-animation.
    				if(sd && dstsd && battle_config.resurrection_exp > 0)
    				{
    					int exp = 0,jexp = 0;
    					int lv = dstsd->status.base_level - sd->status.base_level, jlv = dstsd->status.job_level - sd->status.job_level;
    					if(lv > 0 && pc_nextbaseexp(dstsd)) {
    						exp = (int)((double)dstsd->status.base_exp * (double)lv * (double)battle_config.resurrection_exp / 1000000.);
    						if (exp < 1) exp = 1;
    					}
    					if(jlv > 0 && pc_nextjobexp(dstsd)) {
    						jexp = (int)((double)dstsd->status.job_exp * (double)lv * (double)battle_config.resurrection_exp / 1000000.);
    						if (jexp < 1) jexp = 1;
    					}
    					if(exp > 0 || jexp > 0)
    						pc_gainexp (sd, bl, exp, jexp, 0);
    				}
    			}
    		}
    		break;
    
    	case AL_DECAGI:
    	case MER_DECAGI:
    		clif_skill_nodamage (src, bl, skill_id, skill_lv,
    			sc_start(src,bl, type, (50 + skill_lv * 3 + (status_get_lv(src) + sstatus->int_)/5), skill_lv, skill_get_time(skill_id,skill_lv)));
    		break;
    
    	case AL_CRUCIS:
    		if (flag&1)
    			sc_start(src,bl,type, 23+skill_lv*4 +status_get_lv(src) -status_get_lv(bl), skill_lv,skill_get_time(skill_id,skill_lv));
    		else {
    			map_foreachinrange(skill_area_sub, src, skill_get_splash(skill_id, skill_lv), BL_CHAR,
    				src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
    			clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
    		}
    		break;
    
    	case PR_LEXDIVINA:
    	case MER_LEXDIVINA:
    		if (tsce)
    			status_change_end(bl, type, INVALID_TIMER);
    		else
    			skill_addtimerskill(src, tick+1000, bl->id, 0, 0, skill_id, skill_lv, 100, flag);
    		clif_skill_nodamage (src, bl, skill_id, skill_lv, 1);
    		break;
    
    	case SA_ABRACADABRA:
    		if (!skill_abra_count) {
    			clif_skill_nodamage (src, bl, skill_id, skill_lv, 1);
    			break;
    		}
    		else {
    			int abra_skill_id = 0, abra_skill_lv, checked = 0, checked_max = MAX_SKILL_ABRA_DB * 3;
    			do {
    				i = rnd() % MAX_SKILL_ABRA_DB;
    				abra_skill_id = skill_abra_db[i].skill_id;
    				abra_skill_lv = min(skill_lv, skill_get_max(abra_skill_id));
    			} while ( checked++ < checked_max &&
    				(abra_skill_id == 0 ||
    				rnd()%10000 >= skill_abra_db[i].per[max(skill_lv-1,0)]) );
    
    			if (!skill_get_index(abra_skill_id))
    				break;
    
    			clif_skill_nodamage (src, bl, skill_id, skill_lv, 1);
    
    			if( sd )
    			{// player-casted
    				sd->state.abra_flag = 1;
    				sd->skillitem = abra_skill_id;
    				sd->skillitemlv = abra_skill_lv;
    				clif_item_skill(sd, abra_skill_id, abra_skill_lv);
    			}
    			else
    			{// mob-casted
    				struct unit_data *ud = unit_bl2ud(src);
    				int inf = skill_get_inf(abra_skill_id);
    				if (!ud) break;
    				if (inf&INF_SELF_SKILL || inf&INF_SUPPORT_SKILL) {
    					if (src->type == BL_PET)
    						bl = (struct block_list*)((TBL_PET*)src)->master;
    					if (!bl) bl = src;
    					unit_skilluse_id(src, bl->id, abra_skill_id, abra_skill_lv);
    				} else {	//Assume offensive skills
    					int target_id = 0;
    					if (ud->target)
    						target_id = ud->target;
    					else switch (src->type) {
    						case BL_MOB: target_id = ((TBL_MOB*)src)->target_id; break;
    						case BL_PET: target_id = ((TBL_PET*)src)->target_id; break;
    					}
    					if (!target_id)
    						break;
    					if (skill_get_casttype(abra_skill_id) == CAST_GROUND) {
    						bl = map_id2bl(target_id);
    						if (!bl) bl = src;
    						unit_skilluse_pos(src, bl->x, bl->y, abra_skill_id, abra_skill_lv);
    					} else
    						unit_skilluse_id(src, target_id, abra_skill_id, abra_skill_lv);
    				}
    			}
    		}
    		break;
    
    	case SA_COMA:
    		clif_skill_nodamage(src,bl,skill_id,skill_lv,
    			sc_start(src,bl,type,100,skill_lv,skill_get_time2(skill_id,skill_lv)));
    		break;
    	case SA_FULLRECOVERY:
    		clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
    		if (status_isimmune(bl))
    			break;
    		status_percent_heal(bl, 100, 100);
    		break;
    	case NPC_ALLHEAL:
    		{
    			int heal;
    			if( status_isimmune(bl) )
    				break;
    			heal = status_percent_heal(bl, 100, 0);
    			clif_skill_nodamage(NULL, bl, AL_HEAL, heal, 1);
    			if( dstmd )
    			{ // Reset Damage Logs
    				memset(dstmd->dmglog, 0, sizeof(dstmd->dmglog));
    				dstmd->tdmg = 0;
    			}
    		}
    		break;
    	case SA_SUMMONMONSTER:
    		clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
    		if (sd) mob_once_spawn(sd, src->m, src->x, src->y,"--ja--", -1, 1, "", SZ_SMALL, AI_NONE);
    		break;
    	case SA_LEVELUP:
    		clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
    		if (sd && pc_nextbaseexp(sd))
    			pc_gainexp(sd, NULL, pc_nextbaseexp(sd) * 10 / 100, 0, 0);
    		break;
    	case SA_INSTANTDEATH:
    		clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
    		status_kill(src);
    		break;
    	case SA_QUESTION:
    		clif_emotion(src,E_WHAT);
    	case SA_GRAVITY:
    		clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
    		break;
    	case SA_CLASSCHANGE:
    	case SA_MONOCELL:
    		if (dstmd)
    		{
    			int class_;
    
    			if ( sd && status_has_mode(&dstmd->status,MD_STATUS_IMMUNE) ) {
    				clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
    				break;
    			}
    			class_ = (skill_id == SA_MONOCELL ? MOBID_PORING : mob_get_random_id(MOBG_ClassChange, 1, 0));
    			clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
    			mob_class_change(dstmd,class_);
    			if( tsc && status_has_mode(&dstmd->status,MD_STATUS_IMMUNE) ) {
    				const enum sc_type scs[] = { SC_QUAGMIRE, SC_PROVOKE, SC_ROKISWEIL, SC_GRAVITATION, SC_SUITON, SC_STRIPWEAPON, SC_STRIPSHIELD, SC_STRIPARMOR, SC_STRIPHELM, SC_BLADESTOP };
    				for (i = SC_COMMON_MIN; i <= SC_COMMON_MAX; i++)
    					if (tsc->data[i]) status_change_end(bl, (sc_type)i, INVALID_TIMER);
    				for (i = 0; i < ARRAYLENGTH(scs); i++)
    					if (tsc->data[scs[i]]) status_change_end(bl, scs[i], INVALID_TIMER);
    			}
    		}
    		break;
    	case SA_DEATH:
    		if ( sd && dstmd && status_has_mode(&dstmd->status,MD_STATUS_IMMUNE) ) {
    			clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
    			break;
    		}
    		clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
    		status_kill(bl);
    		break;
    	case SA_REVERSEORCISH:
    	case ALL_REVERSEORCISH:
    		clif_skill_nodamage(src,bl,skill_id,skill_lv,
    			sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id, skill_lv)));
    		break;
    	case SA_FORTUNE:
    		clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
    		if(sd) pc_getzeny(sd,status_get_lv(bl)*100,LOG_TYPE_STEAL,NULL);
    		break;
    	case SA_TAMINGMONSTER:
    		clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
    		if (sd && dstmd) {
    			ARR_FIND( 0, MAX_PET_DB, i, dstmd->mob_id == pet_db[i].class_ );
    			if( i < MAX_PET_DB )
    				pet_catch_process1(sd, dstmd->mob_id);
    		}
    		break;
    
    	case CR_PROVIDENCE:
    		if(sd && dstsd){ //Check they are not another crusader [Skotlex]
    			if ((dstsd->class_&MAPID_UPPERMASK) == MAPID_CRUSADER) {
    				clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
    				map_freeblock_unlock();
    				return 1;
    			}
    		}
    		clif_skill_nodamage(src,bl,skill_id,skill_lv,
    			sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
    		break;
    
    	case CG_MARIONETTE:
    		{
    			struct status_change* sc = status_get_sc(src);
    
    			if( sd && dstsd && (dstsd->class_&MAPID_UPPERMASK) == MAPID_BARDDANCER && dstsd->status.sex == sd->status.sex )
    			{// Cannot cast on another bard/dancer-type class of the same gender as caster
    				clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
    				map_freeblock_unlock();
    				return 1;
    			}
    
    			if( sc && tsc )
    			{
    				if( !sc->data[SC_MARIONETTE] && !tsc->data[SC_MARIONETTE2] )
    				{
    					sc_start(src,src,SC_MARIONETTE,100,bl->id,skill_get_time(skill_id,skill_lv));
    					sc_start(src,bl,SC_MARIONETTE2,100,src->id,skill_get_time(skill_id,skill_lv));
    					clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
    				}
    				else
    				if(  sc->data[SC_MARIONETTE ] &&  sc->data[SC_MARIONETTE ]->val1 == bl->id &&
    					tsc->data[SC_MARIONETTE2] && tsc->data[SC_MARIONETTE2]->val1 == src->id )
    				{
    					status_change_end(src, SC_MARIONETTE, INVALID_TIMER);
    					status_change_end(bl, SC_MARIONETTE2, INVALID_TIMER);
    				}
    				else
    				{
    					if( sd )
    						clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
    
    					map_freeblock_unlock();
    					return 1;
    				}
    			}
    		}
    		break;
    
    	case RG_CLOSECONFINE:
    		clif_skill_nodamage(src,bl,skill_id,skill_lv,
    			sc_start4(src,bl,type,100,skill_lv,src->id,0,0,skill_get_time(skill_id,skill_lv)));
    		break;
    	case SA_FLAMELAUNCHER:	// added failure chance and chance to break weapon if turned on [Valaris]
    	case SA_FROSTWEAPON:
    	case SA_LIGHTNINGLOADER:
    	case SA_SEISMICWEAPON:
    		if (dstsd) {
    			if(dstsd->status.weapon == W_FIST ||
    				(dstsd->sc.count && !dstsd->sc.data[type] &&
    				(	//Allow re-enchanting to lenghten time. [Skotlex]
    					dstsd->sc.data[SC_FIREWEAPON] ||
    					dstsd->sc.data[SC_WATERWEAPON] ||
    					dstsd->sc.data[SC_WINDWEAPON] ||
    					dstsd->sc.data[SC_EARTHWEAPON] ||
    					dstsd->sc.data[SC_SHADOWWEAPON] ||
    					dstsd->sc.data[SC_GHOSTWEAPON] ||
    					dstsd->sc.data[SC_ENCPOISON]
    				))
    				) {
    				if (sd) clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
    				clif_skill_nodamage(src,bl,skill_id,skill_lv,0);
    				break;
    			}
    		}
    		// 100% success rate at lv4 & 5, but lasts longer at lv5
    		if(!clif_skill_nodamage(src,bl,skill_id,skill_lv, sc_start(src,bl,type,(60+skill_lv*10),skill_lv, skill_get_time(skill_id,skill_lv)))) {
    			if (sd)
    				clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
    			if (skill_break_equip(src,bl, EQP_WEAPON, 10000, BCT_PARTY) && sd && sd != dstsd)
    				clif_displaymessage(sd->fd, msg_txt(sd,669));
    		}
    		break;
    
    	case PR_ASPERSIO:
    		if (sd && dstmd) {
    			clif_skill_nodamage(src,bl,skill_id,skill_lv,0);
    			break;
    		}
    		clif_skill_nodamage(src,bl,skill_id,skill_lv,
    			sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
    		break;
    
    	case ITEM_ENCHANTARMS:
    		clif_skill_nodamage(src,bl,skill_id,skill_lv,
    			sc_start2(src,bl,type,100,skill_lv,
    				skill_get_ele(skill_id,skill_lv), skill_get_time(skill_id,skill_lv)));
    		break;
    
    	case TK_SEVENWIND:
    		switch(skill_get_ele(skill_id,skill_lv)) {
    			case ELE_EARTH : type = SC_EARTHWEAPON;  break;
    			case ELE_WIND  : type = SC_WINDWEAPON;   break;
    			case ELE_WATER : type = SC_WATERWEAPON;  break;
    			case ELE_FIRE  : type = SC_FIREWEAPON;   break;
    			case ELE_GHOST : type = SC_GHOSTWEAPON;  break;
    			case ELE_DARK  : type = SC_SHADOWWEAPON; break;
    			case ELE_HOLY  : type = SC_ASPERSIO;     break;
    		}
    		clif_skill_nodamage(src,bl,skill_id,skill_lv,
    			sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
    
    		sc_start(src,bl,SC_SEVENWIND,100,skill_lv,skill_get_time(skill_id,skill_lv));
    
    		break;
    
    	case PR_KYRIE:
    	case MER_KYRIE:
    	case SU_TUNAPARTY:
    		clif_skill_nodamage(bl,bl,skill_id,skill_lv,
    			sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
    		break;
    	//Passive Magnum, should had been casted on yourself.
    	case SM_MAGNUM:
    	case MS_MAGNUM:
    		skill_area_temp[1] = 0;
    		map_foreachinshootrange(skill_area_sub, src, skill_get_splash(skill_id, skill_lv), BL_SKILL|BL_CHAR,
    			src,skill_id,skill_lv,tick, flag|BCT_ENEMY|1, skill_castend_damage_id);
    		clif_skill_nodamage (src,src,skill_id,skill_lv,1);
    		// Initiate 20% of your damage becomes fire element.
    		sc_start4(src,src,SC_WATK_ELEMENT,100,3,20,0,0,skill_get_time2(skill_id, skill_lv));
    		if( sd )
    			skill_blockpc_start(sd, skill_id, skill_get_time(skill_id, skill_lv));
    		else if( bl->type == BL_MER )
    			skill_blockmerc_start((TBL_MER*)bl, skill_id, skill_get_time(skill_id, skill_lv));
    		break;
    
    	case TK_JUMPKICK:
    		/* Check if the target is an enemy; if not, skill should fail so the character doesn't unit_movepos (exploitable) */
    		if( battle_check_target(src, bl, BCT_ENEMY) > 0 ) {
    			if( unit_movepos(src, bl->x, bl->y, 2, 1) ) {
    				skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
    				clif_blown(src);
    			}
    		} else
    			clif_skill_fail(sd,skill_id,USESKILL_FAIL,0);
    		break;
    
    	case AL_INCAGI:
    	case AL_BLESSING:
    	case MER_INCAGI:
    	case MER_BLESSING:
    		if (dstsd != NULL && tsc->data[SC_CHANGEUNDEAD]) {
    			skill_attack(BF_MISC,src,src,bl,skill_id,skill_lv,tick,flag);
    			break;
    		}
    	case PR_SLOWPOISON:
    	case PR_IMPOSITIO:
    	case PR_LEXAETERNA:
    	case PR_SUFFRAGIUM:
    	case PR_BENEDICTIO:
    	case LK_BERSERK:
    	case MS_BERSERK:
    	case KN_TWOHANDQUICKEN:
    	case KN_ONEHAND:
    	case MER_QUICKEN:
    	case CR_SPEARQUICKEN:
    	case CR_REFLECTSHIELD:
    	case MS_REFLECTSHIELD:
    	case AS_POISONREACT:
    	case MC_LOUD:
    	case MG_ENERGYCOAT:
    	case MO_EXPLOSIONSPIRITS:
    	case MO_STEELBODY:
    	case MO_BLADESTOP:
    	case LK_AURABLADE:
    	case LK_PARRYING:
    	case MS_PARRYING:
    	case LK_CONCENTRATION:
    	case WS_CARTBOOST:
    	case SN_SIGHT:
    	case WS_MELTDOWN:
    	case WS_OVERTHRUSTMAX:
    	case ST_REJECTSWORD:
    	case HW_MAGICPOWER:
    	case PF_MEMORIZE:
    	case PA_SACRIFICE:
    	case ASC_EDP:
    	case PF_DOUBLECASTING:
    	case SG_SUN_COMFORT:
    	case SG_MOON_COMFORT:
    	case SG_STAR_COMFORT:
    	case NPC_HALLUCINATION:
    	case GS_MADNESSCANCEL:
    	case GS_ADJUSTMENT:
    	case GS_INCREASING:
    	case NJ_KASUMIKIRI:
    	case NJ_UTSUSEMI:
    	case NJ_NEN:
    	case NPC_DEFENDER:
    	case NPC_MAGICMIRROR:
    	case ST_PRESERVE:
    	case NPC_INVINCIBLE:
    	case NPC_INVINCIBLEOFF:
    	case RK_DEATHBOUND:
    	case AB_RENOVATIO:
    	case AB_EXPIATIO:
    	case AB_DUPLELIGHT:
    	case AB_SECRAMENT:
    	case AB_OFFERTORIUM:
    	case NC_ACCELERATION:
    	case NC_HOVERING:
    	case NC_SHAPESHIFT:
    	case WL_MARSHOFABYSS:
    	case WL_RECOGNIZEDSPELL:
    	case GC_VENOMIMPRESS:
    	case SC_DEADLYINFECT:
    	case LG_EXEEDBREAK:
    	case LG_PRESTIGE:
    	case SR_CRESCENTELBOW:
    	case SR_LIGHTNINGWALK:
    	case GN_CARTBOOST:
    	case KO_MEIKYOUSISUI:
    	case ALL_ODINS_POWER:
    	case ALL_FULL_THROTTLE:
    	case RA_UNLIMIT:
    	case WL_TELEKINESIS_INTENSE:
    	case RL_HEAT_BARREL:
    	case RL_P_ALTER:
    	case RL_E_CHAIN:
    	case SU_FRESHSHRIMP:
    	case SU_ARCLOUSEDASH:
    		clif_skill_nodamage(src,bl,skill_id,skill_lv,
    			sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
    		break;
    
    	case SU_STOOP:
    		clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
    		sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
     		break;
    
    	case KN_AUTOCOUNTER:
    		sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
    		skill_addtimerskill(src,tick + 100,bl->id,0,0,skill_id,skill_lv,BF_WEAPON,flag);
    		break;
    
    	case SO_STRIKING:
    		if (battle_check_target(src, bl, BCT_SELF|BCT_PARTY) > 0) {
    			int bonus = 0;
    
    			if (dstsd) {
    				short index = dstsd->equip_index[EQI_HAND_R];
    
    				if (index >= 0 && dstsd->inventory_data[index] && dstsd->inventory_data[index]->type == IT_WEAPON)
    					bonus = (8 + 2 * skill_lv) * dstsd->inventory_data[index]->wlv;
    			}
    			if (sd)
    				bonus += (pc_checkskill(sd, SA_FLAMELAUNCHER) + pc_checkskill(sd, SA_FROSTWEAPON) + pc_checkskill(sd, SA_LIGHTNINGLOADER) + pc_checkskill(sd, SA_SEISMICWEAPON)) * 5;
    
    			clif_skill_nodamage(src, bl, skill_id, skill_lv, sc_start2(src,bl, type, 100, skill_lv, bonus, skill_get_time(skill_id, skill_lv)));
    		} else if (sd)
    			clif_skill_fail(sd, skill_id, USESKILL_FAIL_TOTARGET, 0);
    		break;
    
    	case NPC_STOP:
    		if( clif_skill_nodamage(src,bl,skill_id,skill_lv,
    			sc_start2(src,bl,type,100,skill_lv,src->id,skill_get_time(skill_id,skill_lv)) ) )
    			sc_start2(src,src,type,100,skill_lv,bl->id,skill_get_time(skill_id,skill_lv));
    		break;
    	case HP_ASSUMPTIO:
    		if( sd && dstmd )
    			clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
    		else
    			clif_skill_nodamage(src,bl,skill_id,skill_lv,
    				sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
    		break;
    	case MG_SIGHT:
    	case MER_SIGHT:
    	case AL_RUWACH:
    	case WZ_SIGHTBLASTER:
    	case NPC_WIDESIGHT:
    	case NPC_STONESKIN:
    	case NPC_ANTIMAGIC:
    		clif_skill_nodamage(src,bl,skill_id,skill_lv,
    			sc_start2(src,bl,type,100,skill_lv,skill_id,skill_get_time(skill_id,skill_lv)));
    		break;
    	case HLIF_AVOID:
    	case HAMI_DEFENCE:
    		i = skill_get_time(skill_id,skill_lv);
    		clif_skill_nodamage(bl,bl,skill_id,skill_lv,sc_start(src,bl,type,100,skill_lv,i)); // Master
    		clif_skill_nodamage(src,src,skill_id,skill_lv,sc_start(src,src,type,100,skill_lv,i)); // Homunc
    		break;
    	case NJ_BUNSINJYUTSU:
    		status_change_end(bl, SC_BUNSINJYUTSU, INVALID_TIMER); // on official recasting cancels existing mirror image [helvetica]
    		clif_skill_nodamage(src,bl,skill_id,skill_lv,
    			sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
    		status_change_end(bl, SC_NEN, INVALID_TIMER);
    		break;
    /* Was modified to only affect targetted char.	[Skotlex]
    	case HP_ASSUMPTIO:
    		if (flag&1)
    			sc_start(bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
    		else
    		{
    			map_foreachinrange(skill_area_sub, bl,
    				skill_get_splash(skill_id, skill_lv), BL_PC,
    				src, skill_id, skill_lv, tick, flag|BCT_ALL|1,
    				skill_castend_nodamage_id);
    			clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
    		}
    		break;
    */
    	case SM_ENDURE:
    		clif_skill_nodamage(src,bl,skill_id,skill_lv,
    			sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
    		break;
    
    	case AS_ENCHANTPOISON: // Prevent spamming [Valaris]
    		if (sd && dstsd && dstsd->sc.count) {
    			if (dstsd->sc.data[SC_FIREWEAPON] ||
    				dstsd->sc.data[SC_WATERWEAPON] ||
    				dstsd->sc.data[SC_WINDWEAPON] ||
    				dstsd->sc.data[SC_EARTHWEAPON] ||
    				dstsd->sc.data[SC_SHADOWWEAPON] ||
    				dstsd->sc.data[SC_GHOSTWEAPON]
    			//	dstsd->sc.data[SC_ENCPOISON] //People say you should be able to recast to lengthen the timer. [Skotlex]
    			) {
    					clif_skill_nodamage(src,bl,skill_id,skill_lv,0);
    					clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
    					break;
    			}
    		}
    		clif_skill_nodamage(src,bl,skill_id,skill_lv,
    			sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
    		break;
    
    	case LK_TENSIONRELAX:
    		clif_skill_nodamage(src,bl,skill_id,skill_lv,
    			sc_start4(src,bl,type,100,skill_lv,0,0,skill_get_time2(skill_id,skill_lv),
    				skill_get_time(skill_id,skill_lv)));
    		break;
    
    	case MC_CHANGECART:
    		clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
    		break;
    
    	case MC_CARTDECORATE:
    		clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
    		if( sd ) {
    			clif_SelectCart(sd);
    		}
    		break;
    
    	case TK_MISSION:
    		if (sd) {
    			int id;
    			if (sd->mission_mobid && (sd->mission_count || rnd()%100)) { //Cannot change target when already have one
    				clif_mission_info(sd, sd->mission_mobid, sd->mission_count);
    				clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
    				break;
    			}
    			id = mob_get_random_id(MOBG_Branch_Of_Dead_Tree,0xF, sd->status.base_level);
    			if (!id) {
    				clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
    				break;
    			}
    			sd->mission_mobid = id;
    			sd->mission_count = 0;
    			pc_setglobalreg(sd, add_str("TK_MISSION_ID"), id);
    			clif_mission_info(sd, id, 0);
    			clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
    		}
    		break;
    
    	case AC_CONCENTRATION:
    		{
    			int splash = skill_get_splash(skill_id, skill_lv);
    			clif_skill_nodamage(src,bl,skill_id,skill_lv,
    				sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
    			skill_reveal_trap_inarea(src, splash, src->x, src->y);
    			map_foreachinrange( status_change_timer_sub, src,
    				splash, BL_CHAR, src, NULL, type, tick);
    		}
    		break;
    
    	case SM_PROVOKE:
    	case SM_SELFPROVOKE:
    	case MER_PROVOKE:
    		if( status_has_mode(tstatus,MD_STATUS_IMMUNE) || battle_check_undead(tstatus->race,tstatus->def_ele) ) {
    			map_freeblock_unlock();
    			return 1;
    		}
    		// Official chance is 70% + 3%*skill_lv + srcBaseLevel% - tarBaseLevel%
    		if(!(i = sc_start(src, bl, type, skill_id == SM_SELFPROVOKE ? 100 : (70 + 3 * skill_lv + status_get_lv(src) - status_get_lv(bl)), skill_lv, skill_get_time(skill_id, skill_lv))))
    		{
    			if( sd )
    				clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
    			map_freeblock_unlock();
    			return 0;
    		}
    		clif_skill_nodamage(src, bl, skill_id == SM_SELFPROVOKE ? SM_PROVOKE : skill_id, skill_lv, i);
    		unit_skillcastcancel(bl, 2);
    
    		if( tsc && tsc->count )
    		{
    			status_change_end(bl, SC_FREEZE, INVALID_TIMER);
    			if( tsc->data[SC_STONE] && tsc->opt1 == OPT1_STONE )
    				status_change_end(bl, SC_STONE, INVALID_TIMER);
    			status_change_end(bl, SC_SLEEP, INVALID_TIMER);
    			status_change_end(bl, SC_TRICKDEAD, INVALID_TIMER);
    		}
    
    		if( dstmd )
    		{
    			dstmd->state.provoke_flag = src->id;
    			mob_target(dstmd, src, skill_get_range2(src, skill_id, skill_lv, true));
    		}
    		break;
    
    	case ML_DEVOTION:
    	case CR_DEVOTION:
    		{
    			int count, lv;
    			if( !dstsd || (!sd && !mer) )
    			{ // Only players can be devoted
    				if( sd )
    					clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
    				break;
    			}
    
    			if( (lv = status_get_lv(src) - dstsd->status.base_level) < 0 )
    				lv = -lv;
    			if( lv > battle_config.devotion_level_difference || // Level difference requeriments
    				(dstsd->sc.data[type] && dstsd->sc.data[type]->val1 != src->id) || // Cannot Devote a player devoted from another source
    				(skill_id == ML_DEVOTION && (!mer || mer != dstsd->md)) || // Mercenary only can devote owner
    				(dstsd->class_&MAPID_UPPERMASK) == MAPID_CRUSADER || // Crusader Cannot be devoted
    				(dstsd->sc.data[SC_HELLPOWER])) // Players affected by SC_HELLPOWERR cannot be devoted.
    			{
    				if( sd )
    					clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
    				map_freeblock_unlock();
    				return 1;
    			}
    
    			i = 0;
    			count = (sd)? min(skill_lv,MAX_DEVOTION) : 1; // Mercenary only can Devote owner
    			if( sd )
    			{ // Player Devoting Player
    				ARR_FIND(0, count, i, sd->devotion[i] == bl->id );
    				if( i == count )
    				{
    					ARR_FIND(0, count, i, sd->devotion[i] == 0 );
    					if( i == count )
    					{ // No free slots, skill Fail
    						clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
    						map_freeblock_unlock();
    						return 1;
    					}
    				}
    
    				sd->devotion[i] = bl->id;
    			}
    			else
    				mer->devotion_flag = 1; // Mercenary Devoting Owner
    
    			clif_skill_nodamage(src, bl, skill_id, skill_lv,
    				sc_start4(src, bl, type, 10000, src->id, i, skill_get_range2(src, skill_id, skill_lv, true), 0, skill_get_time2(skill_id, skill_lv)));
    			clif_devotion(src, NULL);
    		}
    		break;
    
    	case MO_CALLSPIRITS:
    		if(sd) {
    			int limit = skill_lv;
    			if( sd->sc.data[SC_RAISINGDRAGON] )
    				limit += sd->sc.data[SC_RAISINGDRAGON]->val1;
    			clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
    			pc_addspiritball(sd,skill_get_time(skill_id,skill_lv),limit);
    		}
    		break;
    
    	case CH_SOULCOLLECT:
    		if(sd) {
    			int limit = 5;
    			if( sd->sc.data[SC_RAISINGDRAGON] )
    				limit += sd->sc.data[SC_RAISINGDRAGON]->val1;
    			clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
    			for (i = 0; i < limit; i++)
    				pc_addspiritball(sd,skill_get_time(skill_id,skill_lv),limit);
    		}
    		break;
    
    	case MO_KITRANSLATION:
    		if(dstsd && ((dstsd->class_&MAPID_BASEMASK) != MAPID_GUNSLINGER && (dstsd->class_&MAPID_UPPERMASK) != MAPID_REBELLION) && dstsd->spiritball < 5) {
    			//Require will define how many spiritballs will be transferred
    			struct skill_condition require;
    			require = skill_get_requirement(sd,skill_id,skill_lv);
    			pc_delspiritball(sd,require.spiritball,0);
    			for (i = 0; i < require.spiritball; i++)
    				pc_addspiritball(dstsd,skill_get_time(skill_id,skill_lv),5);
    		} else {
    			if(sd)
    				clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
    			map_freeblock_unlock();
    			return 0;
    		}
    		break;
    
    	case TK_TURNKICK:
    	case MO_BALKYOUNG: //Passive part of the attack. Splash knock-back+stun. [Skotlex]
    		if (skill_area_temp[1] != bl->id) {
    			skill_blown(src,bl,skill_get_blewcount(skill_id,skill_lv),-1,0);
    			skill_additional_effect(src,bl,skill_id,skill_lv,BF_MISC,ATK_DEF,tick); //Use Misc rather than weapon to signal passive pushback
    		}
    		break;
    
    	case MO_ABSORBSPIRITS:
    		i = 0;
    		if (dstsd && dstsd->spiritball && (sd == dstsd || map_flag_vs(src->m) || (sd && sd->duel_group && sd->duel_group == dstsd->duel_group) || (sd && sd->state.pvpmode && dstsd->state.pvpmode)) && ((dstsd->class_&MAPID_BASEMASK) != MAPID_GUNSLINGER || (dstsd->class_&MAPID_UPPERMASK) != MAPID_REBELLION)) { // split the if for readability, and included gunslingers in the check so that their coins cannot be removed [Reddozen]
    			if (dstsd->spiritball > 0) {
    				i = dstsd->spiritball * 7;
    				pc_delspiritball(dstsd,dstsd->spiritball,0);
    			}
    			if (dstsd->spiritcharm_type != CHARM_TYPE_NONE && dstsd->spiritcharm > 0) {
    				i += dstsd->spiritcharm * 7;
    				pc_delspiritcharm(dstsd,dstsd->spiritcharm,dstsd->spiritcharm_type);
    			}
    		} else if (dstmd && !status_has_mode(tstatus,MD_STATUS_IMMUNE) && rnd() % 100 < 20) { // check if target is a monster and not status immune, for the 20% chance to absorb 2 SP per monster's level [Reddozen]
    			i = 2 * dstmd->level;
    			mob_target(dstmd,src,0);
    		}
    		if (i) status_heal(src, 0, i, 3);
    		clif_skill_nodamage(src,bl,skill_id,skill_lv,i?1:0);
    		break;
    
    	case AC_MAKINGARROW:
    		if(sd) {
    			clif_arrow_create_list(sd);
    			clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
    		}
    		break;
    
    	case AM_PHARMACY:
    		if(sd) {
    			clif_skill_produce_mix_list(sd,skill_id,22);
    			clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
    		}
    		break;
    
    	case SA_CREATECON:
    		if(sd) {
    			clif_elementalconverter_list(sd);
    			clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
    		}
    		break;
    
    	case BS_HAMMERFALL:
    		skill_addtimerskill(src, tick+1000, bl->id, 0, 0, skill_id, skill_lv, min(20+10*skill_lv, 50+5*skill_lv), flag);
    		break;
    
    	case RG_RAID:
    		skill_area_temp[1] = 0;
    		clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
    		map_foreachinrange(skill_area_sub, bl,
    			skill_get_splash(skill_id, skill_lv), BL_CHAR|BL_SKILL,
    			src,skill_id,skill_lv,tick, flag|BCT_ENEMY|1,
    			skill_castend_damage_id);
    		status_change_end(src, SC_HIDING, INVALID_TIMER);
    		break;
    
    	//List of self skills that give damage around caster
    	case ASC_METEORASSAULT:
    	case GS_SPREADATTACK:
    	case RK_STORMBLAST:
    	case NC_AXETORNADO:
    	case GC_COUNTERSLASH:
    	case SR_SKYNETBLOW:
    	case SR_RAMPAGEBLASTER:
    	case SR_HOWLINGOFLION:
    	case KO_HAPPOKUNAI:
    	case RL_FIREDANCE:
    	case RL_R_TRIP:
    	{
    		struct status_change *sc = status_get_sc(src);
    		int starget = BL_CHAR|BL_SKILL;
    
    		if (skill_id == SR_SKYNETBLOW && sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == SR_DRAGONCOMBO)
    			flag |= 8;
    		if (skill_id == SR_HOWLINGOFLION)
    			starget = splash_target(src);
    		skill_area_temp[1] = 0;
    		clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
    		if (battle_config.skill_wall_check)
    			i = map_foreachinshootrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), starget,
    				src, skill_id, skill_lv, tick, flag|BCT_ENEMY|SD_SPLASH|1, skill_castend_damage_id);
    		else
    			i = map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), starget,
    				src, skill_id, skill_lv, tick, flag|BCT_ENEMY|SD_SPLASH|1, skill_castend_damage_id);
    		if( !i && ( skill_id == NC_AXETORNADO || skill_id == SR_SKYNETBLOW || skill_id == KO_HAPPOKUNAI ) )
    			clif_skill_damage(src,src,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SKILL);
    	}
    		break;
    
    	case NC_EMERGENCYCOOL:
    		clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
    		status_change_end(src,SC_OVERHEAT_LIMITPOINT,INVALID_TIMER);
    		status_change_end(src,SC_OVERHEAT,INVALID_TIMER);
    		break;
    	case SR_WINDMILL:
    	case GN_CART_TORNADO:
    		clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
    	case SR_EARTHSHAKER:
    	case NC_INFRAREDSCAN:
    	case NPC_EARTHQUAKE:
    	case NPC_VAMPIRE_GIFT:
    	case NPC_HELLJUDGEMENT:
    	case NPC_PULSESTRIKE:
    	case LG_MOONSLASHER:
    		skill_castend_damage_id(src, src, skill_id, skill_lv, tick, flag);
    		break;
    
    	case KN_BRANDISHSPEAR:
    	case ML_BRANDISH:
    		{
    			skill_area_temp[1] = bl->id;
    
    			if(skill_lv >= 10)
    				map_foreachindir(skill_area_sub, src->m, src->x, src->y, bl->x, bl->y,
    					skill_get_splash(skill_id, skill_lv), 1, skill_get_maxcount(skill_id, skill_lv)-1, splash_target(src),
    					src, skill_id, skill_lv, tick, flag | BCT_ENEMY | (sd?3:0),
    					skill_castend_damage_id);
    			if(skill_lv >= 7)
    				map_foreachindir(skill_area_sub, src->m, src->x, src->y, bl->x, bl->y,
    					skill_get_splash(skill_id, skill_lv), 1, skill_get_maxcount(skill_id, skill_lv)-2, splash_target(src),
    					src, skill_id, skill_lv, tick, flag | BCT_ENEMY | (sd?2:0),
    					skill_castend_damage_id);
    			if(skill_lv >= 4)
    				map_foreachindir(skill_area_sub, src->m, src->x, src->y, bl->x, bl->y,
    					skill_get_splash(skill_id, skill_lv), 1, skill_get_maxcount(skill_id, skill_lv)-3, splash_target(src),
    					src, skill_id, skill_lv, tick, flag | BCT_ENEMY | (sd?1:0),
    					skill_castend_damage_id);
    			map_foreachindir(skill_area_sub, src->m, src->x, src->y, bl->x, bl->y,
    				skill_get_splash(skill_id, skill_lv), skill_get_maxcount(skill_id, skill_lv)-3, 0, splash_target(src),
    				src, skill_id, skill_lv, tick, flag | BCT_ENEMY | 0,
    				skill_castend_damage_id);
    		}
    		break;
    
    	case WZ_SIGHTRASHER:
    		//Passive side of the attack.
    		status_change_end(src, SC_SIGHT, INVALID_TIMER);
    		clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
    		map_foreachinshootrange(skill_area_sub,src,
    			skill_get_splash(skill_id, skill_lv),BL_CHAR|BL_SKILL,
    			src,skill_id,skill_lv,tick, flag|BCT_ENEMY|SD_ANIMATION|1,
    			skill_castend_damage_id);
    		break;
    
    	case WZ_FROSTNOVA:
    		clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
    		skill_area_temp[1] = 0;
    		map_foreachinshootrange(skill_attack_area, src,
    			skill_get_splash(skill_id, skill_lv), splash_target(src),
    			BF_MAGIC, src, src, skill_id, skill_lv, tick, flag, BCT_ENEMY);
    		break;
    
    	case HVAN_EXPLOSION:	//[orn]
    	case NPC_SELFDESTRUCTION:
    		//Self Destruction hits everyone in range (allies+enemies)
    		//Except for Summoned Marine spheres on non-versus maps, where it's just enemy.
    		i = ((!md || md->special_state.ai == AI_SPHERE || md->mob_id == 1904) && !map_flag_vs(src->m))?
    			BCT_ENEMY:BCT_ALL;
    		clif_skill_nodamage(src, src, skill_id, -1, 1);
    		map_delblock(src); //Required to prevent chain-self-destructions hitting back.
    		map_foreachinshootrange(skill_area_sub, bl,
    			skill_get_splash(skill_id, skill_lv), BL_CHAR|BL_SKILL,
    			src, skill_id, skill_lv, tick, flag|i,
    			skill_castend_damage_id);
    		if(map_addblock(src)) {
    			map_freeblock_unlock();
    			return 1;
    		}
    		status_damage_(src, src, sstatus->max_hp,0,0,1,skill_id);
    		break;
    
    	case AL_ANGELUS:
    	case PR_MAGNIFICAT:
    	case PR_GLORIA:
    	case SN_WINDWALK:
    	case CASH_BLESSING:
    	case CASH_INCAGI:
    	case CASH_ASSUMPTIO:
    	case WM_FRIGG_SONG:
    		if( !skill_check_party(sd) || (flag&1) )
    			clif_skill_nodamage(bl, bl, skill_id, skill_lv, sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
    		else if( sd )
    			party_foreachsamemap(skill_area_sub, sd, skill_get_splash(skill_id, skill_lv), src, skill_id, skill_lv, tick, flag|BCT_PARTY|1, skill_castend_nodamage_id);
    		break;
    	case MER_MAGNIFICAT:
    		if( mer != NULL )
    		{
    			clif_skill_nodamage(bl, bl, skill_id, skill_lv, sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
    			if( mer->master && skill_check_party(mer->master) && !(flag&1) )
    				party_foreachsamemap(skill_area_sub, mer->master, skill_get_splash(skill_id, skill_lv), src, skill_id, skill_lv, tick, flag|BCT_PARTY|1, skill_castend_nodamage_id);
    			else if( mer->master && !(flag&1) )
    				clif_skill_nodamage(src, &mer->master->bl, skill_id, skill_lv, sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
    		}
    		break;
    
    	case BS_ADRENALINE:
    	case BS_ADRENALINE2:
    	case BS_WEAPONPERFECT:
    	case BS_OVERTHRUST:
    		if (sd == NULL || sd->status.party_id == 0 || (flag & 1)) {
    			int weapontype = skill_get_weapontype(skill_id);
    			if (!weapontype || !dstsd || pc_check_weapontype(dstsd, weapontype)) {
    				clif_skill_nodamage(bl, bl, skill_id, skill_lv,
    					sc_start2(src, bl, type, 100, skill_lv, (src == bl) ? 1 : 0, skill_get_time(skill_id, skill_lv)));
    			}
    		} else if (sd) {
    			party_foreachsamemap(skill_area_sub,
    				sd,skill_get_splash(skill_id, skill_lv),
    				src,skill_id,skill_lv,tick, flag|BCT_PARTY|1,
    				skill_castend_nodamage_id);
    		}
    		break;
    
    	case BS_MAXIMIZE:
    	case NV_TRICKDEAD:
    	case CR_DEFENDER:
    	case ML_DEFENDER:
    	case CR_AUTOGUARD:
    	case ML_AUTOGUARD:
    	case TK_READYSTORM:
    	case TK_READYDOWN:
    	case TK_READYTURN:
    	case TK_READYCOUNTER:
    	case TK_DODGE:
    	case CR_SHRINK:
    	case SG_FUSION:
    	case GS_GATLINGFEVER:
    		if( tsce )
    		{
    			clif_skill_nodamage(src,bl,skill_id,skill_lv,status_change_end(bl, type, INVALID_TIMER));
    			map_freeblock_unlock();
    			return 0;
    		}
    		clif_skill_nodamage(src,bl,skill_id,skill_lv,sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
    		break;
    	case SL_KAITE:
    	case SL_KAAHI:
    	case SL_KAIZEL:
    	case SL_KAUPE:
    		if (sd) {
    			if (!dstsd || !(
    				(&sd->sc && sd->sc.data[SC_SPIRIT] && sd->sc.data[SC_SPIRIT]->val2 == SL_SOULLINKER) ||
    				(dstsd->class_&MAPID_UPPERMASK) == MAPID_SOUL_LINKER ||
    				dstsd->status.char_id == sd->status.char_id ||
    				dstsd->status.char_id == sd->status.partner_id ||
    				dstsd->status.char_id == sd->status.child
    			)) {
    				status_change_start(src,src,SC_STUN,10000,skill_lv,0,0,0,500,SCSTART_NORATEDEF);
    				clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
    				break;
    			}
    		}
    		clif_skill_nodamage(src,bl,skill_id,skill_lv,
    			sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id, skill_lv)));
    		break;
    	case SM_AUTOBERSERK:
    	case MER_AUTOBERSERK:
    		if( tsce )
    			i = status_change_end(bl, type, INVALID_TIMER);
    		else
    			i = sc_start(src,bl,type,100,skill_lv,60000);
    		clif_skill_nodamage(src,bl,skill_id,skill_lv,i);
    		break;
    	case TF_HIDING:
    	case ST_CHASEWALK:
    	case KO_YAMIKUMO:
    		if (tsce)
    		{
    			clif_skill_nodamage(src,bl,skill_id,-1,status_change_end(bl, type, INVALID_TIMER)); //Hide skill-scream animation.
    			map_freeblock_unlock();
    			return 0;
    		} else if( tsc && tsc->option&OPTION_MADOGEAR ) {
    			//Mado Gear cannot hide
    			if( sd ) clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
    			map_freeblock_unlock();
    			return 0;
    		}
    		clif_skill_nodamage(src,bl,skill_id,-1,sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
    		break;
    	case TK_RUN:
    		if (tsce)
    		{
    			clif_skill_nodamage(src,bl,skill_id,skill_lv,status_change_end(bl, type, INVALID_TIMER));
    			map_freeblock_unlock();
    			return 0;
    		}
    		clif_skill_nodamage(src,bl,skill_id,skill_lv,sc_start4(src,bl,type,100,skill_lv,unit_getdir(bl),0,0,0));
    		if (sd) // If the client receives a skill-use packet inmediately before a walkok packet, it will discard the walk packet! [Skotlex]
    			clif_walkok(sd); // So aegis has to resend the walk ok.
    		break;
    
    	case AS_CLOAKING:
    	case GC_CLOAKINGEXCEED:
    	case LG_FORCEOFVANGUARD:
    	case SC_REPRODUCE:
    	case SC_INVISIBILITY:
    	case RA_CAMOUFLAGE:
    		if (tsce) {
    			i = status_change_end(bl, type, INVALID_TIMER);
    			if( i )
    				clif_skill_nodamage(src,bl,skill_id,( skill_id == LG_FORCEOFVANGUARD || skill_id == RA_CAMOUFLAGE ) ? skill_lv : -1,i);
    			else if( sd )
    				clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
    			map_freeblock_unlock();
    			return 0;
    		}
    		i = sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
    		if( i )
    			clif_skill_nodamage(src,bl,skill_id,( skill_id == LG_FORCEOFVANGUARD || skill_id == RA_CAMOUFLAGE ) ? skill_lv : -1,i);
    		else if( sd )
    			clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
    		break;
    
    	case BD_ADAPTATION:
    		if(tsc && tsc->data[SC_DANCING]){
    			clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
    			status_change_end(bl, SC_DANCING, INVALID_TIMER);
    		}
    		break;
    
    	case BA_FROSTJOKER:
    	case DC_SCREAM:
    		clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
    		skill_addtimerskill(src,tick+3000,bl->id,src->x,src->y,skill_id,skill_lv,0,flag);
    
    		if (md) {
    			// custom hack to make the mob display the skill, because these skills don't show the skill use text themselves
    			//NOTE: mobs don't have the sprite animation that is used when performing this skill (will cause glitches)
    			char temp[70];
    			snprintf(temp, sizeof(temp), "%s : %s !!",md->name,skill_db[skill_get_index(skill_id)]->desc);
    			clif_disp_overhead(&md->bl,temp);
    		}
    		break;
    
    	case BA_PANGVOICE:
    		clif_skill_nodamage(src,bl,skill_id,skill_lv, sc_start(src,bl,SC_CONFUSION,50,7,skill_get_time(skill_id,skill_lv)));
    		break;
    
    	case DC_WINKCHARM:
    		if( dstsd )
    			clif_skill_nodamage(src,bl,skill_id,skill_lv, sc_start(src,bl,SC_CONFUSION,30,7,skill_get_time2(skill_id,skill_lv)));
    		else
    		if( dstmd )
    		{
    			if( status_get_lv(src) > status_get_lv(bl)
    			&&  (tstatus->race == RC_DEMON || tstatus->race == RC_DEMIHUMAN || tstatus->race == RC_PLAYER || tstatus->race == RC_ANGEL)
    			&&  !status_has_mode(tstatus,MD_STATUS_IMMUNE) )
    				clif_skill_nodamage(src,bl,skill_id,skill_lv, sc_start2(src,bl,type,70,skill_lv,src->id,skill_get_time(skill_id,skill_lv)));
    			else
    			{
    				clif_skill_nodamage(src,bl,skill_id,skill_lv,0);
    				if(sd) clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
    			}
    		}
    		break;
    
    	case TF_STEAL:
    		if(sd) {
    			if(pc_steal_item(sd,bl,skill_lv))
    				clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
    			else
    				clif_skill_fail(sd,skill_id,USESKILL_FAIL,0);
    		}
    		break;
    
    	case RG_STEALCOIN:
    		if(sd) {
    			if(pc_steal_coin(sd,bl))
    			{
    				dstmd->state.provoke_flag = src->id;
    				mob_target(dstmd, src, skill_get_range2(src, skill_id, skill_lv, true));
    				clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
    
    			}
    			else
    				clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
    		}
    		break;
    
    	case MG_STONECURSE:
    		{
    			int brate = 0;
    			if (status_has_mode(tstatus,MD_STATUS_IMMUNE)) {
    				if (sd) clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
    				break;
    			}
    			if(status_isimmune(bl) || !tsc)
    				break;
    
    			if (sd && &sd->sc && sd->sc.data[SC_PETROLOGY_OPTION])
    				brate = sd->sc.data[SC_PETROLOGY_OPTION]->val3;
    
    			if (tsc && tsc->data[type]) {
    				status_change_end(bl, type, INVALID_TIMER);
    				if (sd) clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
    				break;
    			}
    			if (sc_start4(src,bl,type,(skill_lv*4+20)+brate,
    				skill_lv, src->id, skill_get_time(skill_id, skill_lv), 0,
    				skill_get_time2(skill_id,skill_lv)))
    					clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
    			else if(sd) {
    				clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
    				// Level 6-10 doesn't consume a red gem if it fails [celest]
    				if (skill_lv > 5)
    				{ // not to consume items
    					map_freeblock_unlock();
    					return 0;
    				}
    			}
    		}
    		break;
    
    	case NV_FIRSTAID:
    		clif_skill_nodamage(src,bl,skill_id,5,1);
    		status_heal(bl,5,0,0);
    		break;
    
    	case AL_CURE:
    		if(status_isimmune(bl)) {
    			clif_skill_nodamage(src,bl,skill_id,skill_lv,0);
    			break;
    		}
    		status_change_end(bl, SC_SILENCE, INVALID_TIMER);
    		status_change_end(bl, SC_BLIND, INVALID_TIMER);
    		status_change_end(bl, SC_CONFUSION, INVALID_TIMER);
    		status_change_end(bl, SC_BITESCAR, INVALID_TIMER);
    		clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
    		break;
    
    	case TF_DETOXIFY:
    		clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
    		status_change_end(bl, SC_POISON, INVALID_TIMER);
    		status_change_end(bl, SC_DPOISON, INVALID_TIMER);
    		break;
    
    	case PR_STRECOVERY:
    		if(status_isimmune(bl)) {
    			clif_skill_nodamage(src,bl,skill_id,skill_lv,0);
    			break;
    		}
    		if (tsc && tsc->opt1) {
    			status_change_end(bl, SC_FREEZE, INVALID_TIMER);
    			status_change_end(bl, SC_STONE, INVALID_TIMER);
    			status_change_end(bl, SC_SLEEP, INVALID_TIMER);
    			status_change_end(bl, SC_STUN, INVALID_TIMER);
    			status_change_end(bl, SC_WHITEIMPRISON, INVALID_TIMER);
    			status_change_end(bl, SC_NETHERWORLD, INVALID_TIMER);
    		}
    		status_change_end(bl, SC_STASIS, INVALID_TIMER);
    		if(battle_check_undead(tstatus->race,tstatus->def_ele))
    			skill_addtimerskill(src, tick+1000, bl->id, 0, 0, skill_id, skill_lv, 100, flag);
    		clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
    		if(dstmd)
    			mob_unlocktarget(dstmd,tick);
    		break;
    
    	// Mercenary Supportive Skills
    	case MER_BENEDICTION:
    		status_change_end(bl, SC_CURSE, INVALID_TIMER);
    		status_change_end(bl, SC_BLIND, INVALID_TIMER);
    		clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
    		break;
    	case MER_COMPRESS:
    		status_change_end(bl, SC_BLEEDING, INVALID_TIMER);
    		clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
    		break;
    	case MER_MENTALCURE:
    		status_change_end(bl, SC_CONFUSION, INVALID_TIMER);
    		clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
    		break;
    	case MER_RECUPERATE:
    		status_change_end(bl, SC_POISON, INVALID_TIMER);
    		status_change_end(bl, SC_DPOISON, INVALID_TIMER);
    		status_change_end(bl, SC_SILENCE, INVALID_TIMER);
    		clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
    		break;
    	case MER_REGAIN:
    		status_change_end(bl, SC_SLEEP, INVALID_TIMER);
    		status_change_end(bl, SC_STUN, INVALID_TIMER);
    		clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
    		break;
    	case MER_TENDER:
    		status_change_end(bl, SC_FREEZE, INVALID_TIMER);
    		status_change_end(bl, SC_STONE, INVALID_TIMER);
    		clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
    		break;
    
    	case MER_SCAPEGOAT:
    		if( mer && mer->master )
    		{
    			status_heal(&mer->master->bl, mer->battle_status.hp, 0, 2);
    			status_damage_(src, src, mer->battle_status.max_hp, 0, 0, 1, skill_id);
    		}
    		break;
    
    	case MER_ESTIMATION:
    		if( !mer )
    			break;
    		sd = mer->master;
    	case WZ_ESTIMATION:
    		if( sd == NULL )
    			break;
    		if( dstsd )
    		{ // Fail on Players
    			clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
    			break;
    		}
    
    		clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
    		clif_skill_estimation(sd, bl);
    		if( skill_id == MER_ESTIMATION )
    			sd = NULL;
    		break;
    
    	case BS_REPAIRWEAPON:
    		if(sd && dstsd)
    			clif_item_repair_list(sd,dstsd,skill_lv);
    		break;
    
    	case MC_IDENTIFY:
    		if(sd) {
    			clif_item_identify_list(sd);
    			if( sd->menuskill_id != MC_IDENTIFY ) {// failed, dont consume anything
    				map_freeblock_unlock();
    				return 1;
    			}
    			else { // consume sp only if succeeded
    				struct skill_condition req = skill_get_requirement(sd,skill_id,skill_lv);
    				status_zap(src,0,req.sp);
    			}
    		}
    		break;
    
    	// Weapon Refining [Celest]
    	case WS_WEAPONREFINE:
    		if(sd)
    			clif_item_refine_list(sd);
    		break;
    
    	case MC_VENDING:
    		if( sd )
    		{
    			if( battle_config.vending_zeny_id )
    				clif_vend(sd,skill_lv); // Extended Vending System
    			else
    			{
    				if ( !pc_can_give_items(sd) )
    					clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
    				else
    				{
    					sd->state.prevend = 1;
    					sd->state.workinprogress = WIP_DISABLE_ALL;
    					clif_openvendingreq(sd,2+skill_lv);
    				}
    			}
    		}
    		break;
    
    	case AL_TELEPORT:
    	case ALL_ODINS_RECALL:
    		if(sd)
    		{
    			if( (map[bl->m].flag.noteleport || !guild_canescape(sd)) && skill_lv <= 2 )
    			{
    				clif_skill_teleportmessage(sd,0);
    				break;
    			}
    			if(!battle_config.duel_allow_teleport && sd->duel_group && skill_lv <= 2) { // duel restriction [LuzZza]
    				char output[128]; sprintf(output, msg_txt(sd,365), skill_get_name(AL_TELEPORT));
    				clif_displaymessage(sd->fd, output); //"Duel: Can't use %s in duel."
    				break;
    			}
    
    			if (sd->hd && battle_config.hom_setting&HOMSET_RESET_REUSESKILL_TELEPORTED)
    				memset(sd->hd->blockskill, 0, sizeof(hd->blockskill));
    
    			if( sd->state.autocast || ( (sd->skillitem == AL_TELEPORT || battle_config.skip_teleport_lv1_menu) && skill_lv == 1 ) || skill_lv == 3 )
    			{
    				if( skill_lv == 1 )
    					pc_randomwarp(sd,CLR_TELEPORT);
    				else
    					pc_setpos(sd,sd->status.save_point.map,sd->status.save_point.x,sd->status.save_point.y,CLR_TELEPORT);
    				break;
    			}
    
    			clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
    			if( skill_lv == 1 && skill_id != ALL_ODINS_RECALL )
    				clif_skill_warppoint(sd,skill_id,skill_lv, (unsigned short)-1,0,0,0);
    			else
    				clif_skill_warppoint(sd,skill_id,skill_lv, (unsigned short)-1,sd->status.save_point.map,0,0);
    		} else
    			unit_warp(bl,-1,-1,-1,CLR_TELEPORT);
    		break;
    
    	case NPC_EXPULSION:
    		clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
    		unit_warp(bl,-1,-1,-1,CLR_TELEPORT);
    		break;
    
    	case AL_HOLYWATER:
    		if(sd) {
    			if (skill_produce_mix(sd, skill_id, ITEMID_HOLY_WATER, 0, 0, 0, 1, -1)) {
    				struct skill_unit* su;
    				if ((su = map_find_skill_unit_oncell(bl, bl->x, bl->y, NJ_SUITON, NULL, 0)) != NULL)
    					skill_delunit(su);
    				clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
    			}
    			else
    				clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
    		}
    		break;
    
    	case TF_PICKSTONE:
    		if(sd) {
    			unsigned char eflag;
    			struct item item_tmp;
    			struct block_list tbl;
    			clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
    			memset(&item_tmp,0,sizeof(item_tmp));
    			memset(&tbl,0,sizeof(tbl)); // [MouseJstr]
    			item_tmp.nameid = ITEMID_STONE;
    			item_tmp.identify = 1;
    			tbl.id = 0;
    			// Commented because of duplicate animation [Lemongrass]
    			// At the moment this displays the pickup animation a second time
    			// If this is required in older clients, we need to add a version check here
    			//clif_takeitem(&sd->bl,&tbl);
    			eflag = pc_additem(sd,&item_tmp,1,LOG_TYPE_PRODUCE);
    			if(eflag) {
    				clif_additem(sd,0,0,eflag);
    				map_addflooritem(&item_tmp,1,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,0,0,0);
    			}
    		}
    		break;
    	case ASC_CDP:
    		if(sd) {
    			clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
    			skill_produce_mix(sd, skill_id, ITEMID_POISON_BOTTLE, 0, 0, 0, 1, -1); //Produce a Poison Bottle.
    		}
    		break;
    
    	case RG_STRIPWEAPON:
    	case RG_STRIPSHIELD:
    	case RG_STRIPARMOR:
    	case RG_STRIPHELM:
    	case ST_FULLSTRIP:
    	case GC_WEAPONCRUSH:
    	case SC_STRIPACCESSARY: {
    		unsigned short location = 0;
    		int d = 0;
    
    		//Rate in percent
    		if ( skill_id == ST_FULLSTRIP ) {
    			i = 5 + 2*skill_lv + (sstatus->dex - tstatus->dex)/5;
    		} else if( skill_id == SC_STRIPACCESSARY ) {
    			i = 12 + 2 * skill_lv + (sstatus->dex - tstatus->dex)/5;
    		} else {
    			i = 5 + 5*skill_lv + (sstatus->dex - tstatus->dex)/5;
    		}
    
    		if (i < 5) i = 5; //Minimum rate 5%
    
    		//Duration in ms
    		if( skill_id == GC_WEAPONCRUSH){
    			d = skill_get_time(skill_id,skill_lv);
    			if(bl->type == BL_PC)
    				d += skill_lv * 15 + (sstatus->dex - tstatus->dex);
    			else
    				d += skill_lv * 30 + (sstatus->dex - tstatus->dex) / 2;
    		}else
    			d = skill_get_time(skill_id,skill_lv) + (sstatus->dex - tstatus->dex)*500;
    
    		if (d < 0) d = 0; //Minimum duration 0ms
    		if( skill_id == ST_FULLSTRIP){
    		d = 30000;
    		}
    
    		switch (skill_id) {
    		case RG_STRIPWEAPON:
    		case GC_WEAPONCRUSH:
    			location = EQP_WEAPON;
    			break;
    		case RG_STRIPSHIELD:
    			location = EQP_SHIELD;
    			break;
    		case RG_STRIPARMOR:
    			location = EQP_ARMOR;
    			break;
    		case RG_STRIPHELM:
    			location = EQP_HELM;
    			break;
    		case ST_FULLSTRIP:
    			// location = EQP_WEAPON|EQP_SHIELD|EQP_ARMOR|EQP_HELM|EQP_ACC;
    			location = EQP_HELM|EQP_ACC;
    			break;
    		case SC_STRIPACCESSARY:
    			location = EQP_ACC;
    			break;
    		}
    
    		//Special message when trying to use strip on FCP [Jobbie]
    		if( sd && skill_id == ST_FULLSTRIP && tsc && tsc->data[SC_CP_WEAPON] && tsc->data[SC_CP_HELM] && tsc->data[SC_CP_ARMOR] && tsc->data[SC_CP_SHIELD])
    		{
    			clif_gospel_info(sd, 0x28);
    			break;
    		}
    
    		//Attempts to strip at rate i and duration d
    		if( (i = skill_strip_equip(src,bl, location, i, skill_lv, d)) || (skill_id != ST_FULLSTRIP && skill_id != GC_WEAPONCRUSH ) )
    			clif_skill_nodamage(src,bl,skill_id,skill_lv,i);
    
    		//Nothing stripped.
    		if( sd && !i )
    			clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
    		break;
    	}
    
    	case AM_BERSERKPITCHER:
    	case AM_POTIONPITCHER: 
    		{
    			int j,hp = 0,sp = 0;
    			if( dstmd && dstmd->mob_id == MOBID_EMPERIUM ) {
    				map_freeblock_unlock();
    				return 1;
    			}
    			if( sd ) {
    				int x,bonus=100;
    				struct skill_condition require = skill_get_requirement(sd, skill_id, skill_lv);
    				x = skill_lv%11 - 1;
    				j = pc_search_inventory(sd, require.itemid[x]);
    				if (j < 0 || require.itemid[x] <= 0) {
    					clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
    					map_freeblock_unlock();
    					return 1;
    				}
    					if (sd->inventory_data[j] == NULL || sd->status.inventory[j].amount < require.amount[x]) {
    					clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
    					map_freeblock_unlock();
    					return 1;
    				}
    				if( skill_id == AM_BERSERKPITCHER ) {
    					if( dstsd && dstsd->status.base_level < (unsigned int)sd->inventory_data[j]->elv ) {
    						clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
    						map_freeblock_unlock();
    						return 1;
    					}
    				}
    				potion_flag = 1;
    				potion_hp = potion_sp = potion_per_hp = potion_per_sp = 0;
    				potion_target = bl->id;
    				run_script(sd->inventory_data[j]->script,0,sd->bl.id,0);
    				potion_flag = potion_target = 0;
    				if( sd->sc.data[SC_SPIRIT] && sd->sc.data[SC_SPIRIT]->val2 == SL_ALCHEMIST )
    					bonus += sd->status.base_level;
    				if( potion_per_hp > 0 || potion_per_sp > 0 ) {
    					hp = tstatus->max_hp * potion_per_hp / 100;
    					hp = hp * (100 + pc_checkskill(sd,AM_POTIONPITCHER)*10 + pc_checkskill(sd,AM_LEARNINGPOTION)*5)*bonus/10000;
    					if( dstsd ) {
    						sp = dstsd->status.max_sp * potion_per_sp / 100;
    						sp = sp * (100 + pc_checkskill(sd,AM_POTIONPITCHER)*10 + pc_checkskill(sd,AM_LEARNINGPOTION)*5)*bonus/10000;
    					}
    				} else {
    					if( potion_hp > 0 ) {
    						hp = potion_hp * (100 + pc_checkskill(sd,AM_POTIONPITCHER)*10 + pc_checkskill(sd,AM_LEARNINGPOTION)*5)*bonus/10000;
    						hp = hp * (100 + (tstatus->vit<<1)) / 100;
    						if( dstsd )
    							hp = hp * (100 + pc_checkskill(dstsd,SM_RECOVERY)*10) / 100;
    					}
    					if( potion_sp > 0 ) {
    						sp = potion_sp * (100 + pc_checkskill(sd,AM_POTIONPITCHER)*10 + pc_checkskill(sd,AM_LEARNINGPOTION)*5)*bonus/10000;
    						sp = sp * (100 + (tstatus->int_<<1)) / 100;
    						if( dstsd )
    							sp = sp * (100 + pc_checkskill(dstsd,MG_SRECOVERY)*10) / 100;
    					}
    				}
    
    				if ((bonus = pc_get_itemgroup_bonus_group(sd, IG_POTION))) {
    					hp += hp * bonus / 100;
    					sp += sp * bonus / 100;
    				}
    
    				if( (j = pc_skillheal_bonus(sd, skill_id)) ) {
    					hp += hp * j / 100;
    					sp += sp * j / 100;
    				}
    			} else {
    				//Maybe replace with potion_hp, but I'm unsure how that works [Playtester]
    				switch (skill_lv) {
    					case 1: hp = 45; break;
    					case 2: hp = 105; break;
    					case 3: hp = 175; break;
    					default: hp = 325; break;
    				}
    				hp = (hp + rnd()%(skill_lv*20+1)) * (150 + skill_lv*10) / 100;
    				hp = hp * (100 + (tstatus->vit<<1)) / 100;
    				if( dstsd )
    					hp = hp * (100 + pc_checkskill(dstsd,SM_RECOVERY)*10) / 100;
    			}
    			if( dstsd && (j = pc_skillheal2_bonus(dstsd, skill_id)) ) {
    				hp += hp * j / 100;
    				sp += sp * j / 100;
    			}
    			if (tsc && tsc->count) {
    				uint8 penalty = 0;
    
    				if (tsc->data[SC_WATER_INSIGNIA] && tsc->data[SC_WATER_INSIGNIA]->val1 == 2) {
    					hp += hp / 10;
    					sp += sp / 10;
    				}
    				if (tsc->data[SC_CRITICALWOUND])
    					penalty += tsc->data[SC_CRITICALWOUND]->val2;
    				if (tsc->data[SC_DEATHHURT])
    					penalty += 20;
    				if (tsc->data[SC_NORECOVER_STATE])
    					penalty = 100;
    				if (penalty > 0) {
    					hp -= hp * penalty / 100;
    					sp -= sp * penalty / 100;
    				}
    			}
    			if( dstmd && status_get_class_(bl) == CLASS_BOSS )
    				hp = 1;
    
    			clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
    			if( hp > 0 || (skill_id == AM_POTIONPITCHER && sp <= 0) )
    				clif_skill_nodamage(NULL,bl,AL_HEAL,hp,1);
    			if( sp > 0 )
    				clif_skill_nodamage(NULL,bl,MG_SRECOVERY,sp,1);
    			if (tsc) {
    #ifdef RENEWAL
    				if (tsc->data[SC_EXTREMITYFIST2])
    					sp = 0;
    #endif
    				if (tsc->data[SC_NORECOVER_STATE]) {
    					hp = 0;
    					sp = 0;
    				}
    			}
    			status_heal(bl,hp,sp,0);
    		}
    		break;
    	case AM_CP_WEAPON:
    	case AM_CP_SHIELD:
    	case AM_CP_ARMOR:
    	case AM_CP_HELM:
    		{
    			unsigned int equip[] = {EQP_WEAPON, EQP_SHIELD, EQP_ARMOR, EQP_HEAD_TOP};
    
    			if( sd && ( bl->type != BL_PC || ( dstsd && pc_checkequip(dstsd,equip[skill_id - AM_CP_WEAPON]) < 0 ) ) ){
    				clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
    				map_freeblock_unlock(); // Don't consume item requirements
    				return 0;
    			}
    			clif_skill_nodamage(src,bl,skill_id,skill_lv,
    				sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
    		}
    		break;
    	case AM_TWILIGHT1:
    		if (sd) {
    			clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
    			//Prepare 200 White Potions.
    			if (!skill_produce_mix(sd, skill_id, ITEMID_WHITE_POTION, 0, 0, 0, 200, -1))
    				clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
    		}
    		break;
    	case AM_TWILIGHT2:
    		if (sd) {
    			clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
    			//Prepare 200 Slim White Potions.
    			if (!skill_produce_mix(sd, skill_id, ITEMID_WHITE_SLIM_POTION, 0, 0, 0, 200, -1))
    				clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
    		}
    		break;
    	case AM_TWILIGHT3:
    		if (sd) {
    			int ebottle = pc_search_inventory(sd,ITEMID_EMPTY_BOTTLE);
    			short alcohol_idx = -1, acid_idx = -1, fire_idx = -1;
    			if( ebottle >= 0 )
    				ebottle = sd->status.inventory[ebottle].amount;
    			//check if you can produce all three, if not, then fail:
    			if (!(alcohol_idx = skill_can_produce_mix(sd,ITEMID_ALCOHOL,-1, 100)) //100 Alcohol
    				|| !(acid_idx = skill_can_produce_mix(sd,ITEMID_ACID_BOTTLE,-1, 50)) //50 Acid Bottle
    				|| !(fire_idx = skill_can_produce_mix(sd,ITEMID_FIRE_BOTTLE,-1, 50)) //50 Flame Bottle
    				|| ebottle < 200 //200 empty bottle are required at total.
    			) {
    				clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
    				break;
    			}
    			clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
    			skill_produce_mix(sd, skill_id, ITEMID_ALCOHOL, 0, 0, 0, 100, alcohol_idx-1);
    			skill_produce_mix(sd, skill_id, ITEMID_ACID_BOTTLE, 0, 0, 0, 50, acid_idx-1);
    			skill_produce_mix(sd, skill_id, ITEMID_FIRE_BOTTLE, 0, 0, 0, 50, fire_idx-1);
    		}
    		break;
    	case SA_DISPELL:
    		if (flag&1 || (i = skill_get_splash(skill_id, skill_lv)) < 1) {
    			if (sd && dstsd && !map_flag_vs(sd->bl.m) && (!sd->duel_group || sd->duel_group != dstsd->duel_group) && (!sd->status.party_id || sd->status.party_id != dstsd->status.party_id))
    				break; // Outside PvP it should only affect party members and no skill fail message
    			clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
    			if((dstsd && (dstsd->class_&MAPID_UPPERMASK) == MAPID_SOUL_LINKER)
    				|| (tsc && tsc->data[SC_SPIRIT] && tsc->data[SC_SPIRIT]->val2 == SL_ROGUE) //Rogue's spirit defends againt dispel.
    				|| rnd()%100 >= 50+10*skill_lv)
    			{
    				if (sd)
    					clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
    				break;
    			}
    			if(status_isimmune(bl))
    				break;
    
    			//Remove bonus_script by Dispell
    			if (dstsd)
    				pc_bonus_script_clear(dstsd,BSF_REM_ON_DISPELL);
    
    			if(!tsc || !tsc->count)
    				break;
    
    			for(i=0;i<SC_MAX;i++) {
    				if (!tsc->data[i])
    					continue;
    				switch (i) {
    					case SC_WEIGHT50:		case SC_WEIGHT90:		case SC_HALLUCINATION:
    					case SC_STRIPWEAPON:	case SC_STRIPSHIELD:	case SC_STRIPARMOR:
    					case SC_STRIPHELM:		case SC_CP_WEAPON:		case SC_CP_SHIELD:
    					case SC_CP_ARMOR:		case SC_CP_HELM:		case SC_COMBO:
    					case SC_STRFOOD:		case SC_AGIFOOD:		case SC_VITFOOD:
    					case SC_INTFOOD:		case SC_DEXFOOD:		case SC_LUKFOOD:
    					case SC_HITFOOD:		case SC_FLEEFOOD:		case SC_BATKFOOD:
    					case SC_WATKFOOD:		case SC_MATKFOOD:		case SC_CRIFOOD:
    					case SC_DANCING:		case SC_EDP:			case SC_AUTOBERSERK:
    					case SC_CARTBOOST:		case SC_MELTDOWN:		case SC_SAFETYWALL:
    					case SC_SMA:			case SC_SPEEDUP0:		case SC_NOCHAT:
    					case SC_ANKLE:			case SC_SPIDERWEB:		case SC_JAILED:
    					case SC_ITEMBOOST:		case SC_EXPBOOST:		case SC_LIFEINSURANCE:
    					case SC_BOSSMAPINFO:	case SC_PNEUMA:			case SC_AUTOSPELL:
    					case SC_INCHITRATE:		case SC_INCATKRATE:		case SC_NEN:
    					case SC_READYSTORM:		case SC_READYDOWN:		case SC_READYTURN:
    					case SC_READYCOUNTER:	case SC_DODGE:			case SC_WARM:
    					/*case SC_SPEEDUP1:*/	case SC_AUTOTRADE:		case SC_CRITICALWOUND:
    					case SC_JEXPBOOST:		case SC_INVINCIBLE:		case SC_INVINCIBLEOFF:
    					case SC_HELLPOWER:		case SC_MANU_ATK:		case SC_MANU_DEF:
    					case SC_SPL_ATK:		case SC_SPL_DEF:		case SC_MANU_MATK:
    					case SC_SPL_MATK:		case SC_RICHMANKIM:		case SC_ETERNALCHAOS:
    					case SC_DRUMBATTLE:		case SC_NIBELUNGEN:		case SC_ROKISWEIL:
    					case SC_INTOABYSS:		case SC_SIEGFRIED:		case SC_FOOD_STR_CASH:
    					case SC_FOOD_AGI_CASH:	case SC_FOOD_VIT_CASH:	case SC_FOOD_DEX_CASH:
    					case SC_FOOD_INT_CASH:	case SC_FOOD_LUK_CASH:	case SC_SEVENWIND:
    					case SC_MIRACLE:		case SC_S_LIFEPOTION:	case SC_L_LIFEPOTION:
    					case SC_INCHEALRATE:	case SC_ELECTRICSHOCKER:	case SC__STRIPACCESSORY:
    					case SC_SAVAGE_STEAK:			case SC_COCKTAIL_WARG_BLOOD:	case SC_MINOR_BBQ:
    					case SC_SIROMA_ICE_TEA:			case SC_DROCERA_HERB_STEAMED:	case SC_PUTTI_TAILS_NOODLES:
    					case SC_NEUTRALBARRIER_MASTER:		case SC_NEUTRALBARRIER:		case SC_STEALTHFIELD_MASTER:
    					case SC_STEALTHFIELD:	case SC_GIANTGROWTH:	case SC_MILLENNIUMSHIELD:
    					case SC_REFRESH:		case SC_STONEHARDSKIN:	case SC_VITALITYACTIVATION:
    					case SC_FIGHTINGSPIRIT:	case SC_ABUNDANCE:		case SC__SHADOWFORM:
    					case SC_RECOGNIZEDSPELL:case SC_LEADERSHIP:		case SC_GLORYWOUNDS:
    					case SC_SOULCOLD:		case SC_HAWKEYES:		case SC_REGENERATION:
    					case SC_PUSH_CART:		case SC_RAISINGDRAGON:	case SC_GT_ENERGYGAIN:
    					case SC_GT_CHANGE:		case SC_GT_REVITALIZE:	case SC_REFLECTDAMAGE:
    					case SC_INSPIRATION:	case SC_EXEEDBREAK:		case SC_FORCEOFVANGUARD:
    					case SC_BANDING:		case SC_DUPLELIGHT:		case SC_EXPIATIO:
    					case SC_LAUDAAGNUS:		case SC_LAUDARAMUS:		case SC_GATLINGFEVER:
    					case SC_INCREASING:		case SC_ADJUSTMENT:		case SC_MADNESSCANCEL:
    					case SC_ANGEL_PROTECT:	case SC_MONSTER_TRANSFORM:	case SC_FULL_THROTTLE:
    					case SC_REBOUND:		case SC_TELEKINESIS_INTENSE:	case SC_MOONSTAR:
    					case SC_SUPER_STAR:		case SC_ALL_RIDING:		case SC_MTF_ASPD:
    					case SC_MTF_RANGEATK:	case SC_MTF_MATK:		case SC_MTF_MLEATKED:
    					case SC_MTF_CRIDAMAGE:	case SC_HEAT_BARREL:		case SC_HEAT_BARREL_AFTER:
    					case SC_P_ALTER:		case SC_E_CHAIN:		case SC_C_MARKER:
    					case SC_B_TRAP:			case SC_H_MINE:			case SC_STRANGELIGHTS:
    					case SC_DECORATION_OF_MUSIC:	case SC_GN_CARTBOOST:		case SC_CHASEWALK2:
    					case SC_ACTIVE_MONSTER_TRANSFORM:
    #ifdef RENEWAL
    					case SC_EXTREMITYFIST2:
    #endif
    					case SC_HIDING:			case SC_CLOAKING:		case SC_CHASEWALK:
    					case SC_CLOAKINGEXCEED:		case SC__INVISIBILITY:	case SC_UTSUSEMI:
    					case SC_MTF_ASPD2:		case SC_MTF_RANGEATK2:	case SC_MTF_MATK2:
    					case SC_2011RWC_SCROLL:		case SC_JP_EVENT04:	case SC_MTF_MHP:
    					case SC_MTF_MSP:		case SC_MTF_PUMPKIN:	case SC_MTF_HITFLEE:
    					case SC_ATTHASTE_CASH:	case SC_ARMOR_ELEMENT:	case SC_REUSE_REFRESH:
    					case SC_REUSE_LIMIT_A:	case SC_REUSE_LIMIT_B:	case SC_REUSE_LIMIT_C:
    					case SC_REUSE_LIMIT_D:	case SC_REUSE_LIMIT_E:	case SC_REUSE_LIMIT_F:
    					case SC_REUSE_LIMIT_G:	case SC_REUSE_LIMIT_H:	case SC_REUSE_LIMIT_MTF:
    					case SC_REUSE_LIMIT_ASPD_POTION:	case SC_REUSE_MILLENNIUMSHIELD:	case SC_REUSE_CRUSHSTRIKE:
    					case SC_REUSE_STORMBLAST:	case SC_ALL_RIDING_REUSE_LIMIT:
    					case SC_SPRITEMABLE:		case SC_BITESCAR:	case SC_CRUSHSTRIKE:
    					case SC_QUEST_BUFF1:	case SC_QUEST_BUFF2:	case SC_QUEST_BUFF3:
    						continue;
    					//bugreport:4888 these songs may only be dispelled if you're not in their song area anymore
    					case SC_WHISTLE:
    					case SC_ASSNCROS:
    					case SC_POEMBRAGI:
    					case SC_APPLEIDUN:
    					case SC_HUMMING:
    					case SC_DONTFORGETME:
    					case SC_FORTUNE:
    					case SC_SERVICE4U:
    					if(tsc->data[i]->val4==0)
    						continue; //if in song-area don't end it
    					break;
    				case SC_ASSUMPTIO:
    					if( bl->type == BL_MOB )
    						continue;
    					break;
    				}
    				if(i == SC_BERSERK) tsc->data[i]->val2=0; //Mark a dispelled berserk to avoid setting hp to 100 by setting hp penalty to 0.
    				status_change_end(bl, (sc_type)i, INVALID_TIMER);
    			}
    			break;
    		}
    
    		//Affect all targets on splash area.
    		map_foreachinrange(skill_area_sub, bl, i, BL_CHAR,
    			src, skill_id, skill_lv, tick, flag|1,
    			skill_castend_damage_id);
    		break;
    
    	case TF_BACKSLIDING: //This is the correct implementation as per packet logging information. [Skotlex]
    		clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
    		skill_blown(src,bl,skill_get_blewcount(skill_id,skill_lv),unit_getdir(bl),2);
    		clif_blown(src);
    		break;
    
    	case TK_HIGHJUMP:
    		{
    			int x,y, dir = unit_getdir(src);
    
    			//Fails on noteleport maps, except for GvG and BG maps [Skotlex]
    			if( map[src->m].flag.noteleport &&
    				!(map[src->m].flag.battleground || map_flag_gvg2(src->m) )
    			) {
    				x = src->x;
    				y = src->y;
    			} else if(dir%2) {
    				//Diagonal
    				x = src->x + dirx[dir]*(skill_lv*4)/3;
    				y = src->y + diry[dir]*(skill_lv*4)/3;
    			} else {
    				x = src->x + dirx[dir]*skill_lv*2;
    				y = src->y + diry[dir]*skill_lv*2;
    			}
    
    			clif_skill_nodamage(src,bl,TK_HIGHJUMP,skill_lv,1);
    			if(!map_count_oncell(src->m,x,y,BL_PC|BL_NPC|BL_MOB,0) && map_getcell(src->m,x,y,CELL_CHKREACH) && unit_movepos(src, x, y, 1, 0))
    				clif_blown(src);
    		}
    		break;
    
    	case SA_CASTCANCEL:
    	case SO_SPELLFIST:
    		clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
    		unit_skillcastcancel(src,1);
    		if(sd) {
    			int sp = skill_get_sp(sd->skill_id_old,sd->skill_lv_old);
    			if( skill_id == SO_SPELLFIST ){
    				sc_start4(src,src,type,100,skill_lv+1,skill_lv,sd->skill_id_old,sd->skill_lv_old,skill_get_time(skill_id,skill_lv));
    				sd->skill_id_old = sd->skill_lv_old = 0;
    				break;
    			}
    			sp = sp * (90 - (skill_lv-1)*20) / 100;
    			if(sp < 0) sp = 0;
    			status_zap(src, 0, sp);
    		}
    		break;
    	case SA_SPELLBREAKER:
    		{
    			int sp;
    			if(tsc && tsc->data[SC_MAGICROD]) {
    				sp = skill_get_sp(skill_id,skill_lv);
    				sp = sp * tsc->data[SC_MAGICROD]->val2 / 100;
    				if(sp < 1) sp = 1;
    				status_heal(bl,0,sp,2);
    				status_percent_damage(bl, src, 0, -20, false); //20% max SP damage.
    			} else {
    				struct unit_data *ud = unit_bl2ud(bl);
    				int bl_skill_id=0,bl_skill_lv=0,hp = 0;
    				if (!ud || ud->skilltimer == INVALID_TIMER)
    					break; //Nothing to cancel.
    				bl_skill_id = ud->skill_id;
    				bl_skill_lv = ud->skill_lv;
    				if (status_has_mode(tstatus,MD_STATUS_IMMUNE)) { //Only 10% success chance against status immune. [Skotlex]
    					if (rnd()%100 < 90)
    					{
    						if (sd) clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
    						break;
    					}
    				} else if (!dstsd || map_flag_vs(bl->m)) //HP damage only on pvp-maps when against players.
    					hp = tstatus->max_hp/50; //Recover 2% HP [Skotlex]
    
    				clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
    				unit_skillcastcancel(bl,0);
    				sp = skill_get_sp(bl_skill_id,bl_skill_lv);
    				status_zap(bl, hp, sp);
    
    				if (hp && skill_lv >= 5)
    					hp>>=1;	//Recover half damaged HP at level 5 [Skotlex]
    				else
    					hp = 0;
    
    				if (sp) //Recover some of the SP used
    					sp = sp*(25*(skill_lv-1))/100;
    
    				if(hp || sp)
    					status_heal(src, hp, sp, 2);
    			}
    		}
    		break;
    	case SA_MAGICROD:
    		clif_skill_nodamage(src,src,SA_MAGICROD,skill_lv,1);
    		sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
    		break;
    	case SA_AUTOSPELL:
    		clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
    		if (sd) {
    			sd->state.workinprogress = WIP_DISABLE_ALL;
    			clif_autospell(sd,skill_lv);
    		} else {
    			int maxlv=1,spellid=0;
    			static const int spellarray[3] = { MG_COLDBOLT,MG_FIREBOLT,MG_LIGHTNINGBOLT };
    			if(skill_lv >= 10) {
    				spellid = MG_FROSTDIVER;
    //				if (tsc && tsc->data[SC_SPIRIT] && tsc->data[SC_SPIRIT]->val2 == SA_SAGE)
    //					maxlv = 10;
    //				else
    					maxlv = skill_lv - 9;
    			}
    			else if(skill_lv >=8) {
    				spellid = MG_FIREBALL;
    				maxlv = skill_lv - 7;
    			}
    			else if(skill_lv >=5) {
    				spellid = MG_SOULSTRIKE;
    				maxlv = skill_lv - 4;
    			}
    			else if(skill_lv >=2) {
    				int i_rnd = rnd()%3;
    				spellid = spellarray[i_rnd];
    				maxlv = skill_lv - 1;
    			}
    			else if(skill_lv > 0) {
    				spellid = MG_NAPALMBEAT;
    				maxlv = 3;
    			}
    			if(spellid > 0)
    				sc_start4(src,src,SC_AUTOSPELL,100,skill_lv,spellid,maxlv,0,
    					skill_get_time(SA_AUTOSPELL,skill_lv));
    		}
    		break;
    
    	case BS_GREED:
    		if(sd){
    			clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
    			map_foreachinrange(skill_greed,bl,
    				skill_get_splash(skill_id, skill_lv),BL_ITEM,bl);
    		}
    		break;
    
    	case SA_ELEMENTWATER:
    	case SA_ELEMENTFIRE:
    	case SA_ELEMENTGROUND:
    	case SA_ELEMENTWIND:
    		if (sd && (!dstmd || status_has_mode(tstatus,MD_STATUS_IMMUNE))) // Only works on monsters (Except status immune monsters).
    			break;
    	case NPC_ATTRICHANGE:
    	case NPC_CHANGEWATER:
    	case NPC_CHANGEGROUND:
    	case NPC_CHANGEFIRE:
    	case NPC_CHANGEWIND:
    	case NPC_CHANGEPOISON:
    	case NPC_CHANGEHOLY:
    	case NPC_CHANGEDARKNESS:
    	case NPC_CHANGETELEKINESIS:
    		clif_skill_nodamage(src,bl,skill_id,skill_lv,
    			sc_start2(src,bl, type, 100, skill_lv, skill_get_ele(skill_id,skill_lv),
    				skill_get_time(skill_id, skill_lv)));
    		break;
    	case NPC_CHANGEUNDEAD:
    		//This skill should fail if target is wearing bathory/evil druid card [Brainstorm]
    		//TO-DO This is ugly, fix it
    		if(tstatus->def_ele==ELE_UNDEAD || tstatus->def_ele==ELE_DARK) break;
    		clif_skill_nodamage(src,bl,skill_id,skill_lv,
    			sc_start2(src,bl, type, 100, skill_lv, skill_get_ele(skill_id,skill_lv),
    				skill_get_time(skill_id, skill_lv)));
    		break;
    
    	case NPC_PROVOCATION:
    		clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
    		if (md) mob_unlocktarget(md, tick);
    		break;
    
    	case NPC_KEEPING:
    	case NPC_BARRIER:
    		{
    			int skill_time = skill_get_time(skill_id,skill_lv);
    			struct unit_data *ud = unit_bl2ud(bl);
    			if (clif_skill_nodamage(src,bl,skill_id,skill_lv,
    					sc_start(src,bl,type,100,skill_lv,skill_time))
    			&& ud) {	//Disable attacking/acting/moving for skill's duration.
    				ud->attackabletime =
    				ud->canact_tick =
    				ud->canmove_tick = tick + skill_time;
    			}
    		}
    		break;
    
    	case NPC_REBIRTH:
    		if( md && md->state.rebirth )
    			break; // only works once
    		sc_start(src,bl,type,100,skill_lv,-1);
    		break;
    
    	case NPC_DARKBLESSING:
    		clif_skill_nodamage(src,bl,skill_id,skill_lv,
    			sc_start2(src,bl,type,(50+skill_lv*5),skill_lv,skill_lv,skill_get_time2(skill_id,skill_lv)));
    		break;
    
    	case NPC_LICK:
    		status_zap(bl, 0, 100);
    		clif_skill_nodamage(src,bl,skill_id,skill_lv,
    			sc_start(src,bl,type,(skill_lv*20),skill_lv,skill_get_time2(skill_id,skill_lv)));
    		break;
    
    	case NPC_SUICIDE:
    		clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
    		status_kill(src); //When suiciding, neither exp nor drops is given.
    		break;
    
    	case NPC_SUMMONSLAVE:
    	case NPC_SUMMONMONSTER:
    		if(md && md->skill_idx >= 0 && !md->option.no_slaves)
    			mob_summonslave(md,md->db->skill[md->skill_idx].val,skill_lv,skill_id);
    		break;
    
    	case NPC_CALLSLAVE:
    		mob_warpslave(src,MOB_SLAVEDISTANCE);
    		break;
    
    	case NPC_RANDOMMOVE:
    		if (md) {
    			md->next_walktime = tick - 1;
    			mob_randomwalk(md,tick);
    		}
    		break;
    
    	case NPC_SPEEDUP:
    		{
    			// or does it increase casting rate? just a guess xD
    			int i_type = SC_ASPDPOTION0 + skill_lv - 1;
    			if (i_type > SC_ASPDPOTION3)
    				i_type = SC_ASPDPOTION3;
    			clif_skill_nodamage(src,bl,skill_id,skill_lv,
    				sc_start(src,bl,(sc_type)i_type,100,skill_lv,skill_lv * 60000));
    		}
    		break;
    
    	case NPC_REVENGE:
    		// not really needed... but adding here anyway ^^
    		if (md && md->master_id > 0) {
    			struct block_list *mbl, *tbl;
    			if ((mbl = map_id2bl(md->master_id)) == NULL ||
    				(tbl = battle_gettargeted(mbl)) == NULL)
    				break;
    			md->state.provoke_flag = tbl->id;
    			mob_target(md, tbl, sstatus->rhw.range);
    		}
    		break;
    
    	case NPC_RUN:
    		if (md && unit_escape(src, bl, rnd()%10 + 1))
    			mob_unlocktarget(md, tick);
    		break;
    
    	case NPC_TRANSFORMATION:
    	case NPC_METAMORPHOSIS:
    		if(md && md->skill_idx >= 0) {
    			int class_ = mob_random_class (md->db->skill[md->skill_idx].val,0);
    			if (skill_lv > 1) //Multiply the rest of mobs. [Skotlex]
    				mob_summonslave(md,md->db->skill[md->skill_idx].val,skill_lv-1,skill_id);
    			if (class_) mob_class_change(md, class_);
    		}
    		break;
    
    	case NPC_EMOTION_ON:
    	case NPC_EMOTION:
    		//val[0] is the emotion to use.
    		//NPC_EMOTION & NPC_EMOTION_ON can change a mob's mode 'permanently' [Skotlex]
    		//val[1] 'sets' the mode
    		//val[2] adds to the current mode
    		//val[3] removes from the current mode
    		//val[4] if set, asks to delete the previous mode change.
    		if(md && md->skill_idx >= 0 && tsc)
    		{
    			clif_emotion(bl, md->db->skill[md->skill_idx].val[0]);
    			if(md->db->skill[md->skill_idx].val[4] && tsce)
    				status_change_end(bl, type, INVALID_TIMER);
    
    			//If mode gets set by NPC_EMOTION then the target should be reset [Playtester]
    			if(skill_id == NPC_EMOTION && md->db->skill[md->skill_idx].val[1])
    				mob_unlocktarget(md,tick);
    
    			if(md->db->skill[md->skill_idx].val[1] || md->db->skill[md->skill_idx].val[2])
    				sc_start4(src,src, type, 100, skill_lv,
    					md->db->skill[md->skill_idx].val[1],
    					md->db->skill[md->skill_idx].val[2],
    					md->db->skill[md->skill_idx].val[3],
    					skill_get_time(skill_id, skill_lv));
    
    			//Reset aggressive state depending on resulting mode
    			md->state.aggressive = status_has_mode(&md->status,MD_ANGRY)?1:0;
    		}
    		break;
    
    	case NPC_POWERUP:
    		sc_start(src,bl,SC_INCATKRATE,100,200,skill_get_time(skill_id, skill_lv));
    		clif_skill_nodamage(src,bl,skill_id,skill_lv,
    			sc_start(src,bl,type,100,100,skill_get_time(skill_id, skill_lv)));
    		break;
    
    	case NPC_AGIUP:
    		sc_start(src,bl,SC_SPEEDUP1,100,50,skill_get_time(skill_id, skill_lv));
    		clif_skill_nodamage(src,bl,skill_id,skill_lv,
    			sc_start(src,bl,type,100,100,skill_get_time(skill_id, skill_lv)));
    		break;
    
    	case NPC_INVISIBLE:
    		//Have val4 passed as 6 is for "infinite cloak" (do not end on attack/skill use).
    		clif_skill_nodamage(src,bl,skill_id,skill_lv,
    			sc_start4(src,bl,type,100,skill_lv,0,0,6,skill_get_time(skill_id,skill_lv)));
    		break;
    
    	case NPC_SIEGEMODE:
    		// not sure what it does
    		clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
    		break;
    
    	case WE_MALE: {
    			uint8 hp_rate = abs(skill_get_hp_rate(skill_id, skill_lv));
    
    			if (hp_rate && status_get_hp(src) > status_get_max_hp(src) / hp_rate) {
    				int gain_hp = tstatus->max_hp * hp_rate / 100; // The earned is the same % of the target HP than it costed the caster. [Skotlex]
    
    				clif_skill_nodamage(src,bl,skill_id,status_heal(bl, gain_hp, 0, 0),1);
    			}
    		}
    		break;
    	case WE_FEMALE: {
    			uint8 sp_rate = abs(skill_get_sp_rate(skill_id, skill_lv));
    
    			if (sp_rate && status_get_sp(src) > status_get_max_sp(src) / sp_rate) {
    				int gain_sp = tstatus->max_sp * sp_rate / 100; // The earned is the same % of the target SP than it costed the caster. [Skotlex]
    
    				clif_skill_nodamage(src,bl,skill_id,status_heal(bl, 0, gain_sp, 0),1);
    			}
    		}
    		break;
    
    	// parent-baby skills
    	case WE_BABY:
    		if(sd){
    			struct map_session_data *f_sd = pc_get_father(sd);
    			struct map_session_data *m_sd = pc_get_mother(sd);
    
    			if( (!f_sd && !m_sd) // if neither was found
    				|| (sd->status.party_id != 0 && //not in same party
    					((!f_sd || sd->status.party_id != f_sd->status.party_id) 
    					&& (!m_sd || sd->status.party_id != m_sd->status.party_id) //if both are online they should all be in same team
    					))
    				|| ((!f_sd || !check_distance_bl(&sd->bl, &f_sd->bl, AREA_SIZE)) //not in same screen
    					&& (!m_sd || !check_distance_bl(&sd->bl, &m_sd->bl, AREA_SIZE)))
    			) {
    				clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
    				map_freeblock_unlock();
    				return 0;
    			}
    			status_change_start(src,bl,SC_STUN,10000,skill_lv,0,0,0,skill_get_time2(skill_id,skill_lv),SCSTART_NORATEDEF);
    			if (f_sd) sc_start(src,&f_sd->bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
    			if (m_sd) sc_start(src,&m_sd->bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
    		}
    		break;
    
    	case PF_HPCONVERSION:
    		{
    			int hp, sp;
    			hp = sstatus->max_hp/10;
    			sp = hp * 10 * skill_lv / 100;
    			if (!status_charge(src,hp,0)) {
    				if (sd) clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
    				break;
    			}
    			clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
    			status_heal(bl,0,sp,2);
    		}
    		break;
    
    	case MA_REMOVETRAP:
    	case HT_REMOVETRAP:
    		{
    			struct skill_unit* su;
    			struct skill_unit_group* sg = NULL;
    			su = BL_CAST(BL_SKILL, bl);
    
    			// Mercenaries can remove any trap
    			// Players can only remove their own traps or traps on Vs maps.
    			if( su && (sg = su->group) && (src->type == BL_MER || sg->src_id == src->id || map_flag_vs(bl->m)) && (skill_get_inf2(sg->skill_id)&INF2_TRAP) )
    			{
    				clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
    				if( sd && !(sg->unit_id == UNT_USED_TRAPS || (sg->unit_id == UNT_ANKLESNARE && sg->val2 != 0 )) )
    				{ // prevent picking up expired traps
    					if( battle_config.skill_removetrap_type )
    					{ // get back all items used to deploy the trap
    						for( i = 0; i < 10; i++ )
    						{
    							if( skill_get_itemid(su->group->skill_id, i+1) > 0 )
    							{
    								int flag2;
    								struct item item_tmp;
    								memset(&item_tmp,0,sizeof(item_tmp));
    								item_tmp.nameid = skill_get_itemid(su->group->skill_id, i+1);
    								item_tmp.identify = 1;
    								item_tmp.amount = skill_get_itemqty(su->group->skill_id, i+1);
    								if( item_tmp.nameid && (flag2=pc_additem(sd,&item_tmp,item_tmp.amount,LOG_TYPE_OTHER)) ){
    									clif_additem(sd,0,0,flag2);
    									map_addflooritem(&item_tmp,item_tmp.amount,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,4,0,0);
    								}
    							}
    						}
    					}
    					else
    					{ // get back 1 trap
    						struct item item_tmp;
    						memset(&item_tmp,0,sizeof(item_tmp));
    						item_tmp.nameid = su->group->item_id?su->group->item_id:ITEMID_TRAP;
    						item_tmp.identify = 1;
    						if( item_tmp.nameid && (flag=pc_additem(sd,&item_tmp,1,LOG_TYPE_OTHER)) )
    						{
    							clif_additem(sd,0,0,flag);
    							map_addflooritem(&item_tmp,1,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,4,0,0);
    						}
    					}
    				}
    				skill_delunit(su);
    			}else if(sd)
    				clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
    
    		}
    		break;
    	case HT_SPRINGTRAP:
    		clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
    		{
    			struct skill_unit *su=NULL;
    			if((bl->type==BL_SKILL) && (su=(struct skill_unit *)bl) && (su->group) ){
    				switch(su->group->unit_id){
    					case UNT_ANKLESNARE:	// ankle snare
    						if (su->group->val2 != 0)
    							// if it is already trapping something don't spring it,
    							// remove trap should be used instead
    							break;
    						// otherwise fallthrough to below
    					case UNT_BLASTMINE:
    					case UNT_SKIDTRAP:
    					case UNT_LANDMINE:
    					case UNT_SHOCKWAVE:
    					case UNT_SANDMAN:
    					case UNT_FLASHER:
    					case UNT_FREEZINGTRAP:
    					case UNT_CLAYMORETRAP:
    					case UNT_TALKIEBOX:
    						su->group->unit_id = UNT_USED_TRAPS;
    						clif_changetraplook(bl, UNT_USED_TRAPS);
    						su->group->limit=DIFF_TICK(tick+1500,su->group->tick);
    						su->limit=DIFF_TICK(tick+1500,su->group->tick);
    				}
    			}
    		}
    		break;
    	case BD_ENCORE:
    		clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
    		if(sd)
    			unit_skilluse_id(src,src->id,sd->skill_id_dance,sd->skill_lv_dance);
    		break;
    
    	case AS_SPLASHER:
    		if( status_has_mode(tstatus,MD_STATUS_IMMUNE)
    		// Renewal dropped the 3/4 hp requirement
    #ifndef RENEWAL
    			|| tstatus-> hp > tstatus->max_hp*3/4
    #endif
    				) {
    			if (sd) clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
    			map_freeblock_unlock();
    			return 1;
    		}
    		clif_skill_nodamage(src,bl,skill_id,skill_lv,
    			sc_start4(src,bl,type,100,skill_lv,skill_id,src->id,skill_get_time(skill_id,skill_lv),1000));
    #ifndef RENEWAL
    		if (sd) skill_blockpc_start (sd, skill_id, skill_get_time(skill_id, skill_lv)+3000);
    #endif
    		break;
    
    	case PF_MINDBREAKER:
    		{
    			if(status_has_mode(tstatus,MD_STATUS_IMMUNE) || battle_check_undead(tstatus->race,tstatus->def_ele)) {
    				map_freeblock_unlock();
    				return 1;
    			}
    
    			if (tsce)
    			{	//HelloKitty2 (?) explained that this silently fails when target is
    				//already inflicted. [Skotlex]
    				map_freeblock_unlock();
    				return 1;
    			}
    
    			//Has a 55% + skill_lv*5% success chance.
    			if (!clif_skill_nodamage(src,bl,skill_id,skill_lv,
    				sc_start(src,bl,type,55+5*skill_lv,skill_lv,skill_get_time(skill_id,skill_lv))))
    			{
    				if (sd) clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
    				map_freeblock_unlock();
    				return 0;
    			}
    
    			unit_skillcastcancel(bl,0);
    
    			if(tsc && tsc->count){
    				status_change_end(bl, SC_FREEZE, INVALID_TIMER);
    				if(tsc->data[SC_STONE] && tsc->opt1 == OPT1_STONE)
    					status_change_end(bl, SC_STONE, INVALID_TIMER);
    				status_change_end(bl, SC_SLEEP, INVALID_TIMER);
    			}
    
    			if (dstmd)
    				mob_target(dstmd, src, skill_get_range2(src, skill_id, skill_lv, true));
    		}
    		break;
    
    	case PF_SOULCHANGE:
    		{
    			unsigned int sp1 = 0, sp2 = 0;
    			if (dstmd) {
    				if (dstmd->state.soul_change_flag) {
    					if(sd) clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
    					break;
    				}
    				dstmd->state.soul_change_flag = 1;
    				sp2 = sstatus->max_sp * 3 /100;
    				status_heal(src, 0, sp2, 2);
    				clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
    				break;
    			}
    			sp1 = sstatus->sp;
    			sp2 = tstatus->sp;
    #ifdef	RENEWAL
    			sp1 = sp1 / 2;
    			sp2 = sp2 / 2;
    			if (tsc && tsc->data[SC_EXTREMITYFIST2])
    				sp1 = tstatus->sp;
    #endif
    			if (tsc && tsc->data[SC_NORECOVER_STATE])
    				sp1 = tstatus->sp;
    			status_set_sp(src, sp2, 3);
    			status_set_sp(bl, sp1, 3);
    			clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
    		}
    		break;
    
    	// Slim Pitcher
    	case CR_SLIMPITCHER:
    		// Updated to block Slim Pitcher from working on barricades and guardian stones.
    		if (dstmd && (dstmd->mob_id == MOBID_EMPERIUM || status_get_class_(bl) == CLASS_BATTLEFIELD))
    			break;
    		if (potion_hp || potion_sp) {
    			int hp = potion_hp, sp = potion_sp;
    			hp = hp * (100 + (tstatus->vit<<1))/100;
    			sp = sp * (100 + (tstatus->int_<<1))/100;
    			if (dstsd) {
    				if (hp)
    					hp = hp * (100 + pc_checkskill(dstsd,SM_RECOVERY)*10 + pc_skillheal2_bonus(dstsd, skill_id))/100;
    				if (sp)
    					sp = sp * (100 + pc_checkskill(dstsd,MG_SRECOVERY)*10 + pc_skillheal2_bonus(dstsd, skill_id))/100;
    			}
    			if (tsc && tsc->count) {
    				uint8 penalty = 0;
    
    				if (tsc->data[SC_WATER_INSIGNIA] && tsc->data[SC_WATER_INSIGNIA]->val1 == 2) {
    					hp += hp / 10;
    					sp += sp / 10;
    				}
    				if (tsc->data[SC_CRITICALWOUND])
    					penalty += tsc->data[SC_CRITICALWOUND]->val2;
    				if (tsc->data[SC_DEATHHURT])
    					penalty += 20;
    				if (tsc->data[SC_NORECOVER_STATE])
    					penalty = 100;
    				if (penalty > 0) {
    					hp -= hp * penalty / 100;
    					sp -= sp * penalty / 100;
    				}
    			}
    			if(hp > 0)
    				clif_skill_nodamage(NULL,bl,AL_HEAL,hp,1);
    			if(sp > 0)
    				clif_skill_nodamage(NULL,bl,MG_SRECOVERY,sp,1);
    			status_heal(bl,hp,sp,0);
    		}
    		break;
    	// Full Chemical Protection
    	case CR_FULLPROTECTION:
    		{
    			unsigned int equip[] = {EQP_WEAPON, EQP_SHIELD, EQP_ARMOR, EQP_HEAD_TOP};
    			int i_eqp, s = 0, skilltime = skill_get_time(skill_id,skill_lv);
    
    			for (i_eqp = 0; i_eqp < 4; i_eqp++) {
    				if( bl->type != BL_PC || ( dstsd && pc_checkequip(dstsd,equip[i_eqp]) < 0 ) )
    					continue;
    				sc_start(src,bl,(sc_type)(SC_CP_WEAPON + i_eqp),100,skill_lv,skilltime);
    				s++;
    			}
    			if( sd && !s ){
    				clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
    				map_freeblock_unlock(); // Don't consume item requirements
    				return 0;
    			}
    			clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
    		}
    		break;
    
    	case RG_CLEANER:	//AppleGirl
    		clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
    		break;
    
    	case CG_LONGINGFREEDOM:
    		{
    			if (tsc && !tsce && (tsce=tsc->data[SC_DANCING]) && tsce->val4
    				&& (tsce->val1&0xFFFF) != CG_MOONLIT) //Can't use Longing for Freedom while under Moonlight Petals. [Skotlex]
    			{
    				clif_skill_nodamage(src,bl,skill_id,skill_lv,
    					sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
    			}
    		}
    		break;
    
    	case CG_TAROTCARD:
    		{
    			int count = -1;
    			if( rnd() % 100 > skill_lv * 8 || (tsc && tsc->data[SC_BASILICA]) ||
    			(dstmd && ((dstmd->guardian_data && dstmd->mob_id == MOBID_EMPERIUM) || status_get_class_(bl) == CLASS_BATTLEFIELD)) ) {
    				if( sd )
    					clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
    
    				map_freeblock_unlock();
    				return 0;
    			}
    			status_zap(src,0,skill_get_sp(skill_id,skill_lv)); // consume sp only if succeeded [Inkfish]
    			do {
    				int eff = rnd() % 14;
    				int eff_coma = rnd() % 2;
    				clif_specialeffect(bl, 523 + eff, AREA);
    				switch (eff)
    				{
    				case 0:	// heals SP to 0
    					status_percent_damage(src, bl, 0, 100, false);
    					break;
    				case 1:	// matk halved
    					sc_start(src,bl,SC_INCMATKRATE,100,-50,skill_get_time2(skill_id,skill_lv));
    					break;
    				case 2:	// all buffs removed
    					status_change_clear_buffs(bl, SCCB_BUFFS);
    					break;
    				case 3:	// 1000 damage, random armor destroyed
    					{
    						status_fix_damage(src, bl, 1000, 0, skill_id);
    						clif_damage(src,bl,tick,0,0,1000,0,DMG_NORMAL,0,false);
    						if( !status_isdead(bl) ) {
    							int where[] = { EQP_ARMOR, EQP_SHIELD, EQP_HELM, EQP_SHOES, EQP_GARMENT };
    							skill_break_equip(src,bl, where[rnd()%5], 10000, BCT_ENEMY);
    						}
    					}
    					break;
    				case 4:	// atk halved
    					sc_start(src,bl,SC_INCATKRATE,100,-50,skill_get_time2(skill_id,skill_lv));
    					break;
    				case 5:	// 2000HP heal, random teleported
    					status_heal(src, 2000, 0, 0);
    					if( !map_flag_gvg3(bl->m) )
    						unit_warp(bl, -1,-1,-1, CLR_TELEPORT);
    					break;
    				case 6:	// random 2 other effects
    					if (count == -1)
    						count = 3;
    					else
    						count++; //Should not retrigger this one.
    					break;
    				case 7:	// stop freeze or stoned
    					{
    						enum sc_type sc[] = { SC_STOP, SC_FREEZE, SC_STONE };
    						uint8 rand_eff = rnd()%3;
    
    						sc_start2(src,bl,sc[rand_eff],100,skill_lv,(rand_eff == 2 ? src->id : 0),skill_get_time2(skill_id,skill_lv));
    					}
    					break;
    				case 8:	// curse coma and poison
    					if(eff_coma == 1){
    					status_change_start(src, bl, SC_COMA, 10000, skill_lv, 0, src->id, 0, 0, SCSTART_NONE);
    					}
    					sc_start(src,bl,SC_CURSE,100,skill_lv,skill_get_time2(skill_id,skill_lv));
    					sc_start2(src,bl,SC_POISON,100,skill_lv,src->id,skill_get_time2(skill_id,skill_lv));					
    					break;
    				case 9:	// confusion
    					sc_start(src,bl,SC_CONFUSION,100,skill_lv,skill_get_time2(skill_id,skill_lv));
    					break;
    				case 10:	// 6666 damage, atk matk halved, cursed
    					status_fix_damage(src, bl, 6666, 0, skill_id);
    					clif_damage(src,bl,tick,0,0,6666,0,DMG_NORMAL,0,false);
    					sc_start(src,bl,SC_INCATKRATE,100,-50,skill_get_time2(skill_id,skill_lv));
    					sc_start(src,bl,SC_INCMATKRATE,100,-50,skill_get_time2(skill_id,skill_lv));
    					sc_start(src,bl,SC_CURSE,skill_lv,100,skill_get_time2(skill_id,skill_lv));
    					break;
    				case 11:	// 4444 damage
    					status_fix_damage(src, bl, 44000, 0, skill_id);
    					clif_damage(src,bl,tick,0,0,44000,0,DMG_NORMAL,0,false);
    					break;
    				case 12:	// stun
    					sc_start(src,bl,SC_STUN,100,skill_lv,5000);
    					break;
    				case 13:	// atk,matk,hit,flee,def reduced
    					sc_start(src,bl,SC_INCATKRATE,100,-20,skill_get_time2(skill_id,skill_lv));
    					sc_start(src,bl,SC_INCMATKRATE,100,-20,skill_get_time2(skill_id,skill_lv));
    					sc_start(src,bl,SC_INCHITRATE,100,-20,skill_get_time2(skill_id,skill_lv));
    					sc_start(src,bl,SC_INCFLEERATE,100,-20,skill_get_time2(skill_id,skill_lv));
    					sc_start(src,bl,SC_INCDEFRATE,100,-20,skill_get_time2(skill_id,skill_lv));
    					break;
    				default:
    					break;
    				}
    			} while ((--count) > 0);
    			clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
    		}
    		break;
    
    	case SL_ALCHEMIST:
    	case SL_ASSASIN:
    	case SL_BARDDANCER:
    	case SL_BLACKSMITH:
    	case SL_CRUSADER:
    	case SL_HUNTER:
    	case SL_KNIGHT:
    	case SL_MONK:
    	case SL_PRIEST:
    	case SL_ROGUE:
    	case SL_SAGE:
    	case SL_SOULLINKER:
    	case SL_STAR:
    	case SL_SUPERNOVICE:
    	case SL_WIZARD:
    		//NOTE: here, 'type' has the value of the associated MAPID, not of the SC_SPIRIT constant.
    		if (sd && dstsd && !((dstsd->class_&MAPID_UPPERMASK) == type)) {
    			clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
    			break;
    		}
    		if (skill_id == SL_SUPERNOVICE && dstsd && dstsd->die_counter && !(rnd()%100))
    		{	//Erase death count 1% of the casts
    			dstsd->die_counter = 0;
    			pc_setglobalreg(dstsd, add_str("PC_DIE_COUNTER"), 0);
    			clif_specialeffect(bl, 0x152, AREA);
    			//SC_SPIRIT invokes status_calc_pc for us.
    		}
    		clif_skill_nodamage(src,bl,skill_id,skill_lv,
    			sc_start4(src,bl,SC_SPIRIT,100,skill_lv,skill_id,0,0,skill_get_time(skill_id,skill_lv)));
    		sc_start(src,src,SC_SMA,100,skill_lv,skill_get_time(SL_SMA,skill_lv));
    		break;
    	case SL_HIGH:
    		if (sd && !(dstsd && (dstsd->class_&JOBL_UPPER) && !(dstsd->class_&JOBL_2) && dstsd->status.base_level < 70)) {
    			clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
    			break;
    		}
    		clif_skill_nodamage(src,bl,skill_id,skill_lv,
    			sc_start4(src,bl,type,100,skill_lv,skill_id,0,0,skill_get_time(skill_id,skill_lv)));
    		sc_start(src,src,SC_SMA,100,skill_lv,skill_get_time(SL_SMA,skill_lv));
    		break;
    
    	case SL_SWOO:
    		if (tsce) {
    			if(sd)
    				clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
    			status_change_start(src,src,SC_STUN,10000,skill_lv,0,0,0,10000,8);
    			status_change_end(bl, SC_SWOO, INVALID_TIMER);
    			break;
    		}
    	case SL_SKA: // [marquis007]
    	case SL_SKE:
    		if (sd && !battle_config.allow_es_magic_pc && bl->type != BL_MOB) {
    			clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
    			status_change_start(src,src,SC_STUN,10000,skill_lv,0,0,0,500,SCSTART_NOTICKDEF|SCSTART_NORATEDEF);
    			break;
    		}
    		clif_skill_nodamage(src,bl,skill_id,skill_lv,sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
    		if (skill_id == SL_SKE)
    			sc_start(src,src,SC_SMA,100,skill_lv,skill_get_time(SL_SMA,skill_lv));
    		break;
    
    	// New guild skills [Celest]
    	case GD_BATTLEORDER:
    	case GD_REGENERATION:
    	case GD_RESTORE:
    		if( flag&1 )
    		{
    			if( (!map[src->m].flag.battleground && status_get_guild_id(src) == status_get_guild_id(bl)) || (map[src->m].flag.battleground && bg_team_get_id(src) == bg_team_get_id(bl)) )
    			{
    				if( skill_id != GD_RESTORE )
    					sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
    				else
    					clif_skill_nodamage(src,bl,AL_HEAL,status_percent_heal(bl,90,90),1);
    			}
    		}
    		else if( !map[src->m].flag.battleground && (i = status_get_guild_id(src)) )
    		{
    			struct guild *g = guild_search(i);
    			struct guild_castle *gc;
    
    			clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
    			map_foreachinrange(skill_area_sub, src, skill_get_splash(skill_id, skill_lv), BL_PC, src, skill_id, skill_lv, tick, flag|BCT_GUILD|1, skill_castend_nodamage_id);
    
    			guild_block_skill_start(g, skill_id, skill_get_time2(skill_id,skill_lv));
    			if( g && (gc = guild_mapindex2gc(map[src->m].index)) != NULL )
    			{
    				switch( skill_id )
    				{
    				case GD_BATTLEORDER:  add2limit(g->castle[gc->castle_id].skill_battleorder, 1, USHRT_MAX); break;
    				case GD_REGENERATION: add2limit(g->castle[gc->castle_id].skill_regeneration, 1, USHRT_MAX); break;
    				case GD_RESTORE:      add2limit(g->castle[gc->castle_id].skill_restore, 1, USHRT_MAX); break;
    				}
    				g->castle[gc->castle_id].changed = true;
    			}
    		}
    		else if( map[src->m].flag.battleground && (i = bg_team_get_id(src)) )
    		{
    			struct battleground_data *bg = bg_team_search(i);
    			clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
    			map_foreachinrange(skill_area_sub, src, skill_get_splash(skill_id, skill_lv), BL_PC, src, skill_id, skill_lv, tick, flag|BCT_GUILD|1, skill_castend_nodamage_id);
    			bg_block_skill_start(bg, skill_id, skill_get_time2(skill_id,skill_lv));
    		}
    		break;
    	case GD_EMERGENCYCALL:
    	case GD_ITEMEMERGENCYCALL:
    		{
    			int8 dx[9] = {-1, 1, 0, 0,-1, 1,-1, 1, 0};
    			int8 dy[9] = { 0, 0, 1,-1, 1,-1,-1, 1, 0};
    
    			int8 j = 0, calls = 0, called = 0, count = 0;
    			int in_i = 0, out_i = 0, cas_i = 0;
    			struct guild *g;
    			struct battleground_data *bg = NULL;
    			struct guild_castle *gc = NULL;
    			struct map_session_data
    				*sd_in[MAX_GUILD], // Guild members in the same Castle
    				*sd_cas[MAX_GUILD], // Guild members in other Castles
    				*sd_out[MAX_GUILD], // Guild members in others maps
    				*pl_sd;
    
    			memset(sd_in, 0, sizeof(sd_in));
    			memset(sd_out, 0, sizeof(sd_out));
    			memset(sd_cas, 0, sizeof(sd_cas));
    
    			if( sd && map[src->m].flag.battleground && (bg = sd->bmaster_flag) != NULL )
    			{ // Battleground Usage
    				for( i = 0; i < MAX_BG_MEMBERS; i++ )
    				{
    					if( (dstsd = bg->members[i].sd) == NULL || sd == dstsd || pc_isdead(dstsd) )
    						continue;
    					sd_in[in_i++] = dstsd;
    					count++;
    				}
    
    				bg_block_skill_start(bg, skill_id, skill_get_time2(skill_id,skill_lv));
    			}
    			else if( !map[src->m].flag.battleground && (g = (sd ? sd->guild : guild_search(status_get_guild_id(src)))) != NULL )
    			{ // Normal Field or GvG Usage
    				if (skill_id == GD_ITEMEMERGENCYCALL)
    					switch (skill_lv) {
    						case 1:	calls = 7; break;
    						case 2:	calls = 12; break;
    						case 3:	calls = 20; break;
    						default: calls = 0;	break;
    					}
    
    				for( i = 0; i < g->max_member; i++ )
    				{
    					if( (dstsd = g->member[i].sd) == NULL || sd == dstsd || pc_isdead(dstsd) )
    						continue;
    					if( map[dstsd->bl.m].flag.nowarp && !map_flag_gvg2(dstsd->bl.m) )
    						continue;
    					if( map[sd->bl.m].flag.ancient && (!pc_class2ancientwoe(dstsd->status.class_) || dstsd->md) )
    						continue; // Ancient WoE
    
    					if( dstsd->bl.m == src->m )
    						sd_in[in_i++] = dstsd;
    					else if( map[dstsd->bl.m].flag.gvg_castle )
    						sd_cas[cas_i++] = dstsd;
    					else
    						sd_out[out_i++] = dstsd;
    
    					count++;
    				}
    
    				if( map[src->m].guild_max && count >= map[src->m].guild_max )
    					count = map[src->m].guild_max - 1;
    
    				guild_block_skill_start(g, skill_id, skill_get_time2(skill_id,skill_lv));
    				if( (gc = guild_mapindex2gc(map[src->m].index)) != NULL )
    				{
    					add2limit(g->castle[gc->castle_id].skill_emergencycall, 1, USHRT_MAX);
    					g->castle[gc->castle_id].changed = true;
    				}
    			}
    
    			clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
    
    			for( i = 0; i < count && (!calls || (calls && called < calls)); i++, j++ )
    			{
    				if( j > 8 ) j = 0; // Respawn point index
    				if( map_getcell(src->m, src->x + dx[j], src->y + dy[j], CELL_CHKNOREACH) )
    					dx[j] = dy[j] = 0; // Set it to the same source x,y
    				
    				if( i < in_i )
    					pl_sd = sd_in[i];
    				else if( i < in_i + out_i )
    					pl_sd = sd_out[i - in_i];
    				else if( i < in_i + out_i + cas_i )
    					pl_sd = sd_cas[i - (in_i + out_i)];
    				else continue; // Should not
    
    				if( !pc_setpos(pl_sd, map_id2index(src->m), src->x + dx[j], src->y + dy[j], CLR_RESPAWN) )
    					called++;
    			}
    		}
    		break;
    
    	case SG_FEEL:
    		//AuronX reported you CAN memorize the same map as all three. [Skotlex]
    		if (sd) {
    			if(!sd->feel_map[skill_lv-1].index)
    				clif_feel_req(sd->fd,sd, skill_lv);
    			else
    				clif_feel_info(sd, skill_lv-1, 1);
    		}
    		break;
    
    	case SG_HATE:
    		if (sd) {
    			clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
    			if (!pc_set_hate_mob(sd, skill_lv-1, bl))
    				clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
    		}
    		break;
    
    	case GS_GLITTERING:
    		if(sd) {
    			clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
    			if(rnd()%100 < (20+10*skill_lv))
    				pc_addspiritball(sd,skill_get_time(skill_id,skill_lv),10);
    			else if(sd->spiritball > 0 && !pc_checkskill(sd,RL_RICHS_COIN))
    				pc_delspiritball(sd,1,0);
    		}
    		break;
    
    	case GS_CRACKER:
    		/* per official standards, this skill works on players and mobs. */
    		if (sd && (dstsd || dstmd))
    		{
    			i =65 -5*distance_bl(src,bl); //Base rate
    			if (i < 30) i = 30;
    			clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
    			sc_start(src,bl,SC_STUN, i,skill_lv,skill_get_time2(skill_id,skill_lv));
    		}
    		break;
    
    	case AM_CALLHOMUN:	//[orn]
    		if (sd && !hom_call(sd))
    			clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
    		break;
    
    	case AM_REST:
    		if (sd) {
    			if (hom_vaporize(sd,HOM_ST_REST))
    				clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
    			else
    				clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
    		}
    		break;
    
    	case HAMI_CASTLE:	//[orn]
    		if (src != bl && rnd()%100 < 20 * skill_lv) {
    			int x = src->x, y = src->y;
    
    			if (hd)
    				skill_blockhomun_start(hd,skill_id,skill_get_time2(skill_id,skill_lv));
    			// Move source
    			if (unit_movepos(src,bl->x,bl->y,0,0)) {
    				clif_skill_nodamage(src,src,skill_id,skill_lv,1); // Homunc
    				clif_blown(src);
    				// Move target
    				if (unit_movepos(bl,x,y,0,0)) {
    					clif_skill_nodamage(bl,bl,skill_id,skill_lv,1);
    					clif_blown(bl);
    				}
    				map_foreachinrange(unit_changetarget,src,AREA_SIZE,BL_MOB,bl,src);
    			}
    		}
    		else if (hd && hd->master) // Failed
    			clif_skill_fail(hd->master, skill_id, USESKILL_FAIL_LEVEL, 0);
    		else if (sd)
    			clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
    		break;
    	case HVAN_CHAOTIC:	//[orn]
    		{
    			static const int per[5][2]={{20,50},{50,60},{25,75},{60,64},{34,67}};
    			int r = rnd()%100;
    			i = (skill_lv-1)%5;
    			if(r<per[i][0]) //Self
    				bl = src;
    			else if(r<per[i][1]) //Master
    				bl = battle_get_master(src);
    			else //Enemy
    				bl = map_id2bl(battle_gettarget(src));
    
    			if (!bl) bl = src;
    			i = skill_calc_heal(src, bl, skill_id, 1+rnd()%skill_lv, true);
    			//Eh? why double skill packet?
    			clif_skill_nodamage(src,bl,AL_HEAL,i,1);
    			clif_skill_nodamage(src,bl,skill_id,i,1);
    			status_heal(bl, i, 0, 0);
    		}
    		break;
    	//Homun single-target support skills [orn]
    	case HAMI_BLOODLUST:
    	case HFLI_FLEET:
    	case HFLI_SPEED:
    	case HLIF_CHANGE:
    	case MH_ANGRIFFS_MODUS:
    	case MH_GOLDENE_FERSE:
    		clif_skill_nodamage(src,bl,skill_id,skill_lv,
    			sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
    		if (hd)
    			skill_blockhomun_start(hd, skill_id, skill_get_time2(skill_id,skill_lv));
    		break;
    
    	case NPC_DRAGONFEAR:
    		if (flag&1) {
    			const enum sc_type sc[] = { SC_STUN, SC_SILENCE, SC_CONFUSION, SC_BLEEDING };
    			int j;
    			j = i = rnd()%ARRAYLENGTH(sc);
    			while ( !sc_start2(src,bl,sc[i],100,skill_lv,src->id,skill_get_time2(skill_id,i+1)) ) {
    				i++;
    				if ( i == ARRAYLENGTH(sc) )
    					i = 0;
    				if (i == j)
    					break;
    			}
    			break;
    		}
    	case NPC_WIDEBLEEDING:
    	case NPC_WIDECONFUSE:
    	case NPC_WIDECURSE:
    	case NPC_WIDEFREEZE:
    	case NPC_WIDESLEEP:
    	case NPC_WIDESILENCE:
    	case NPC_WIDESTONE:
    	case NPC_WIDESTUN:
    	case NPC_SLOWCAST:
    	case NPC_WIDEHELLDIGNITY:
    	case NPC_WIDEHEALTHFEAR:
    	case NPC_WIDEBODYBURNNING:
    	case NPC_WIDEFROSTMISTY:
    	case NPC_WIDECOLD:
    	case NPC_WIDE_DEEP_SLEEP:
    	case NPC_WIDESIREN:
    		if (flag&1){
    			switch ( type ) {
    			case SC_BURNING:
    				sc_start4(src,bl,type,100,skill_lv,1000,src->id,0,skill_get_time2(skill_id,skill_lv));
    				break;
    			case SC_VOICEOFSIREN:
    				sc_start2(src,bl,type,100,skill_lv,src->id,skill_get_time2(skill_id,skill_lv));
    				break;
    			default:
    				sc_start2(src,bl,type,100,skill_lv,src->id,skill_get_time2(skill_id,skill_lv));
    			}
    		}
    		else {
    			skill_area_temp[2] = 0; //For SD_PREAMBLE
    			clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
    			map_foreachinrange(skill_area_sub, bl,
    				skill_get_splash(skill_id, skill_lv),BL_CHAR,
    				src,skill_id,skill_lv,tick, flag|BCT_ENEMY|SD_PREAMBLE|1,
    				skill_castend_nodamage_id);
    		}
    		break;
    	case NPC_WIDESOULDRAIN:
    		if (flag&1)
    			status_percent_damage(src,bl,0,((skill_lv-1)%5+1)*20,false);
    		else {
    			skill_area_temp[2] = 0; //For SD_PREAMBLE
    			clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
    			map_foreachinrange(skill_area_sub, bl,
    				skill_get_splash(skill_id, skill_lv),BL_CHAR,
    				src,skill_id,skill_lv,tick, flag|BCT_ENEMY|SD_PREAMBLE|1,
    				skill_castend_nodamage_id);
    		}
    		break;
    	case ALL_PARTYFLEE:
    		if( sd  && !(flag&1) ) {
    			if( !sd->status.party_id ) {
    				clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
    				break;
    			}
    			party_foreachsamemap(skill_area_sub, sd, skill_get_splash(skill_id, skill_lv), src, skill_id, skill_lv, tick, flag|BCT_PARTY|1, skill_castend_nodamage_id);
    		} else
    			clif_skill_nodamage(src,bl,skill_id,skill_lv,sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
    		break;
    	case NPC_TALK:
    	case ALL_WEWISH:
    	case ALL_CATCRY:
    	case ALL_DREAM_SUMMERNIGHT:
    		clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
    		break;
    	case ALL_BUYING_STORE:
    		if( sd )
    		{// players only, skill allows 5 buying slots
    			clif_skill_nodamage(src, bl, skill_id, skill_lv, buyingstore_setup(sd, MAX_BUYINGSTORE_SLOTS) ? 0 : 1);
    		}
    		break;
    	case RK_ENCHANTBLADE:
    		clif_skill_nodamage(src,bl,skill_id,skill_lv,
    			sc_start2(src,bl,type,100,skill_lv,((100+20*skill_lv)*status_get_lv(src))/150+sstatus->int_,skill_get_time(skill_id,skill_lv)));
    		break;
    	case RK_DRAGONHOWLING:
    		if( flag&1)
    			sc_start(src,bl,type,50 + 6 * skill_lv,skill_lv,skill_get_time(skill_id,skill_lv));
    		else
    		{
    			skill_area_temp[2] = 0;
    			clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
    			map_foreachinrange(skill_area_sub, src,
    				skill_get_splash(skill_id,skill_lv),BL_CHAR,
    				src,skill_id,skill_lv,tick,flag|BCT_ENEMY|SD_PREAMBLE|1,
    				skill_castend_nodamage_id);
    		}
    		break;
    	case RK_IGNITIONBREAK:
    	case LG_EARTHDRIVE:
    			clif_skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SKILL);
    			i = skill_get_splash(skill_id,skill_lv);
    			if( skill_id == LG_EARTHDRIVE ) {
    				int dummy = 1;
    				map_foreachinarea(skill_cell_overlap, src->m, src->x-i, src->y-i, src->x+i, src->y+i, BL_SKILL, LG_EARTHDRIVE, &dummy, src);
    			}
    			map_foreachinrange(skill_area_sub, bl,i,BL_CHAR,
    				src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
    		break;
    	case RK_STONEHARDSKIN:
    		if( sd && pc_checkskill(sd,RK_RUNEMASTERY) >= 4 )
    		{
    			int heal = sstatus->hp / 5; // 20% HP
    			if( status_charge(bl,heal,0) )
    				clif_skill_nodamage(src,bl,skill_id,skill_lv,sc_start2(src,bl,type,100,skill_lv,heal,skill_get_time(skill_id,skill_lv)));
    			else
    				clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
    		}
    		break;
    	case RK_REFRESH:
    		if( sd && pc_checkskill(sd,RK_RUNEMASTERY) >= 8 )
    		{
    			int heal = status_get_max_hp(bl) * 25 / 100;
    			clif_skill_nodamage(src,bl,skill_id,skill_lv,
    				sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
    			status_heal(bl,heal,0,1);
    			status_change_clear_buffs(bl, SCCB_REFRESH);
    		}
    		break;
    
    	case RK_MILLENNIUMSHIELD:
    		if( sd && pc_checkskill(sd,RK_RUNEMASTERY) >= 9 )
    		{
    			int8 rate = rnd()%100;
    			int16 shields = ((rate < 20) ? 4 : (rate < 50) ? 3 : 2);
    			sc_start4(src,bl,type,100,skill_lv,shields,1000,0,skill_get_time(skill_id,skill_lv));
    			clif_millenniumshield(bl,shields);
    			clif_skill_nodamage(src,bl,skill_id,1,1);
    		}
    		break;
    
    	case RK_GIANTGROWTH:
    	case RK_VITALITYACTIVATION:
    	case RK_ABUNDANCE:
    	case RK_CRUSHSTRIKE:
    		if( sd )
    		{
    			int lv = 1; // RK_GIANTGROWTH
    			if( skill_id == RK_VITALITYACTIVATION )
    				lv = 2;
    			else if( skill_id == RK_ABUNDANCE )
    				lv = 6;
    			else if( skill_id == RK_CRUSHSTRIKE )
    				lv = 7;
    			if( pc_checkskill(sd,RK_RUNEMASTERY) >= lv )
    				clif_skill_nodamage(src,bl,skill_id,skill_lv,sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
    		}
    		break;
    
    	case RK_FIGHTINGSPIRIT: {
    			// val1: ATKBonus: Caster: 7*PartyMember. Member: 7*PartyMember/4
    			// val2: ASPD boost: [RK_RUNEMASTERYlevel * 4 / 10] * 10 ==> RK_RUNEMASTERYlevel * 4
    			if( flag&1 ) {
    				if( skill_area_temp[1] == bl->id )
    					sc_start2(src,bl,type,100,7 * skill_area_temp[0],4 * ((sd) ? pc_checkskill(sd,RK_RUNEMASTERY) : skill_get_max(RK_RUNEMASTERY)),skill_area_temp[4]);
    				else
    					sc_start(src,bl,type,100,skill_area_temp[3],skill_area_temp[4]);
    			} else {
    				if( sd && sd->status.party_id ) {
    					skill_area_temp[0] = party_foreachsamemap(skill_area_sub,sd,skill_get_splash(skill_id,skill_lv),src,skill_id,skill_lv,tick,BCT_PARTY,skill_area_sub_count);
    					skill_area_temp[1] = src->id;
    					skill_area_temp[3] = 7 * skill_area_temp[0] / 4;
    					skill_area_temp[4] = skill_get_time(skill_id,skill_lv);
    					party_foreachsamemap(skill_area_sub,sd,skill_get_splash(skill_id,skill_lv),src,skill_id,skill_lv,tick,flag|BCT_PARTY|1,skill_castend_nodamage_id);
    				}
    				else
    					sc_start2(src,bl,type,100,7,4 * ((sd) ? pc_checkskill(sd,RK_RUNEMASTERY) : skill_get_max(RK_RUNEMASTERY)),skill_get_time(skill_id,skill_lv));
    				clif_skill_nodamage(src,bl,skill_id,1,1);
    			}
    		}
    		break;
    
    	case RK_LUXANIMA:
    		if( !sd || !sd->status.party_id || flag&1 ) {
    			if( src == bl ) break;
    			while( skill_area_temp[5] >= 0x10 ) {
    				type = SC_NONE;
    				i = 0;
    				if( skill_area_temp[5]&0x10 ) {
    					if( dstsd ) {
    						i = (rnd()%100 < 50) ? 4 : ((rnd()%100 < 80) ? 3 : 2);
    						clif_millenniumshield(bl,i);
    						skill_area_temp[5] &= ~0x10;
    						type = SC_MILLENNIUMSHIELD;
    					}
    				} else if( skill_area_temp[5]&0x20 ) {
    					i = status_get_max_hp(bl) * 25 / 100;
    					status_change_clear_buffs(bl, SCCB_REFRESH);
    					skill_area_temp[5] &= ~0x20;
    					status_heal(bl,i,0,1);
    					type = SC_REFRESH;
    				} else if( skill_area_temp[5]&0x40 ) {
    					skill_area_temp[5] &= ~0x40;
    					type = SC_GIANTGROWTH;
    				} else if( skill_area_temp[5]&0x80 ) {
    					if( dstsd ) {
    						i = sstatus->hp / 5;
    						if( status_charge(bl,i,0) )
    						type = SC_STONEHARDSKIN;
    						skill_area_temp[5] &= ~0x80;
    					}
    				} else if( skill_area_temp[5]&0x100 ) {
    					skill_area_temp[5] &= ~0x100;
    					type = SC_VITALITYACTIVATION;
    				} else if( skill_area_temp[5]&0x200 ) {
    					skill_area_temp[5] &= ~0x200;
    					type = SC_ABUNDANCE;
    				}
    				if( type > SC_NONE )
    				clif_skill_nodamage(bl,bl,skill_id,skill_lv,
    				sc_start4(src,bl,type,100,skill_lv,i,0,1,skill_get_time(skill_id,skill_lv)));
    			} //end while
    		} else if( sd ) {
    			if( tsc && tsc->count ) {
    				if( tsc->data[SC_MILLENNIUMSHIELD] ) skill_area_temp[5] |= 0x10;
    				if( tsc->data[SC_REFRESH] ) skill_area_temp[5] |= 0x20;
    				if( tsc->data[SC_GIANTGROWTH] ) skill_area_temp[5] |= 0x40;
    				if( tsc->data[SC_STONEHARDSKIN] ) skill_area_temp[5] |= 0x80;
    				if( tsc->data[SC_VITALITYACTIVATION] ) skill_area_temp[5] |= 0x100;
    				if( tsc->data[SC_ABUNDANCE] ) skill_area_temp[5] |= 0x200;
    			}
    			clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
    			party_foreachsamemap(skill_area_sub,sd,skill_get_splash(skill_id,skill_lv),src,skill_id,skill_lv,tick,flag|BCT_PARTY|1,skill_castend_nodamage_id);
    		}
    	break;
    
    	case GC_ROLLINGCUTTER:
    		{
    			short count = 1;
    			skill_area_temp[2] = 0;
    			map_foreachinrange(skill_area_sub,src,skill_get_splash(skill_id,skill_lv),BL_CHAR,src,skill_id,skill_lv,tick,flag|BCT_ENEMY|SD_PREAMBLE|SD_SPLASH|1,skill_castend_damage_id);
    			if( tsc && tsc->data[SC_ROLLINGCUTTER] )
    			{ // Every time the skill is casted the status change is reseted adding a counter.
    				count += (short)tsc->data[SC_ROLLINGCUTTER]->val1;
    				if( count > 10 )
    					count = 10; // Max coounter
    				status_change_end(bl, SC_ROLLINGCUTTER, INVALID_TIMER);
    			}
    			sc_start(src,bl,SC_ROLLINGCUTTER,100,count,skill_get_time(skill_id,skill_lv));
    			clif_skill_nodamage(src,src,skill_id,skill_lv,1);
    		}
    		break;
    
    	case GC_WEAPONBLOCKING:
    		if( tsc && tsc->data[SC_WEAPONBLOCKING] )
    			status_change_end(bl, SC_WEAPONBLOCKING, INVALID_TIMER);
    		else
    			sc_start(src,bl,SC_WEAPONBLOCKING,100,skill_lv,skill_get_time(skill_id,skill_lv));
    		clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
    		break;
    
    	case GC_CREATENEWPOISON:
    		if( sd )
    		{
    			clif_skill_produce_mix_list(sd,skill_id,25);
    			clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
    		}
    		break;
    
    	case GC_POISONINGWEAPON:
    		if( sd ) {
    			clif_poison_list(sd,skill_lv);
    			clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
    		}
    		break;
    
    	case GC_ANTIDOTE:
    		clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
    		if( tsc )
    		{
    			status_change_end(bl, SC_PARALYSE, INVALID_TIMER);
    			status_change_end(bl, SC_PYREXIA, INVALID_TIMER);
    			status_change_end(bl, SC_DEATHHURT, INVALID_TIMER);
    			status_change_end(bl, SC_LEECHESEND, INVALID_TIMER);
    			status_change_end(bl, SC_VENOMBLEED, INVALID_TIMER);
    			status_change_end(bl, SC_MAGICMUSHROOM, INVALID_TIMER);
    			status_change_end(bl, SC_TOXIN, INVALID_TIMER);
    			status_change_end(bl, SC_OBLIVIONCURSE, INVALID_TIMER);
    		}
    		break;
    
    	case GC_PHANTOMMENACE:
    		clif_skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SKILL);
    		clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
    		map_foreachinrange(skill_area_sub,src,skill_get_splash(skill_id,skill_lv),BL_CHAR,
    			src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
    		break;
    
    	case GC_HALLUCINATIONWALK:
    		{
    			int heal = status_get_max_hp(bl) / 10;
    			if( status_get_hp(bl) < heal ) { // if you haven't enough HP skill fails.
    				if( sd ) clif_skill_fail(sd,skill_id,USESKILL_FAIL_HP_INSUFFICIENT,0);
    				break;
    			}
    			if( !status_charge(bl,heal,0) )
    			{
    				if( sd ) clif_skill_fail(sd,skill_id,USESKILL_FAIL_HP_INSUFFICIENT,0);
    				break;
    			}
    			clif_skill_nodamage(src,bl,skill_id,skill_lv,sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
    		}
    		break;
    
    	case AB_ANCILLA:
    		if( sd ) {
    			clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
    			skill_produce_mix(sd, skill_id, ITEMID_ANCILLA, 0, 0, 0, 1, -1);
    		}
    		break;
    
    	case AB_CLEMENTIA:
    	case AB_CANTO:
    		{
    			int bless_lv = ((sd) ? pc_checkskill(sd,AL_BLESSING) : skill_get_max(AL_BLESSING)) + (((sd) ? sd->status.job_level : 50) / 10);
    			int agi_lv = ((sd) ? pc_checkskill(sd,AL_INCAGI) : skill_get_max(AL_INCAGI)) + (((sd) ? sd->status.job_level : 50) / 10);
    			if( sd == NULL || sd->status.party_id == 0 || flag&1 )
    				clif_skill_nodamage(bl, bl, skill_id, skill_lv, sc_start(src,bl,type,100,
    					(skill_id == AB_CLEMENTIA)? bless_lv : (skill_id == AB_CANTO)? agi_lv : skill_lv, skill_get_time(skill_id,skill_lv)));
    			else if( sd )
    				party_foreachsamemap(skill_area_sub, sd, skill_get_splash(skill_id, skill_lv), src, skill_id, skill_lv, tick, flag|BCT_PARTY|1, skill_castend_nodamage_id);
    		}
    		break;
    
    	case AB_PRAEFATIO:
    		if( !sd || sd->status.party_id == 0 || flag&1 )
    			clif_skill_nodamage(bl, bl, skill_id, skill_lv, sc_start4(src, bl, type, 100, skill_lv, 0, 0, (sd && sd->status.party_id ? party_foreachsamemap(party_sub_count, sd, 0) : 1 ), skill_get_time(skill_id, skill_lv)));
    		else if( sd )
    			party_foreachsamemap(skill_area_sub, sd, skill_get_splash(skill_id, skill_lv), src, skill_id, skill_lv, tick, flag|BCT_PARTY|1, skill_castend_nodamage_id);
    		break;
    
    	case AB_CHEAL:
    		if( !sd || sd->status.party_id == 0 || flag&1 ) {
    			if( sd && tstatus && !battle_check_undead(tstatus->race, tstatus->def_ele) && !tsc->data[SC_BERSERK] ) {
    				int partycount = (sd->status.party_id ? party_foreachsamemap(party_sub_count, sd, 0) : 0);
    
    				i = skill_calc_heal(src, bl, AL_HEAL, pc_checkskill(sd, AL_HEAL), true);
    
    				if( partycount > 1 )
    					i += (i / 100) * (partycount * 10) / 4;
    				if( (dstsd && pc_ismadogear(dstsd)) || status_isimmune(bl))
    					i = 0; // Should heal by 0 or won't do anything?? in iRO it breaks the healing to members.. [malufett]
    
    				clif_skill_nodamage(bl, bl, skill_id, i, 1);
    				if( tsc && tsc->data[SC_AKAITSUKI] && i )
    					i = ~i + 1;
    				status_heal(bl, i, 0, 0);
    			}
    		} else if( sd )
    			party_foreachsamemap(skill_area_sub, sd, skill_get_splash(skill_id, skill_lv), src, skill_id, skill_lv, tick, flag|BCT_PARTY|1, skill_castend_nodamage_id);
    		break;
    
    	case AB_ORATIO:
    		if( flag&1 )
    			sc_start(src,bl, type, 40 + 5 * skill_lv, skill_lv, skill_get_time(skill_id, skill_lv));
    		else {
    			map_foreachinrange(skill_area_sub, src, skill_get_splash(skill_id, skill_lv), BL_CHAR,
    				src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
    			clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
    		}
    		break;
    
    	case AB_LAUDAAGNUS:
    		if( flag&1 || !sd || !sd->status.party_id ) {
    			if( tsc && (tsc->data[SC_FREEZE] || tsc->data[SC_STONE] || tsc->data[SC_BLIND] ||
    				tsc->data[SC_BURNING] || tsc->data[SC_FREEZING] || tsc->data[SC_CRYSTALIZE])) {
    				// Success Chance: (40 + 10 * Skill Level) %
    				if( rnd()%100 > 40+10*skill_lv ) break;
    				status_change_end(bl, SC_FREEZE, INVALID_TIMER);
    				status_change_end(bl, SC_STONE, INVALID_TIMER);
    				status_change_end(bl, SC_BLIND, INVALID_TIMER);
    				status_change_end(bl, SC_BURNING, INVALID_TIMER);
    				status_change_end(bl, SC_FREEZING, INVALID_TIMER);
    				status_change_end(bl, SC_CRYSTALIZE, INVALID_TIMER);
    			} else //Success rate only applies to the curing effect and not stat bonus. Bonus status only applies to non infected targets
    				clif_skill_nodamage(bl, bl, skill_id, skill_lv,
    					sc_start(src,bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv)));
    		} else if( sd )
    			party_foreachsamemap(skill_area_sub, sd, skill_get_splash(skill_id, skill_lv),
    				src, skill_id, skill_lv, tick, flag|BCT_PARTY|1, skill_castend_nodamage_id);
    		break;
    
    	case AB_LAUDARAMUS:
    		if( flag&1 || !sd || !sd->status.party_id ) {
    			if( tsc && (tsc->data[SC_SLEEP] || tsc->data[SC_STUN] || tsc->data[SC_MANDRAGORA] || tsc->data[SC_SILENCE] || tsc->data[SC_DEEPSLEEP]) ){
    				// Success Chance: (40 + 10 * Skill Level) %
    				if( rnd()%100 > 40+10*skill_lv )  break;
    				status_change_end(bl, SC_SLEEP, INVALID_TIMER);
    				status_change_end(bl, SC_STUN, INVALID_TIMER);
    				status_change_end(bl, SC_MANDRAGORA, INVALID_TIMER);
    				status_change_end(bl, SC_SILENCE, INVALID_TIMER);
    				status_change_end(bl, SC_DEEPSLEEP, INVALID_TIMER);
    			} else // Success rate only applies to the curing effect and not stat bonus. Bonus status only applies to non infected targets
    				clif_skill_nodamage(bl, bl, skill_id, skill_lv,
    					sc_start(src,bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv)));
    		} else if( sd )
    			party_foreachsamemap(skill_area_sub, sd, skill_get_splash(skill_id, skill_lv),
    				src, skill_id, skill_lv, tick, flag|BCT_PARTY|1, skill_castend_nodamage_id);
    		break;
    
    	case AB_CLEARANCE:
    		if( flag&1 || (i = skill_get_splash(skill_id, skill_lv)) < 1 ) { // As of the behavior in official server Clearance is just a super version of Dispell skill. [Jobbie]
    
    			if( bl->type != BL_MOB && battle_check_target(src,bl,BCT_PARTY) <= 0 ) // Only affect mob or party.
    				break;
    
    			clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
    
    			if((dstsd && (dstsd->class_&MAPID_UPPERMASK) == MAPID_SOUL_LINKER) || rnd()%100 >= 60 + 8 * skill_lv) {
    				if (sd)
    					clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
    				break;
    			}
    			
    			if(status_isimmune(bl))
    				break;
    
    			//Remove bonus_script by Clearance
    			if (dstsd)
    				pc_bonus_script_clear(dstsd,BSF_REM_ON_CLEARANCE);
    
    			if(!tsc || !tsc->count)
    				break;
    			for( i = 0; i < SC_MAX; i++ ) {
    				if (!tsc->data[i])
    					continue;
    				switch (i) {
    					case SC_WEIGHT50:		case SC_WEIGHT90:		case SC_HALLUCINATION:
    					case SC_STRIPWEAPON:		case SC_STRIPSHIELD:		case SC_STRIPARMOR:
    					case SC_STRIPHELM:		case SC_CP_WEAPON:		case SC_CP_SHIELD:
    					case SC_CP_ARMOR:		case SC_CP_HELM:		case SC_COMBO:
    					case SC_STRFOOD:		case SC_AGIFOOD:		case SC_VITFOOD:
    					case SC_INTFOOD:		case SC_DEXFOOD:		case SC_LUKFOOD:
    					case SC_HITFOOD:		case SC_FLEEFOOD:		case SC_BATKFOOD:
    					case SC_WATKFOOD:		case SC_MATKFOOD:		case SC_CRIFOOD:
    					case SC_DANCING:		case SC_SPIRIT:			case SC_AUTOBERSERK:
    					case SC_CARTBOOST:		case SC_MELTDOWN:		case SC_SAFETYWALL:
    					case SC_SMA:			case SC_SPEEDUP0:		case SC_NOCHAT:
    					case SC_ANKLE:			case SC_SPIDERWEB:		case SC_JAILED:
    					case SC_ITEMBOOST:		case SC_EXPBOOST:		case SC_LIFEINSURANCE:
    					case SC_BOSSMAPINFO:		case SC_PNEUMA:			case SC_AUTOSPELL:
    					case SC_INCHITRATE:		case SC_INCATKRATE:		case SC_NEN:
    					case SC_READYSTORM:		case SC_READYDOWN:		case SC_READYTURN:
    					case SC_READYCOUNTER:		case SC_DODGE:			case SC_WARM:
    					/*case SC_SPEEDUP1:*/		case SC_AUTOTRADE:		case SC_CRITICALWOUND:
    					case SC_JEXPBOOST:		case SC_INVINCIBLE:		case SC_INVINCIBLEOFF:
    					case SC_HELLPOWER:		case SC_MANU_ATK:		case SC_MANU_DEF:
    					case SC_SPL_ATK:		case SC_SPL_DEF:		case SC_MANU_MATK:
    					case SC_SPL_MATK:		case SC_RICHMANKIM:		case SC_ETERNALCHAOS:
    					case SC_DRUMBATTLE:		case SC_NIBELUNGEN:		case SC_ROKISWEIL:
    					case SC_INTOABYSS:		case SC_SIEGFRIED:		case SC_WHISTLE:
    					case SC_ASSNCROS:		case SC_POEMBRAGI:		case SC_APPLEIDUN:
    					case SC_HUMMING:		case SC_DONTFORGETME:		case SC_FORTUNE:
    					case SC_SERVICE4U:		case SC_FOOD_STR_CASH:		case SC_FOOD_AGI_CASH:
    					case SC_FOOD_VIT_CASH:		case SC_FOOD_DEX_CASH:		case SC_FOOD_INT_CASH:
    					case SC_FOOD_LUK_CASH:		case SC_ELECTRICSHOCKER:	case SC_BITE:
    					case SC__STRIPACCESSORY:	case SC__ENERVATION:		case SC__GROOMY:
    					case SC__IGNORANCE: 		case SC__LAZINESS:		case SC__UNLUCKY:
    					case SC__WEAKNESS:		case SC_SAVAGE_STEAK:		case SC_COCKTAIL_WARG_BLOOD:
    					case SC_MAGNETICFIELD:		case SC_MINOR_BBQ:		case SC_SIROMA_ICE_TEA:
    					case SC_DROCERA_HERB_STEAMED:	case SC_PUTTI_TAILS_NOODLES:	case SC_NEUTRALBARRIER_MASTER:
    					case SC_NEUTRALBARRIER:		case SC_STEALTHFIELD_MASTER:	case SC_STEALTHFIELD:
    					case SC_LEADERSHIP:		case SC_GLORYWOUNDS:		case SC_SOULCOLD:
    					case SC_HAWKEYES:		case SC_REGENERATION:		case SC_SEVENWIND:
    					case SC_MIRACLE:		case SC_S_LIFEPOTION:		case SC_L_LIFEPOTION:
    					case SC_INCHEALRATE:		case SC_PUSH_CART:		case SC_PARTYFLEE:
    					case SC_RAISINGDRAGON:		case SC_GT_REVITALIZE:		case SC_GT_ENERGYGAIN:
    					case SC_GT_CHANGE:		case SC_ANGEL_PROTECT:		case SC_MONSTER_TRANSFORM:
    					case SC_FULL_THROTTLE:		case SC_REBOUND:		case SC_TELEKINESIS_INTENSE:
    					case SC_MOONSTAR:		case SC_SUPER_STAR:		case SC_ALL_RIDING:
    					case SC_MTF_ASPD:		case SC_MTF_RANGEATK:		case SC_MTF_MATK:
    					case SC_MTF_MLEATKED:		case SC_MTF_CRIDAMAGE:		case SC_HEAT_BARREL:
    					case SC_HEAT_BARREL_AFTER:	case SC_P_ALTER:		case SC_E_CHAIN:
    					case SC_C_MARKER:		case SC_B_TRAP:			case SC_H_MINE:
    					case SC_STRANGELIGHTS:		case SC_DECORATION_OF_MUSIC:	case SC_GN_CARTBOOST:
    					case SC_RECOGNIZEDSPELL:	case SC_CHASEWALK2: case SC_ACTIVE_MONSTER_TRANSFORM:
    #ifdef RENEWAL
    					case SC_EXTREMITYFIST2:
    #endif
    					case SC_HIDING:			case SC_CLOAKING:		case SC_CHASEWALK:
    					case SC_CLOAKINGEXCEED:		case SC__INVISIBILITY:	case SC_UTSUSEMI:
    					case SC_MTF_ASPD2:		case SC_MTF_RANGEATK2:	case SC_MTF_MATK2:
    					case SC_2011RWC_SCROLL:		case SC_JP_EVENT04:	case SC_MTF_MHP:
    					case SC_MTF_MSP:		case SC_MTF_PUMPKIN:	case SC_MTF_HITFLEE:
    					case SC_ATTHASTE_CASH:	case SC_REUSE_REFRESH:
    					case SC_REUSE_LIMIT_A:	case SC_REUSE_LIMIT_B:	case SC_REUSE_LIMIT_C:
    					case SC_REUSE_LIMIT_D:	case SC_REUSE_LIMIT_E:	case SC_REUSE_LIMIT_F:
    					case SC_REUSE_LIMIT_G:	case SC_REUSE_LIMIT_H:	case SC_REUSE_LIMIT_MTF:
    					case SC_REUSE_LIMIT_ASPD_POTION:	case SC_REUSE_MILLENNIUMSHIELD:	case SC_REUSE_CRUSHSTRIKE:
    					case SC_REUSE_STORMBLAST:	case SC_ALL_RIDING_REUSE_LIMIT:
    					case SC_SPRITEMABLE:
    					case SC_QUEST_BUFF1:	case SC_QUEST_BUFF2:	case SC_QUEST_BUFF3:
    					continue;
    				case SC_ASSUMPTIO:
    					if( bl->type == BL_MOB )
    						continue;
    					break;
    				}
    				if(i == SC_BERSERK) tsc->data[i]->val2=0; //Mark a dispelled berserk to avoid setting hp to 100 by setting hp penalty to 0.
    				status_change_end(bl,(sc_type)i,INVALID_TIMER);
    			}
    			break;
    		}
    
    		map_foreachinrange(skill_area_sub, bl, i, BL_CHAR, src, skill_id, skill_lv, tick, flag|1, skill_castend_damage_id);
    		break;
    
    	case AB_SILENTIUM:
    		// Should the level of Lex Divina be equivalent to the level of Silentium or should the highest level learned be used? [LimitLine]
    		map_foreachinrange(skill_area_sub, src, skill_get_splash(skill_id, skill_lv), BL_CHAR,
    			src, PR_LEXDIVINA, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
    		clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
    		break;
    
    	case WL_STASIS:
    		if (flag&1)
    			sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
    		else {
    			map_foreachinrange(skill_area_sub,src,skill_get_splash(skill_id, skill_lv),BL_CHAR,src,skill_id,skill_lv,tick,(map_flag_vs(src->m)?BCT_ALL:BCT_ENEMY|BCT_SELF)|flag|1,skill_castend_nodamage_id);
    			clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
    		}
    		break;
    
    	case WL_WHITEIMPRISON:
    		if( (src == bl || battle_check_target(src, bl, BCT_ENEMY)>0) && status_get_class_(bl) != CLASS_BOSS && !status_isimmune(bl) ) // Should not work with Bosses.
    		{
    			int rate = ( sd? sd->status.job_level : 50 ) / 4;
    
    			if( src == bl ) rate = 100; // Success Chance: On self, 100%
    			else if(bl->type == BL_PC) rate += 20 + 10 * skill_lv; // On Players, (20 + 10 * Skill Level) %
    			else rate += 40 + 10 * skill_lv; // On Monsters, (40 + 10 * Skill Level) %
    
    			if( sd )
    				skill_blockpc_start(sd,skill_id,4000);
    
    			if( !(tsc && tsc->data[type]) ){
    				i = sc_start2(src,bl,type,rate,skill_lv,src->id,(src == bl)?5000:(bl->type == BL_PC)?skill_get_time(skill_id,skill_lv):skill_get_time2(skill_id, skill_lv));
    				clif_skill_nodamage(src,bl,skill_id,skill_lv,i);
    				if( !i )
    					clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
    			}
    		}else
    		if( sd )
    			clif_skill_fail(sd,skill_id,USESKILL_FAIL_TOTARGET,0);
    		break;
    
    	case WL_FROSTMISTY:
    		clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
    		map_foreachinrange(skill_area_sub,bl,skill_get_splash(skill_id,skill_lv),BL_CHAR|BL_SKILL,src,skill_id,skill_lv,tick,flag|BCT_ENEMY,skill_castend_damage_id);
    		break;
    
    	case WL_JACKFROST:
    		clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
    		if (battle_config.skill_wall_check)
    			map_foreachinshootrange(skill_area_sub,bl,skill_get_splash(skill_id,skill_lv),BL_CHAR|BL_SKILL,src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
    		else
    			map_foreachinrange(skill_area_sub,bl,skill_get_splash(skill_id,skill_lv),BL_CHAR|BL_SKILL,src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
    		break;
    
    	case WL_SIENNAEXECRATE:
    		if( status_isimmune(bl) || !tsc )
    			break;
    
    		if( flag&1 ) {
    			if( bl->id == skill_area_temp[1] )
    				break; // Already work on this target
    
    			if( tsc && tsc->data[type] )
    				status_change_end(bl,type,INVALID_TIMER);
    			else
    				status_change_start(src,bl,type,10000,skill_lv,src->id,0,0,skill_get_time(skill_id, skill_lv),SCSTART_NOTICKDEF);
    		} else {
    			int rate = 45 + 5 * skill_lv + ( sd? sd->status.job_level : 50 ) / 4;
    			// IroWiki says Rate should be reduced by target stats, but currently unknown
    			if( rnd()%100 < rate ) { // Success on First Target
    				if( !tsc->data[type] )
    					rate = status_change_start(src,bl,type,10000,skill_lv,src->id,0,0,skill_get_time(skill_id, skill_lv),SCSTART_NOTICKDEF);
    				else {
    					rate = 1;
    					status_change_end(bl,type,INVALID_TIMER);
    				}
    
    				if( rate ) {
    					clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
    					skill_area_temp[1] = bl->id;
    					map_foreachinrange(skill_area_sub,bl,skill_get_splash(skill_id,skill_lv),BL_CHAR,src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill_castend_nodamage_id);
    				}
    				// Doesn't send failure packet if it fails on defense.
    			}
    			else if( sd ) // Failure on Rate
    				clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
    		}
    		break;
    
    	case WL_SUMMONFB:
    	case WL_SUMMONBL:
    	case WL_SUMMONWB:
    	case WL_SUMMONSTONE:
    		{
    			short element = 0, sctype = 0, pos = -1;
    			struct status_change *sc = status_get_sc(src);
    
    			if( !sc )
    				break;
    
    			for( i = SC_SPHERE_1; i <= SC_SPHERE_5; i++ ) {
    				if( !sctype && !sc->data[i] )
    					sctype = i; // Take the free SC
    				if( sc->data[i] )
    					pos = max(sc->data[i]->val2,pos);
    			}
    
    			if( !sctype ) {
    				if( sd ) // No free slots to put SC
    					clif_skill_fail(sd,skill_id,USESKILL_FAIL_SUMMON,0);
    				break;
    			}
    
    			pos++; // Used in val2 for SC. Indicates the order of this ball
    			switch( skill_id ) { // Set val1. The SC element for this ball
    				case WL_SUMMONFB:    element = WLS_FIRE;  break;
    				case WL_SUMMONBL:    element = WLS_WIND;  break;
    				case WL_SUMMONWB:    element = WLS_WATER; break;
    				case WL_SUMMONSTONE: element = WLS_STONE; break;
    			}
    
    			sc_start4(src,src,(enum sc_type)sctype,100,element,pos,skill_lv,0,skill_get_time(skill_id,skill_lv));
    			clif_skill_nodamage(src,bl,skill_id,0,0);
    		}
    		break;
    
    	case WL_READING_SB:
    		if( sd ) {
    			struct status_change *sc = status_get_sc(bl);
    
    			for( i = SC_SPELLBOOK1; i <= SC_MAXSPELLBOOK; i++)
    				if( sc && !sc->data[i] )
    					break;
    			if( i == SC_MAXSPELLBOOK ) {
    				clif_skill_fail(sd, WL_READING_SB, USESKILL_FAIL_SPELLBOOK_READING, 0);
    				break;
    			}
    
    			sc_start(src,bl, SC_STOP, 100, skill_lv, INVALID_TIMER); //Can't move while selecting a spellbook.
    			clif_spellbook_list(sd);
    			clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
    		}
    		break;
    
    	case RA_FEARBREEZE:
    		clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SKILL);
    		clif_skill_nodamage(src, bl, skill_id, skill_lv, sc_start(src,bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv)));
    		break;
    
    	case RA_WUGMASTERY:
    		if( sd ) {
    			if( !pc_iswug(sd) )
    				pc_setoption(sd,sd->sc.option|OPTION_WUG);
    			else
    				pc_setoption(sd,sd->sc.option&~OPTION_WUG);
    			clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
    		}
    		break;
    
    	case RA_WUGRIDER:
    		if( sd ) {
    			if( !pc_isridingwug(sd) && pc_iswug(sd) ) {
    				pc_setoption(sd,sd->sc.option&~OPTION_WUG);
    				pc_setoption(sd,sd->sc.option|OPTION_WUGRIDER);
    			} else if( pc_isridingwug(sd) ) {
    				pc_setoption(sd,sd->sc.option&~OPTION_WUGRIDER);
    				pc_setoption(sd,sd->sc.option|OPTION_WUG);
    			}
    			clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
    		}
    		break;
    
    	case RA_WUGDASH:
    		if( tsce ) {
    			clif_skill_nodamage(src,bl,skill_id,skill_lv,status_change_end(bl, type, INVALID_TIMER));
    			map_freeblock_unlock();
    			return 0;
    		}
    		if( sd && pc_isridingwug(sd) ) {
    			clif_skill_nodamage(src,bl,skill_id,skill_lv,sc_start4(src,bl,type,100,skill_lv,unit_getdir(bl),0,0,0));
    			clif_walkok(sd);
    		}
    		break;
    
    	case RA_SENSITIVEKEEN:
    		clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
    		clif_skill_damage(src,src,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SKILL);
    		map_foreachinrange(skill_area_sub,src,skill_get_splash(skill_id,skill_lv),BL_CHAR|BL_SKILL,src,skill_id,skill_lv,tick,flag|BCT_ENEMY,skill_castend_damage_id);
    		break;
    
    	case NC_F_SIDESLIDE:
    	case NC_B_SIDESLIDE:
    		{
    			uint8 dir = (skill_id == NC_F_SIDESLIDE) ? (unit_getdir(src)+4)%8 : unit_getdir(src);
    			skill_blown(src,bl,skill_get_blewcount(skill_id,skill_lv),dir,2);
    			clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
    		}
    		break;
    
    	case NC_SELFDESTRUCTION:
    		if( sd ) {
    			if( pc_ismadogear(sd) )
    				pc_setmadogear(sd, 0);
    			skill_area_temp[1] = 0;
    			clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
    			map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), BL_CHAR|BL_SKILL, src, skill_id, skill_lv, tick, flag|BCT_ENEMY|SD_SPLASH|1, skill_castend_damage_id);
    			status_set_sp(src, 0, 0);
    			skill_clear_unitgroup(src);
    		}
    		break;
    
    	case NC_ANALYZE:
    		clif_skill_damage(src, bl, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SKILL);
    		clif_skill_nodamage(src, bl, skill_id, skill_lv,
    			sc_start(src,bl,type, 30 + 12 * skill_lv,skill_lv,skill_get_time(skill_id,skill_lv)));
    		if( sd ) pc_overheat(sd,1);
    		break;
    
    	case NC_MAGNETICFIELD:
    		clif_skill_damage(src,bl,tick,status_get_amotion(src),0,-30000,1,skill_id,skill_lv,DMG_SKILL);
    		if (map_flag_vs(src->m)) // Doesn't affect the caster in non-PVP maps [exneval]
    			sc_start2(src,bl,type,100,skill_lv,src->id,skill_get_time(skill_id,skill_lv));
    		map_foreachinrange(skill_area_sub,bl,skill_get_splash(skill_id,skill_lv),splash_target(src),src,skill_id,skill_lv,tick,flag|BCT_ENEMY|SD_SPLASH|1,skill_castend_damage_id);
    		if (sd)
    			pc_overheat(sd,1);
    		break;
    
    	case NC_REPAIR:
    		if( sd ) {
    			int heal, hp = 0;
    			if( !dstsd || !pc_ismadogear(dstsd) ) {
    				clif_skill_fail(sd, skill_id, USESKILL_FAIL_TOTARGET, 0);
    				break;
    			}
    			switch(skill_lv) {
    				case 1: hp = 4; break;
    				case 2: hp = 7; break;
    				case 3: hp = 13; break;
    				case 4: hp = 17; break;
    				case 5: default: hp = 23; break;
    			}
    			heal = dstsd->status.max_hp * hp / 100;
    			status_heal(bl,heal,0,2);
    			clif_skill_nodamage(src, bl, skill_id, skill_lv, heal);
    		}
    		break;
    
    	case NC_DISJOINT:
    		{
    			if( bl->type != BL_MOB ) break;
    			md = map_id2md(bl->id);
    			if( md && md->mob_id >= MOBID_SILVERSNIPER && md->mob_id <= MOBID_MAGICDECOY_WIND )
    				status_kill(bl);
    			clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
    		}
    		break;
    	case SC_AUTOSHADOWSPELL:
    		if( sd ) {
    			if( (sd->reproduceskill_idx >= 0 && sd->status.skill[sd->reproduceskill_idx].id) ||
    				(sd->cloneskill_idx >= 0 && sd->status.skill[sd->cloneskill_idx].id) )
    			{
    				sc_start(src,src,SC_STOP,100,skill_lv,-1);// The skill_lv is stored in val1 used in skill_select_menu to determine the used skill lvl [Xazax]
    				clif_autoshadowspell_list(sd);
    				clif_skill_nodamage(src,bl,skill_id,1,1);
    			}
    			else
    				clif_skill_fail(sd,skill_id,USESKILL_FAIL_IMITATION_SKILL_NONE,0);
    		}
    		break;
    
    	case SC_SHADOWFORM:
    		if( sd && dstsd && src != bl && !dstsd->shadowform_id ) {
    			if( clif_skill_nodamage(src,bl,skill_id,skill_lv,sc_start4(src,src,type,100,skill_lv,bl->id,4+skill_lv,0,skill_get_time(skill_id, skill_lv))) )
    				dstsd->shadowform_id = src->id;
    		}
    		else if( sd )
    			clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
    		break;
    
    	case SC_BODYPAINT:
    		if( flag&1 ) {
    			if (tsc && ((tsc->option&(OPTION_HIDE|OPTION_CLOAK)) || tsc->data[SC_CAMOUFLAGE] || tsc->data[SC_STEALTHFIELD])) {
    				status_change_end(bl,SC_HIDING,INVALID_TIMER);
    				status_change_end(bl,SC_CLOAKING,INVALID_TIMER);
    				status_change_end(bl,SC_CLOAKINGEXCEED,INVALID_TIMER);
    				status_change_end(bl,SC_CAMOUFLAGE,INVALID_TIMER);
    				if (tsc && tsc->data[SC__SHADOWFORM] && rnd() % 100 < 100 - tsc->data[SC__SHADOWFORM]->val1 * 10) // [100 - (Skill Level x 10)] %
    					status_change_end(bl, SC__SHADOWFORM, INVALID_TIMER);
    			}
    			// Attack Speed decrease and Blind happen to everyone around caster, not just hidden targets.
    			sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
    			sc_start(src, bl, SC_BLIND, 53 + 2 * skill_lv, skill_lv, skill_get_time2(skill_id, skill_lv));
    		} else {
    			clif_skill_nodamage(src, bl, skill_id, 0, 1);
    			map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), BL_CHAR,
    				src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
    		}
    		break;
    
    	case SC_ENERVATION:
    	case SC_GROOMY:
    	case SC_LAZINESS:
    	case SC_UNLUCKY:
    	case SC_WEAKNESS:
    		if( !(tsc && tsc->data[type]) ) {
    			int rate;
    
    			if (status_get_class_(bl) == CLASS_BOSS)
    				break;
    			rate = status_get_lv(src) / 10 + rnd_value(sstatus->dex / 12, sstatus->dex / 4) + ( sd ? sd->status.job_level : 50 ) + 10 * skill_lv
    					   - (status_get_lv(bl) / 10 + rnd_value(tstatus->agi / 6, tstatus->agi / 3) + tstatus->luk / 10 + ( dstsd ? (dstsd->max_weight / 10 - dstsd->weight / 10 ) / 100 : 0));
    			rate = cap_value(rate, skill_lv + sstatus->dex / 20, 100);
    			clif_skill_nodamage(src,bl,skill_id,0,sc_start(src,bl,type,rate,skill_lv,skill_get_time(skill_id,skill_lv)));
    		} else if( sd )
    			 clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
    		break;
    
    	case SC_IGNORANCE:
    		if( !(tsc && tsc->data[type]) ) {
    			int rate;
    
    			if (status_get_class_(bl) == CLASS_BOSS)
    				break;
    			rate = status_get_lv(src) / 10 + rnd_value(sstatus->dex / 12, sstatus->dex / 4) + ( sd ? sd->status.job_level : 50 ) + 10 * skill_lv
    					   - (status_get_lv(bl) / 10 + rnd_value(tstatus->agi / 6, tstatus->agi / 3) + tstatus->luk / 10 + ( dstsd ? (dstsd->max_weight / 10 - dstsd->weight / 10 ) / 100 : 0));
    			rate = cap_value(rate, skill_lv + sstatus->dex / 20, 100);
    			if (clif_skill_nodamage(src,bl,skill_id,0,sc_start(src,bl,type,rate,skill_lv,skill_get_time(skill_id,skill_lv)))) {
    				int sp = 100 * skill_lv;
    
    				if( dstmd )
    					sp = dstmd->level;
    				if( !dstmd )
    					status_zap(bl, 0, sp);
    
    				status_heal(src, 0, sp / 2, 3);
    			} else if( sd )
    				clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
    		} else if( sd )
    			clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
    		break;
    
    	case LG_TRAMPLE:
    		clif_skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SKILL);
    		if (rnd()%100 < (25 + 25 * skill_lv))
    			map_foreachinrange(skill_destroy_trap,bl,skill_get_splash(skill_id,skill_lv),BL_SKILL,tick);
    		status_change_end(bl, SC_SV_ROOTTWIST, INVALID_TIMER);
    		break;
    
    	case LG_REFLECTDAMAGE:
    		if( tsc && tsc->data[type] )
    			status_change_end(bl,type,INVALID_TIMER);
    		else
    			sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
    		clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
    		break;
    
    	case LG_SHIELDSPELL:
    		if (sd) {
    			int opt = 0;
    			short index = sd->equip_index[EQI_HAND_L], shield_def = 0, shield_mdef = 0, shield_refine = 0;
    			struct item_data *shield_data = NULL;
    
    			if (index >= 0 && sd->inventory_data[index] && sd->inventory_data[index]->type == IT_ARMOR)
    				shield_data = sd->inventory_data[index];
    			if (!shield_data || shield_data->type != IT_ARMOR) // Group with 'skill_unconditional' gets these as default
    				shield_def = shield_mdef = shield_refine = 10;
    			else {
    				shield_def = shield_data->def;
    				shield_mdef = sd->bonus.shieldmdef;
    				shield_refine = sd->status.inventory[sd->equip_index[EQI_HAND_L]].refine;
    			}
    			if (flag&1) {
    				sc_start(src,bl,SC_SILENCE,100,skill_lv,shield_mdef * 30000);
    				break;
    			}
    
    			opt = rnd()%3 + 1; // Generates a number between 1 - 3. The number generated will determine which effect will be triggered.
    			switch(skill_lv) {
    				case 1: { // DEF Based
    						int splashrange = 0;
    
    #ifdef RENEWAL
    						if (shield_def >= 0 && shield_def <= 40)
    #else
    						if (shield_def >= 0 && shield_def <= 4)
    #endif
    							splashrange = 1;
    #ifdef RENEWAL
    						else if (shield_def >= 41 && shield_def <= 80)
    #else
    						else if (shield_def >= 5 && shield_def <= 9)
    #endif
    							splashrange = 2;
    						else
    							splashrange = 3;
    						switch(opt) {
    							case 1: // Splash AoE ATK
    								sc_start(src,bl,SC_SHIELDSPELL_DEF,100,opt,INVALID_TIMER);
    								clif_skill_damage(src,src,tick,status_get_amotion(src),0,-30000,1,skill_id,skill_lv,DMG_SKILL);
    								map_foreachinrange(skill_area_sub,src,splashrange,BL_CHAR,src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
    								status_change_end(bl,SC_SHIELDSPELL_DEF,INVALID_TIMER);
    								break;
    							case 2: // % Damage Reflecting Increase
    #ifdef RENEWAL
    								sc_start2(src,bl,SC_SHIELDSPELL_DEF,100,opt,shield_def / 10,shield_def * 1000);
    #else
    								sc_start2(src,bl,SC_SHIELDSPELL_DEF,100,opt,shield_def,shield_def * 1000 * 10);
    #endif
    								break;
    							case 3: // Equipment Attack Increase
    #ifdef RENEWAL
    								sc_start2(src,bl,SC_SHIELDSPELL_DEF,100,opt,shield_def,shield_def * 3000);
    #else
    								sc_start2(src,bl,SC_SHIELDSPELL_DEF,100,opt,shield_def * 10,shield_def * 3000 * 10);
    #endif
    								break;
    						}
    					}
    					break;
    
    				case 2: { // MDEF Based
    						int splashrange = 0;
    
    						if (shield_mdef >= 1 && shield_mdef <= 3)
    							splashrange = 1;
    						else if (shield_mdef >= 4 && shield_mdef <= 5)
    							splashrange = 2;
    						else
    							splashrange = 3;
    						switch(opt) {
    							case 1: // Splash AoE MATK
    								sc_start(src,bl,SC_SHIELDSPELL_MDEF,100,opt,INVALID_TIMER);
    								clif_skill_damage(src,src,tick,status_get_amotion(src),0,-30000,1,skill_id,skill_lv,DMG_SKILL);
    								map_foreachinrange(skill_area_sub,src,splashrange,BL_CHAR,src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
    								status_change_end(bl,SC_SHIELDSPELL_MDEF,INVALID_TIMER);
    								break;
    							case 2: // Splash AoE Lex Divina
    								sc_start(src,bl,SC_SHIELDSPELL_MDEF,100,opt,shield_mdef * 2000);
    								clif_skill_damage(src,src,tick,status_get_amotion(src),0,-30000,1,skill_id,skill_lv,DMG_SKILL);
    								map_foreachinrange(skill_area_sub,src,splashrange,BL_CHAR,src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill_castend_nodamage_id);
    								break;
    							case 3: // Casts Magnificat.
    								if (sc_start(src,bl,SC_SHIELDSPELL_MDEF,100,opt,shield_mdef * 30000))
    									clif_skill_nodamage(src,bl,PR_MAGNIFICAT,skill_lv,
    									sc_start(src,bl,SC_MAGNIFICAT,100,1,shield_mdef * 30000));
    								break;
    						}
    					}
    					break;
    
    				case 3: // Refine Based
    					switch(opt) {
    						case 1: // Allows you to break armor at a 100% rate when you do damage.
    							sc_start(src,bl,SC_SHIELDSPELL_REF,100,opt,shield_refine * 30000);
    							break;
    						case 2: // Increases DEF and Status Effect resistance depending on Shield refine rate.
    #ifdef RENEWAL
    							sc_start4(src,bl,SC_SHIELDSPELL_REF,100,opt,shield_refine * 10 * status_get_lv(src) / 100,(shield_refine * 2) + (sstatus->luk / 10),0,shield_refine * 20000);
    #else
    							sc_start4(src,bl,SC_SHIELDSPELL_REF,100,opt,shield_refine,(shield_refine * 2) + (sstatus->luk / 10),0,shield_refine * 20000);
    #endif
    							break;
    						case 3: // Recovers HP depending on Shield refine rate.
    							sc_start(src,bl,SC_SHIELDSPELL_REF,100,opt,INVALID_TIMER); //HP Recovery.
    							status_heal(bl,sstatus->max_hp * ((status_get_lv(src) / 10) + (shield_refine + 1)) / 100,0,2);
    							status_change_end(bl,SC_SHIELDSPELL_REF,INVALID_TIMER);
    						break;
    					}
    				break;
    			}
    			clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
    		}
    		break;
    
    	case LG_PIETY:
    		if( flag&1 )
    			sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
    		else {
    			skill_area_temp[2] = 0;
    			map_foreachinrange(skill_area_sub,bl,skill_get_splash(skill_id,skill_lv),BL_PC,src,skill_id,skill_lv,tick,flag|SD_PREAMBLE|BCT_PARTY|BCT_SELF|1,skill_castend_nodamage_id);
    			clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
    		}
    		break;
    
    	case LG_INSPIRATION:
    		if( sd && !map[sd->bl.m].flag.noexppenalty && battle_config.exp_cost_inspiration )
    			pc_lostexp(sd, u32min(sd->status.base_exp, pc_nextbaseexp(sd) * battle_config.exp_cost_inspiration / 100), 0); // 1% penalty.
    		clif_skill_nodamage(bl,src,skill_id,skill_lv, sc_start(src,bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv)));
    		break;
    	case SR_CURSEDCIRCLE:
    		if( flag&1 ) {
    			if( status_get_class_(bl) == CLASS_BOSS )
    				break;
    			if( sc_start2(src,bl, type, 100, skill_lv, src->id, skill_get_time(skill_id, skill_lv))) {
    				if( bl->type == BL_MOB )
    					mob_unlocktarget((TBL_MOB*)bl,gettick());
    				clif_bladestop(src, bl->id, 1);
    				map_freeblock_unlock();
    				return 1;
    			}
    		} else {
    			int count = 0;
    			clif_skill_damage(src, bl, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SKILL);
    			count = map_forcountinrange(skill_area_sub, src, skill_get_splash(skill_id,skill_lv), (sd)?sd->spiritball_old:15, // Assume 15 spiritballs in non-charactors
    				BL_CHAR, src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
    			if( sd ) pc_delspiritball(sd, count, 0);
    			clif_skill_nodamage(src, src, skill_id, skill_lv,
    				sc_start2(src,src, SC_CURSEDCIRCLE_ATKER, 100, skill_lv, count, skill_get_time(skill_id,skill_lv)));
    		}
    		break;
    
    	case SR_RAISINGDRAGON:
    		if( sd ) {
    			short max = 5 + skill_lv;
    			sc_start(src,bl, SC_EXPLOSIONSPIRITS, 100, skill_lv, skill_get_time(skill_id, skill_lv));
    			for( i = 0; i < max; i++ ) // Don't call more than max available spheres.
    				pc_addspiritball(sd, skill_get_time(skill_id, skill_lv), max);
    			clif_skill_nodamage(src, bl, skill_id, skill_lv, sc_start(src,bl, type, 100, skill_lv,skill_get_time(skill_id, skill_lv)));
    		}
    		break;
    
    	case SR_ASSIMILATEPOWER:
    		if (flag&1) {
    			i = 0;
    			if (dstsd && dstsd->spiritball && (sd == dstsd || map_flag_vs(src->m)) && (dstsd->class_&MAPID_BASEMASK)!=MAPID_GUNSLINGER) {
    				if (dstsd->spiritball > 0) {
    					i = dstsd->spiritball;
    					pc_delspiritball(dstsd,dstsd->spiritball,0);
    				}
    				if (dstsd->spiritcharm_type != CHARM_TYPE_NONE && dstsd->spiritcharm > 0) {
    					i += dstsd->spiritcharm;
    					pc_delspiritcharm(dstsd,dstsd->spiritcharm,dstsd->spiritcharm_type);
    				}
    			}
    			if (i)
    				status_percent_heal(src, 0, i);
    			clif_skill_nodamage(src, bl, skill_id, skill_lv, i ? 1:0);
    		} else {
    			clif_skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SKILL);
    			map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), splash_target(src), src, skill_id, skill_lv, tick, flag|BCT_ENEMY|BCT_SELF|SD_SPLASH|1, skill_castend_nodamage_id);
    		}
    		break;
    
    	case SR_POWERVELOCITY:
    		if( !dstsd )
    			break;
    		if( sd && dstsd->spiritball <= 5 ) {
    			for(i = 0; i <= 5; i++) {
    				pc_addspiritball(dstsd, skill_get_time(MO_CALLSPIRITS, pc_checkskill(sd,MO_CALLSPIRITS)), i);
    				pc_delspiritball(sd, sd->spiritball, 0);
    			}
    		}
    		clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
    		break;
    
    	case SR_GENTLETOUCH_CURE:
    		{
    			unsigned int heal;
    
    			if (dstmd && (dstmd->mob_id == MOBID_EMPERIUM || status_get_class_(bl) == CLASS_BATTLEFIELD))
    				heal = 0;
    			else {
    				heal = (120 * skill_lv) + (status_get_max_hp(bl) * skill_lv / 100);
    				status_heal(bl, heal, 0, 0);
    			}
    
    			if( (tsc && tsc->opt1) && (rnd()%100 < ((skill_lv * 5) + (status_get_dex(src) + status_get_lv(src)) / 4) - (1 + (rnd() % 10))) ) {
    				status_change_end(bl, SC_STONE, INVALID_TIMER);
    				status_change_end(bl, SC_FREEZE, INVALID_TIMER);
    				status_change_end(bl, SC_STUN, INVALID_TIMER);
    				status_change_end(bl, SC_POISON, INVALID_TIMER);
    				status_change_end(bl, SC_SILENCE, INVALID_TIMER);
    				status_change_end(bl, SC_BLIND, INVALID_TIMER);
    				status_change_end(bl, SC_HALLUCINATION, INVALID_TIMER);
    			}
    
    			clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
    		}
    		break;
    	case SR_GENTLETOUCH_ENERGYGAIN:
    	case SR_GENTLETOUCH_CHANGE:
    	case SR_GENTLETOUCH_REVITALIZE:
    		clif_skill_nodamage(src,bl,skill_id,skill_lv,
    			sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
    		break;
    	case SR_FLASHCOMBO: {
    		const int combo[] = { SR_DRAGONCOMBO, SR_FALLENEMPIRE, SR_TIGERCANNON, SR_SKYNETBLOW };
    		const int delay[] = { 0, 250, 500, 2000 };
    
    		if (sd) // Disable attacking/acting/moving for skill's duration.
    			sd->ud.attackabletime = sd->canuseitem_tick = sd->ud.canact_tick = tick + delay[3];
    		clif_skill_nodamage(src,bl,skill_id,skill_lv,
    			sc_start(src,src,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
    		for (i = 0; i < ARRAYLENGTH(combo); i++)
    			skill_addtimerskill(src,tick + delay[i],bl->id,0,0,combo[i],skill_lv,BF_WEAPON,flag|SD_LEVEL);
    	}
    	break;
    
    	case WA_SWING_DANCE:
    	case WA_MOONLIT_SERENADE:
    	case WA_SYMPHONY_OF_LOVER:
    	case MI_RUSH_WINDMILL:
    	case MI_ECHOSONG:
    		if( !sd || !sd->status.party_id || (flag & 1) ) {
    			clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
    			sc_start2(src,bl,type,100,skill_lv,((sd) ? pc_checkskill(sd,WM_LESSON) : skill_get_max(WM_LESSON)),skill_get_time(skill_id,skill_lv));
    		} else if( sd ) {
    			party_foreachsamemap(skill_area_sub, sd, skill_get_splash(skill_id, skill_lv), src, skill_id, skill_lv, tick, flag|BCT_PARTY|1, skill_castend_nodamage_id);
    			sc_start2(src,bl,type,100,skill_lv,((sd) ? pc_checkskill(sd,WM_LESSON) : skill_get_max(WM_LESSON)),skill_get_time(skill_id,skill_lv));
    			clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
    		}
    		break;
    
    	case MI_HARMONIZE:
    		if( src != bl )
    			clif_skill_nodamage(src, src, skill_id, skill_lv, sc_start(src,src, type, 100, skill_lv, skill_get_time(skill_id,skill_lv)));
    		clif_skill_nodamage(src, bl, skill_id, skill_lv, sc_start(src,bl, type, 100, skill_lv, skill_get_time(skill_id,skill_lv)));
    		break;
    
    	case WM_DEADHILLHERE:
    		if( bl->type == BL_PC ) {
    			if( !status_isdead(bl) )
    				break;
    
    			if( rnd()%100 < 88 + 2 * skill_lv ) {
    				int heal = tstatus->sp;
    				if( heal <= 0 )
    					heal = 1;
    				tstatus->hp = heal;
    				tstatus->sp -= tstatus->sp * ( 60 - 10 * skill_lv ) / 100;
    				clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
    				pc_revive((TBL_PC*)bl,heal,0);
    				clif_resurrection(bl,1);
    			}
    		}
    		break;
    
    	case WM_SIRCLEOFNATURE:
    		if( flag&1 )
    			sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
    		else {
    			map_foreachinrange(skill_area_sub,src,skill_get_splash(skill_id,skill_lv),BL_PC,src,skill_id,skill_lv,tick,flag|BCT_ALL|1,skill_castend_nodamage_id);
    			clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
    		}
    		break;
    
    	case WM_VOICEOFSIREN:
    		if (flag&1)
    			sc_start2(src,bl,type,skill_area_temp[5],skill_lv,src->id,skill_area_temp[6]);
    		else {
    			// Success chance: (Skill Level x 6) + (Voice Lesson Skill Level x 2) + (CasterÂ’s Job Level / 2) %
    			skill_area_temp[5] = skill_lv * 6 + ((sd) ? pc_checkskill(sd, WM_LESSON) : 1) * 2 + (sd ? sd->status.job_level : 50) / 2;
    			skill_area_temp[6] = skill_get_time(skill_id,skill_lv);
    			map_foreachinrange(skill_area_sub, src, skill_get_splash(skill_id,skill_lv), BL_CHAR|BL_SKILL, src, skill_id, skill_lv, tick, flag|BCT_ALL|BCT_WOS|1, skill_castend_nodamage_id);
    			clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
    		}
    		break;
    
    	case WM_GLOOMYDAY:
    		clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
    		if( dstsd && ( pc_checkskill(dstsd,KN_BRANDISHSPEAR) || pc_checkskill(dstsd,LK_SPIRALPIERCE) ||
    				pc_checkskill(dstsd,CR_SHIELDCHARGE) || pc_checkskill(dstsd,CR_SHIELDBOOMERANG) ||
    				pc_checkskill(dstsd,PA_SHIELDCHAIN) || pc_checkskill(dstsd,LG_SHIELDPRESS) ) )
    			{
    				sc_start(src,bl,SC_GLOOMYDAY_SK,100,skill_lv,skill_get_time(skill_id,skill_lv));
    				break;
    			}
    		sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
    		break;
    
    	case WM_SATURDAY_NIGHT_FEVER:
    		if( flag&1 ) {	// Affect to all targets arround the caster and caster too.
    			if (tsc && ((tsc->option&(OPTION_HIDE|OPTION_CLOAK|OPTION_CHASEWALK)) || tsc->data[SC_CAMOUFLAGE] || tsc->data[SC_STEALTHFIELD] || tsc->data[SC__SHADOWFORM]))
    				break;
    			sc_start(src,bl, type, 100, skill_lv,skill_get_time(skill_id, skill_lv));
    		} else if( flag&2 ) {
    			if( src->id != bl->id && battle_check_target(src,bl,BCT_ENEMY) > 0 )
    				status_fix_damage(src,bl,9999,clif_damage(src,bl,tick,0,0,9999,0,DMG_NORMAL,0,false),skill_id);
    		} else if( sd ) {
    			short chance = sstatus->int_/6 + sd->status.job_level/5 + skill_lv*4;
    			if( !sd->status.party_id || (rnd()%100 > chance)) {
    				clif_skill_fail(sd,skill_id,USESKILL_FAIL_NEED_HELPER,0);
    				break;
    			}
    			if( map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id,skill_lv),
    					BL_PC, src, skill_id, skill_lv, tick, BCT_ENEMY, skill_area_sub_count) > 7 )
    				flag |= 2;
    			else
    				flag |= 1;
    			map_foreachinrange(skill_area_sub, src, skill_get_splash(skill_id,skill_lv),BL_PC, src, skill_id, skill_lv, tick, flag|BCT_ENEMY|BCT_SELF, skill_castend_nodamage_id);
    			clif_skill_nodamage(src, bl, skill_id, skill_lv,
    				sc_start(src,src,SC_STOP,100,skill_lv,skill_get_time2(skill_id,skill_lv)));
    			if( flag&2 ) // Dealed here to prevent conflicts
    				status_fix_damage(src,bl,9999,clif_damage(src,bl,tick,0,0,9999,0,DMG_NORMAL,0,false),skill_id);
    		}
    		break;
    	case WM_SONG_OF_MANA:
    	case WM_DANCE_WITH_WUG:
    	case WM_LERADS_DEW:
    	case WM_UNLIMITED_HUMMING_VOICE:
    		if( flag&1 ) {	// These affect to to all party members near the caster.
    			struct status_change *sc = status_get_sc(src);
    			if( sc && sc->data[type] ) {
    				sc_start2(src,bl,type,100,skill_lv,chorusbonus,skill_get_time(skill_id,skill_lv));
    			}
    		} else if( sd ) {
    			if( sc_start2(src,bl,type,100,skill_lv,chorusbonus,skill_get_time(skill_id,skill_lv)) )
    				party_foreachsamemap(skill_area_sub,sd,skill_get_splash(skill_id,skill_lv),src,skill_id,skill_lv,tick,flag|BCT_PARTY|1,skill_castend_nodamage_id);
    			clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
    		}
    		break;
    
    	case WM_MELODYOFSINK:
    	case WM_BEYOND_OF_WARCRY:
    		if( flag&1 ) {
    			sc_start2(src,bl,type,100,skill_lv,chorusbonus,skill_get_time(skill_id,skill_lv));
    		} else {	// These affect to all targets arround the caster.
    			if( rnd()%100 < 15 + 5 * skill_lv * 5 * chorusbonus ) {
    				map_foreachinrange(skill_area_sub, src, skill_get_splash(skill_id,skill_lv),BL_PC, src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
    				clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
    			}
    		}
    		break;
    
    	case WM_RANDOMIZESPELL:
    		if (!skill_improvise_count) {
    			clif_skill_nodamage (src, bl, skill_id, skill_lv, 1);
    			break;
    		}
    		else {
    			int improv_skill_id = 0, improv_skill_lv, checked = 0, checked_max = MAX_SKILL_IMPROVISE_DB*3;
    			do {
    				i = rnd() % MAX_SKILL_IMPROVISE_DB;
    				improv_skill_id = skill_improvise_db[i].skill_id;
    			} while( checked++ < checked_max && (improv_skill_id == 0 || rnd()%10000 >= skill_improvise_db[i].per) );
    
    			if (!skill_get_index(improv_skill_id)) {
    				if (sd)
    					clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
    				break;
    			}
    
    			improv_skill_lv = 4 + skill_lv;
    			clif_skill_nodamage (src, bl, skill_id, skill_lv, 1);
    
    			if( sd ) {
    				sd->state.abra_flag = 2;
    				sd->skillitem = improv_skill_id;
    				sd->skillitemlv = improv_skill_lv;
    				clif_item_skill(sd, improv_skill_id, improv_skill_lv);
    			} else {
    				struct unit_data *ud = unit_bl2ud(src);
    				int inf = skill_get_inf(improv_skill_id);
    				if (!ud) break;
    				if (inf&INF_SELF_SKILL || inf&INF_SUPPORT_SKILL) {
    					if (src->type == BL_PET)
    						bl = (struct block_list*)((TBL_PET*)src)->master;
    					if (!bl) bl = src;
    					unit_skilluse_id(src, bl->id, improv_skill_id, improv_skill_lv);
    				} else {
    					int target_id = 0;
    					if (ud->target)
    						target_id = ud->target;
    					else switch (src->type) {
    						case BL_MOB: target_id = ((TBL_MOB*)src)->target_id; break;
    						case BL_PET: target_id = ((TBL_PET*)src)->target_id; break;
    					}
    					if (!target_id)
    						break;
    					if (skill_get_casttype(improv_skill_id) == CAST_GROUND) {
    						bl = map_id2bl(target_id);
    						if (!bl) bl = src;
    						unit_skilluse_pos(src, bl->x, bl->y, improv_skill_id, improv_skill_lv);
    					} else
    						unit_skilluse_id(src, target_id, improv_skill_id, improv_skill_lv);
    				}
    			}
    		}
    		break;
    
    	case RETURN_TO_ELDICASTES:
    	case ALL_GUARDIAN_RECALL:
    	case ECLAGE_RECALL:
    		if( sd )
    		{
    			short x=0, y=0; // Destiny position.
    			unsigned short mapindex=0;
    
    			switch(skill_id){
    			default:
    			case RETURN_TO_ELDICASTES:
    				x = 198;
    				y = 187;
    				mapindex  = mapindex_name2id(MAP_DICASTES);
    				break;
    			case ALL_GUARDIAN_RECALL:
    				x = 44;
    				y = 151;
    				mapindex  = mapindex_name2id(MAP_MORA);
    				break;
    			case ECLAGE_RECALL:
    				x = 47;
    				y = 31;
    				mapindex  = mapindex_name2id(MAP_ECLAGE_IN);
    				break;
    			}
    
    			if(!mapindex)
    			{ //Given map not found?
    				clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
    				map_freeblock_unlock();
    				return 0;
    			}
    			pc_setpos(sd, mapindex, x, y, CLR_TELEPORT);
    		}
    		break;
    
    	case ECL_SNOWFLIP:
    	case ECL_PEONYMAMY:
    	case ECL_SADAGUI:
    	case ECL_SEQUOIADUST:
    		switch(skill_id){
    		case ECL_SNOWFLIP:
    			status_change_end(bl, SC_SLEEP, INVALID_TIMER);
    			status_change_end(bl, SC_BLEEDING, INVALID_TIMER);
    			status_change_end(bl, SC_BURNING, INVALID_TIMER);
    			status_change_end(bl, SC_DEEPSLEEP, INVALID_TIMER);
    			break;
    		case ECL_PEONYMAMY:
    			status_change_end(bl, SC_FREEZE, INVALID_TIMER);
    			status_change_end(bl, SC_FREEZING, INVALID_TIMER);
    			status_change_end(bl, SC_CRYSTALIZE, INVALID_TIMER);
    			break;
    		case ECL_SADAGUI:
    			status_change_end(bl, SC_STUN, INVALID_TIMER);
    			status_change_end(bl, SC_CONFUSION, INVALID_TIMER);
    			status_change_end(bl, SC_HALLUCINATION, INVALID_TIMER);
    			status_change_end(bl, SC_FEAR, INVALID_TIMER);
    			break;
    		case ECL_SEQUOIADUST:
    			status_change_end(bl, SC_STONE, INVALID_TIMER);
    			status_change_end(bl, SC_POISON, INVALID_TIMER);
    			status_change_end(bl, SC_CURSE, INVALID_TIMER);
    			status_change_end(bl, SC_BLIND, INVALID_TIMER);
    			status_change_end(bl, SC_ORCISH, INVALID_TIMER);
    			status_change_end(bl, SC_DECREASEAGI, INVALID_TIMER);
    			break;
    		}
    		clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
    		break;
    
    	case GM_SANDMAN:
    		if( tsc ) {
    			if( tsc->opt1 == OPT1_SLEEP )
    				tsc->opt1 = 0;
    			else
    				tsc->opt1 = OPT1_SLEEP;
    			clif_changeoption(bl);
    			clif_skill_nodamage (src, bl, skill_id, skill_lv, 1);
    		}
    		break;
    
    	case SO_ARRULLO:
    		{
    			int rate = (15 + 5 * skill_lv) + status_get_int(src) / 5 + (sd ? sd->status.job_level / 5 : 0) - status_get_int(bl) / 6 - status_get_luk(bl) / 10;
    
    			clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
    			sc_start(src, bl, type, rate, skill_lv, skill_get_time(skill_id, skill_lv));
    		}
    		break;
    
    	case WM_LULLABY_DEEPSLEEP:
    		if (flag&1) {
    			int rate = 4 * skill_lv + (sd ? pc_checkskill(sd, WM_LESSON) * 2 : 0) + status_get_lv(src) / 15 + (sd ? sd->status.job_level / 5 : 0);
    			int duration = skill_get_time(skill_id, skill_lv) - (status_get_base_status(bl)->int_ * 50 + status_get_lv(bl) * 50); // Duration reduction for Deep Sleep Lullaby is doubled
    
    			sc_start(src, bl, type, rate, skill_lv, duration);
    		} else {
    			clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
    			map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), BL_CHAR, src, skill_id, skill_lv, tick, flag|BCT_ALL|BCT_WOS|1, skill_castend_nodamage_id);
    		}
    		break;
    
    	case SO_SUMMON_AGNI:
    	case SO_SUMMON_AQUA:
    	case SO_SUMMON_VENTUS:
    	case SO_SUMMON_TERA:
    		if( sd ) {
    			int elemental_class = skill_get_elemental_type(skill_id,skill_lv);
    
    			// Remove previous elemental first.
    			if( sd->ed )
    				elemental_delete(sd->ed);
    
    			// Summoning the new one.
    			if( !elemental_create(sd,elemental_class,skill_get_time(skill_id,skill_lv)) ) {
    				clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
    				break;
    			}
    			clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
    		}
    		break;
    
    	case SO_EL_CONTROL:
    		if( sd ) {
    			enum e_mode mode = EL_MODE_PASSIVE;	// Standard mode.
    
    			if( !sd->ed )	break;
    
    			if( skill_lv == 4 ) {// At level 4 delete elementals.
    				elemental_delete(sd->ed);
    				break;
    			}
    			switch( skill_lv ) {// Select mode bassed on skill level used.
    				case 2: mode = EL_MODE_ASSIST; break;
    				case 3: mode = EL_MODE_AGGRESSIVE; break;
    			}
    			if( !elemental_change_mode(sd->ed,mode) ) {
    				clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
    				break;
    			}
    			clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
    		}
    		break;
    
    	case SO_EL_ACTION:
    		if( sd ) {
    				int duration = 3000;
    			if( !sd->ed )
    				break;
    			switch(sd->ed->db->class_) {
    				case 2115:case 2124:
    				case 2118:case 2121:
    					duration = 6000;
    					break;
    				case 2116:case 2119:
    				case 2122:case 2125:
    					duration = 9000;
    					break;
    			}
    			sd->skill_id_old = skill_id;
    			elemental_action(sd->ed, bl, tick);
    			clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
    			skill_blockpc_start(sd, skill_id, duration);
    		}
    		break;
    
    	case SO_EL_CURE:
    		if( sd ) {
    			struct elemental_data *ed = sd->ed;
    			int s_hp = sd->battle_status.hp * 10 / 100, s_sp = sd->battle_status.sp * 10 / 100;
    			int e_hp, e_sp;
    
    			if( !ed )	break;
    			if( !status_charge(&sd->bl,s_hp,s_sp) ) {
    				clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
    				break;
    			}
    			e_hp = ed->battle_status.max_hp * 10 / 100;
    			e_sp = ed->battle_status.max_sp * 10 / 100;
    			status_heal(&ed->bl,e_hp,e_sp,3);
    			clif_skill_nodamage(src,&ed->bl,skill_id,skill_lv,1);
    		}
    		break;
    
    	case GN_CHANGEMATERIAL:
    	case SO_EL_ANALYSIS:
    		if( sd ) {
    			clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
    			clif_skill_itemlistwindow(sd,skill_id,skill_lv);
    		}
    		break;
    
    	case GN_BLOOD_SUCKER:
    		{
    			struct status_change *sc = status_get_sc(src);
    
    			if( sc && sc->bs_counter < skill_get_maxcount( skill_id , skill_lv) ) {
    				if( tsc && tsc->data[type] ){
    					(sc->bs_counter)--;
    					status_change_end(src, type, INVALID_TIMER); // the first one cancels and the last one will take effect resetting the timer
    				}
    				clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
    				sc_start2(src,bl, type, 100, skill_lv, src->id, skill_get_time(skill_id,skill_lv));
    				(sc->bs_counter)++;
    			} else if( sd ) {
    				clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
    				break;
    			}
    		}
    		break;
    	case GN_MANDRAGORA:
    		if( flag&1 ) {
    			int rate = 25 + (10 * skill_lv) - (tstatus->vit + tstatus->luk) / 5;
    
    			if (rate < 10)
    				rate = 10;
    			if (bl->type == BL_MOB || (tsc && tsc->data[type]))
    				break; // Don't activate if target is a monster or zap SP if target already has Mandragora active.
    			if (rnd()%100 < rate) {
    				sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
    				status_zap(bl,0,status_get_max_sp(bl) * (25 + 5 * skill_lv) / 100);
    			}
    		} else {
    			map_foreachinrange(skill_area_sub,bl,skill_get_splash(skill_id,skill_lv),BL_CHAR,src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill_castend_nodamage_id);
    			clif_skill_nodamage(src,src,skill_id,skill_lv,1);
    		}
    		break;
    	case GN_SLINGITEM:
    		if( sd ) {
    			short ammo_id;
    			i = sd->equip_index[EQI_AMMO];
    			if( i < 0 )
    				break; // No ammo.
    			ammo_id = sd->inventory_data[i]->nameid;
    			if( ammo_id <= 0 )
    				break;
    			sd->itemid = ammo_id;
    			if( itemdb_is_GNbomb(ammo_id) ) {
    				if(battle_check_target(src,bl,BCT_ENEMY) > 0) {// Only attack if the target is an enemy.
    					if( ammo_id == ITEMID_PINEAPPLE_BOMB )
    						map_foreachincell(skill_area_sub,bl->m,bl->x,bl->y,BL_CHAR,src,GN_SLINGITEM_RANGEMELEEATK,skill_lv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
    					else
    						skill_attack(BF_WEAPON,src,src,bl,GN_SLINGITEM_RANGEMELEEATK,skill_lv,tick,flag);
    				} else //Otherwise, it fails, shows animation and removes items.
    					clif_skill_fail(sd,GN_SLINGITEM_RANGEMELEEATK,USESKILL_FAIL,0);
    			} else if (itemdb_is_GNthrowable(ammo_id)) {
    				switch (ammo_id) {
    				case ITEMID_MYSTERIOUS_POWDER: //MaxHP -2%
    					sc_start(src, bl, SC_MYSTERIOUS_POWDER, 100, 2, 10000);
    					break;
    				case ITEMID_BOOST500_TO_THROW: //ASPD +10%
    					sc_start(src, bl, SC_BOOST500, 100, 10, 500000);
    					break;
    				case ITEMID_FULL_SWINGK_TO_THROW: //WATK +50
    					sc_start(src, bl, SC_FULL_SWING_K, 100, 50, 500000);
    					break;
    				case ITEMID_MANA_PLUS_TO_THROW: //MATK +50
    					sc_start(src, bl, SC_MANA_PLUS, 100, 50, 500000);
    					break;
    				case ITEMID_CURE_FREE_TO_THROW: //Cures Silence, Bleeding, Poison, Curse, Orcish, Undead, Blind, Confusion, DPoison and heals 500 HP
    					status_change_end(bl, SC_SILENCE, INVALID_TIMER);
    					status_change_end(bl, SC_BLEEDING, INVALID_TIMER);
    					status_change_end(bl, SC_POISON, INVALID_TIMER);
    					status_change_end(bl, SC_CURSE, INVALID_TIMER);
    					status_change_end(bl, SC_ORCISH, INVALID_TIMER);
    					status_change_end(bl, SC_CHANGEUNDEAD, INVALID_TIMER);
    					status_change_end(bl, SC_BLIND, INVALID_TIMER);
    					status_change_end(bl, SC_CONFUSION, INVALID_TIMER);
    					status_change_end(bl, SC_DPOISON, INVALID_TIMER);
    					status_heal(bl, 500, 0, 0);
    					break;
    				case ITEMID_STAMINA_UP_M_TO_THROW: //MaxHP +5%
    					sc_start(src, bl, SC_MUSTLE_M, 100, 5, 500000);
    					break;
    				case ITEMID_DIGESTIVE_F_TO_THROW: //MaxSP +5%
    					sc_start(src, bl, SC_LIFE_FORCE_F, 100, 5, 500000);
    					break;
    				case ITEMID_HP_INC_POTS_TO_THROW: //MaxHP +(500 + Thrower BaseLv * 10 / 3) and heals 1% MaxHP
    					sc_start4(src, bl, SC_PROMOTE_HEALTH_RESERCH, 100, 2, 1, status_get_lv(src), 0, 500000);
    					status_percent_heal(bl, 1, 0);
    					break;
    				case ITEMID_HP_INC_POTM_TO_THROW: //MaxHP +(1500 + Thrower BaseLv * 10 / 3) and heals 2% MaxHP
    					sc_start4(src, bl, SC_PROMOTE_HEALTH_RESERCH, 100, 2, 2, status_get_lv(src), 0, 500000);
    					status_percent_heal(bl, 2, 0);
    					break;
    				case ITEMID_HP_INC_POTL_TO_THROW: //MaxHP +(2500 + Thrower BaseLv * 10 / 3) and heals 5% MaxHP
    					sc_start4(src, bl, SC_PROMOTE_HEALTH_RESERCH, 100, 2, 3, status_get_lv(src), 0, 500000);
    					status_percent_heal(bl, 5, 0);
    					break;
    				case ITEMID_SP_INC_POTS_TO_THROW: //MaxSP +(Thrower BaseLv / 10 - 5)% and recovers 2% MaxSP
    					sc_start4(src, bl, SC_ENERGY_DRINK_RESERCH, 100, 2, 1, status_get_lv(src), 0, 500000);
    					status_percent_heal(bl, 0, 2);
    					break;
    				case ITEMID_SP_INC_POTM_TO_THROW: //MaxSP +(Thrower BaseLv / 10)% and recovers 4% MaxSP
    					sc_start4(src, bl, SC_ENERGY_DRINK_RESERCH, 100, 2, 2, status_get_lv(src), 0, 500000);
    					status_percent_heal(bl, 0, 4);
    					break;
    				case ITEMID_SP_INC_POTL_TO_THROW: //MaxSP +(Thrower BaseLv / 10 + 5)% and recovers 8% MaxSP
    					sc_start4(src, bl, SC_ENERGY_DRINK_RESERCH, 100, 2, 3, status_get_lv(src), 0, 500000);
    					status_percent_heal(bl, 0, 8);
    					break;
    				case ITEMID_EN_WHITE_POTZ_TO_THROW: //Natural HP Recovery +20% and heals 1000 HP
    					sc_start(src, bl, SC_EXTRACT_WHITE_POTION_Z, 100, 20, 500000);
    					pc_itemheal((TBL_PC *)bl, ITEMID_EN_WHITE_POTZ_TO_THROW, 1000, 0);
    					break;
    				case ITEMID_VITATA500_TO_THROW: //Natural SP Recovery +20%, MaxSP +5%, and recovers 200 SP
    					sc_start2(src, bl, SC_VITATA_500, 100, 20, 5, 500000);
    					pc_itemheal((TBL_PC *)bl, ITEMID_VITATA500_TO_THROW, 0, 200);
    					break;
    				case ITEMID_EN_CEL_JUICE_TO_THROW: //ASPD +10%
    					sc_start(src, bl, SC_EXTRACT_SALAMINE_JUICE, 100, 10, 500000);
    					break;
    				case ITEMID_SAVAGE_BBQ_TO_THROW: //STR +20
    					sc_start(src, bl, SC_SAVAGE_STEAK, 100, 20, 300000);
    					break;
    				case ITEMID_WUG_COCKTAIL_TO_THROW: //INT +20
    					sc_start(src, bl, SC_COCKTAIL_WARG_BLOOD, 100, 20, 300000);
    					break;
    				case ITEMID_M_BRISKET_TO_THROW: //VIT +20
    					sc_start(src, bl, SC_MINOR_BBQ, 100, 20, 300000);
    					break;
    				case ITEMID_SIROMA_ICETEA_TO_THROW: //DEX +20
    					sc_start(src, bl, SC_SIROMA_ICE_TEA, 100, 20, 300000);
    					break;
    				case ITEMID_DROCERA_STEW_TO_THROW: //AGI +20
    					sc_start(src, bl, SC_DROCERA_HERB_STEAMED, 100, 20, 300000);
    					break;
    				case ITEMID_PETTI_NOODLE_TO_THROW: //LUK +20
    					sc_start(src, bl, SC_PUTTI_TAILS_NOODLES, 100, 20, 300000);
    					break;
    				case ITEMID_BLACK_THING_TO_THROW: //Reduces all stats by random 5 - 10
    					sc_start(src, bl, SC_STOMACHACHE, 100, rnd_value(5, 10), 60000);
    					break;
    				}
    			}
    		}
    		clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
    		clif_skill_nodamage(src,bl,skill_id,skill_lv,1);// This packet is received twice actually, I think it is to show the animation.
    		break;
    	case GN_MIX_COOKING:
    	case GN_MAKEBOMB:
    	case GN_S_PHARMACY:
    		if( sd ) {
    			int qty = 1;
    			sd->skill_id_old = skill_id;
    			sd->skill_lv_old = skill_lv;
    			if( skill_id != GN_S_PHARMACY && skill_lv > 1 )
    				qty = 10;
    			clif_cooking_list(sd,(skill_id - GN_MIX_COOKING) + 27,skill_id,qty,skill_id==GN_MAKEBOMB?5:6);
    			clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
    		}
    		break;
    
    	case EL_CIRCLE_OF_FIRE:
    	case EL_PYROTECHNIC:
    	case EL_HEATER:
    	case EL_TROPIC:
    	case EL_AQUAPLAY:
    	case EL_COOLER:
    	case EL_CHILLY_AIR:
    	case EL_GUST:
    	case EL_BLAST:
    	case EL_WILD_STORM:
    	case EL_PETROLOGY:
    	case EL_CURSED_SOIL:
    	case EL_UPHEAVAL:
    	case EL_FIRE_CLOAK:
    	case EL_WATER_DROP:
    	case EL_WIND_CURTAIN:
    	case EL_SOLID_SKIN:
    	case EL_STONE_SHIELD:
    	case EL_WIND_STEP: {
    			struct elemental_data *ele = BL_CAST(BL_ELEM, src);
    			if( ele ) {
    				sc_type type2 = (sc_type)(type-1);
    				struct status_change *sc = status_get_sc(&ele->bl);
    
    				if( (sc && sc->data[type2]) || (tsc && tsc->data[type]) ) {
    					elemental_clean_single_effect(ele, skill_id);
    				} else {
    					clif_skill_nodamage(src,src,skill_id,skill_lv,1);
    					clif_skill_damage(src, ( skill_id == EL_GUST || skill_id == EL_BLAST || skill_id == EL_WILD_STORM )?src:bl, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SKILL);
    					if( skill_id == EL_WIND_STEP )	// There aren't teleport, just push the master away.
    						skill_blown(src,bl,(rnd()%skill_get_blewcount(skill_id,skill_lv))+1,rnd()%8,0);
    					sc_start(src,src,type2,100,skill_lv,skill_get_time(skill_id,skill_lv));
    					sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
    				}
    			}
    		}
    		break;
    	case EL_FIRE_MANTLE:
    	case EL_WATER_BARRIER:
    	case EL_ZEPHYR:
    	case EL_POWER_OF_GAIA:
    		clif_skill_damage(src, bl, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SKILL);
    		skill_unitsetting(src,skill_id,skill_lv,bl->x,bl->y,0);
    		break;
    	case EL_WATER_SCREEN: {
    			struct elemental_data *ele = BL_CAST(BL_ELEM, src);
    			if( ele ) {
    				struct status_change *sc = status_get_sc(&ele->bl);
    				sc_type type2 = (sc_type)(type-1);
    
    				clif_skill_nodamage(src,src,skill_id,skill_lv,1);
    				if( (sc && sc->data[type2]) || (tsc && tsc->data[type]) ) {
    					elemental_clean_single_effect(ele, skill_id);
    				} else {
    					// This not heals at the end.
    					clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SKILL);
    					sc_start(src,src,type2,100,skill_lv,skill_get_time(skill_id,skill_lv));
    					sc_start(src,bl,type,100,src->id,skill_get_time(skill_id,skill_lv));
    				}
    			}
    		}
    		break;	
    
    	case KO_KAHU_ENTEN:
    	case KO_HYOUHU_HUBUKI:
    	case KO_KAZEHU_SEIRAN:
    	case KO_DOHU_KOUKAI:
    		if (sd) {
    			int ele_type = skill_get_ele(skill_id,skill_lv);
    			clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
    			pc_addspiritcharm(sd,skill_get_time(skill_id,skill_lv),MAX_SPIRITCHARM,ele_type);
    		}
    		break;
    	case KO_ZANZOU:
    		if(sd){
    			struct mob_data *md2;
    
    			md2 = mob_once_spawn_sub(src, src->m, src->x, src->y, status_get_name(src), MOBID_ZANZOU, "", SZ_SMALL, AI_NONE);
    			if( md2 )
    			{
    				md2->master_id = src->id;
    				md2->special_state.ai = AI_ZANZOU;
    				if( md2->deletetimer != INVALID_TIMER )
    					delete_timer(md2->deletetimer, mob_timer_delete);
    				md2->deletetimer = add_timer (gettick() + skill_get_time(skill_id, skill_lv), mob_timer_delete, md2->bl.id, 0);
    				mob_spawn( md2 );
    				pc_setinvincibletimer(sd,500);// unlock target lock
    				clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
    				skill_blown(src,bl,skill_get_blewcount(skill_id,skill_lv),unit_getdir(bl),0);
    			}
    		}
    		break;
    	case KO_KYOUGAKU:
    		if( dstsd && tsc && !tsc->data[type] && rnd()%100 < tstatus->int_/2 ){
    			clif_skill_nodamage(src,bl,skill_id,skill_lv,
    				sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
    		}else if( sd )
    			clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
    		break;
    	case KO_JYUSATSU:
    		if( dstsd && tsc && !tsc->data[type] &&
    			rnd()%100 < ((45+5*skill_lv) + skill_lv*5 - status_get_int(bl)/2) ){//[(Base chance of success) + (Skill Level x 5) - (int / 2)]%.
    			clif_skill_nodamage(src,bl,skill_id,skill_lv,
    				status_change_start(src,bl,type,10000,skill_lv,0,0,0,skill_get_time(skill_id,skill_lv),SCSTART_NOAVOID|SCSTART_NOTICKDEF));
    			status_percent_damage(src, bl, tstatus->hp * skill_lv * 5, 0, false); // Does not kill the target.
    			if( status_get_lv(bl) <= status_get_lv(src) )
    				status_change_start(src,bl,SC_COMA,10,skill_lv,0,src->id,0,0,SCSTART_NONE);
    		}else if( sd )
    			clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
    		break;
    	case KO_GENWAKU:
    		if ((dstsd || dstmd) && !status_has_mode(tstatus,MD_IGNOREMELEE|MD_IGNOREMAGIC|MD_IGNORERANGED|MD_IGNOREMISC) && battle_check_target(src,bl,BCT_ENEMY) > 0) {
    			int x = src->x, y = src->y;
    
    			if (sd && rnd()%100 > ((45+5*skill_lv) - status_get_int(bl)/10)) { //[(Base chance of success) - (Intelligence Objectives / 10)]%.
    				clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
    				break;
    			}
    
    			// Confusion is still inflicted (but rate isn't reduced), no matter map type.
    			status_change_start(src, src, SC_CONFUSION, 2500, skill_lv, 0, 0, 0, skill_get_time(skill_id, skill_lv), SCSTART_NORATEDEF);
    			status_change_start(src, bl, SC_CONFUSION, 7500, skill_lv, 0, 0, 0, skill_get_time(skill_id, skill_lv), SCSTART_NORATEDEF);
    
    			if (skill_check_unit_movepos(5,src,bl->x,bl->y,0,0)) {
    				clif_skill_nodamage(src, src, skill_id, skill_lv, 1);
    				clif_blown(src);
    				if (!unit_blown_immune(bl, 0x1)) {
    					unit_movepos(bl,x,y,0,0);
    					if (bl->type == BL_PC && pc_issit((TBL_PC*)bl))
    						clif_sitting(bl,true); //Avoid sitting sync problem
    					clif_blown(bl);
    				}
    			}
    		}
    		break;
    	case OB_AKAITSUKI:
    	case OB_OBOROGENSOU:
    		if( sd && ( (skill_id == OB_OBOROGENSOU && bl->type == BL_MOB) // This skill does not work on monsters.
    			|| status_bl_has_mode(bl,MD_STATUS_IMMUNE) ) ){ // Does not work on status immune monsters.
    			clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
    			break;
    		}
    	case KO_IZAYOI:
    	case OB_ZANGETSU:
    	case KG_KYOMU:
    	case KG_KAGEMUSYA:
    		clif_skill_nodamage(src,bl,skill_id,skill_lv,
    			sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
    		clif_skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SKILL);
    		break;
    	case KG_KAGEHUMI:
    		if( flag&1 ){
    			if(tsc && ( tsc->option&(OPTION_CLOAK|OPTION_HIDE) ||
    				tsc->data[SC_CAMOUFLAGE] || tsc->data[SC__SHADOWFORM] ||
    				tsc->data[SC_MARIONETTE] || tsc->data[SC_HARMONIZE])){
    					sc_start(src,src, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
    					sc_start(src,bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
    					status_change_end(bl, SC_HIDING, INVALID_TIMER);
    					status_change_end(bl, SC_CLOAKING, INVALID_TIMER);
    					status_change_end(bl, SC_CLOAKINGEXCEED, INVALID_TIMER);
    					status_change_end(bl, SC_CAMOUFLAGE, INVALID_TIMER);
    					if (tsc && tsc->data[SC__SHADOWFORM] && rnd() % 100 < 100 - tsc->data[SC__SHADOWFORM]->val1 * 10) // [100 - (Skill Level x 10)] %
    						status_change_end(bl, SC__SHADOWFORM, INVALID_TIMER);
    					status_change_end(bl, SC_MARIONETTE, INVALID_TIMER);
    					status_change_end(bl, SC_HARMONIZE, INVALID_TIMER);
    			}
    			if( skill_area_temp[2] == 1 ){
    				clif_skill_damage(src,src,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SKILL);
    				sc_start(src,src, SC_STOP, 100, skill_lv, skill_get_time(skill_id, skill_lv));
    			}
    		}else{
    			skill_area_temp[2] = 0;
    			if (battle_config.skill_wall_check)
    				map_foreachinshootrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), BL_CHAR|BL_SKILL, src, skill_id, skill_lv, tick, flag|BCT_ENEMY|SD_SPLASH|1, skill_castend_nodamage_id);
    			else
    				map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), BL_CHAR|BL_SKILL, src, skill_id, skill_lv, tick, flag|BCT_ENEMY|SD_SPLASH|1, skill_castend_nodamage_id);
    		}
    		break;
    
    	case MH_SILENT_BREEZE:
    		{
    			int heal = 5 * status_get_lv(&hd->bl) +
    #ifdef RENEWAL
    						status_base_matk(bl, &hd->battle_status, status_get_lv(&hd->bl));
    #else
    						status_base_matk_min(&hd->battle_status);
    #endif
    			//Silences the homunculus and target
    			status_change_start(src,src,SC_SILENCE,10000,skill_lv,0,0,0,skill_get_time(skill_id,skill_lv),SCSTART_NONE);
    			status_change_start(src,bl,SC_SILENCE,10000,skill_lv,0,0,0,skill_get_time(skill_id,skill_lv),SCSTART_NONE);
    
    			//Recover the target's HP
    			status_heal(bl,heal,0,3);
    
    			//Removes these SC from target
    			if (tsc) {
    				const enum sc_type scs[] = {
    					SC_MANDRAGORA, SC_HARMONIZE, SC_DEEPSLEEP, SC_VOICEOFSIREN, SC_SLEEP, SC_CONFUSION, SC_HALLUCINATION
    				};
    				for (i = 0; i < ARRAYLENGTH(scs); i++)
    					if (tsc->data[scs[i]]) status_change_end(bl, scs[i], INVALID_TIMER);
    			}
    			if (hd)
    				skill_blockhomun_start(hd, skill_id, skill_get_cooldown(skill_id, skill_lv));
    		}
    		break;
    	case MH_OVERED_BOOST:
    	     if (hd) {
    			 struct block_list *s_bl = battle_get_master(src);
    			 if(hd->homunculus.hunger>50) //reduce hunger
    				 hd->homunculus.hunger = hd->homunculus.hunger/2;
    			 else
    				 hd->homunculus.hunger = min(1,hd->homunculus.hunger);
    			 if(s_bl && s_bl->type==BL_PC) {
    				 status_set_sp(s_bl,status_get_max_sp(s_bl)/2,0); //master drain 50% sp
    				 clif_send_homdata(((TBL_PC *)s_bl), SP_HUNGRY, hd->homunculus.hunger); //refresh hunger info
    				 sc_start(src,s_bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv)); //gene bonus
    			 }
    			 sc_start(src,bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
    			 skill_blockhomun_start(hd, skill_id, skill_get_cooldown(skill_id, skill_lv));
    	     }
    	     break;
    	case MH_GRANITIC_ARMOR:
    	case MH_PYROCLASTIC:
    		if(hd) {
    			struct block_list *s_bl = battle_get_master(src);
    			if(s_bl) sc_start2(src, s_bl, type, 100, skill_lv, hd->homunculus.level, skill_get_time(skill_id, skill_lv)); //start on master
    			sc_start2(src, bl, type, 100, skill_lv, hd->homunculus.level, skill_get_time(skill_id, skill_lv));
    			skill_blockhomun_start(hd, skill_id, skill_get_cooldown(skill_id, skill_lv));
    	     }
    	     break;
    	case MH_LIGHT_OF_REGENE: //self
    		if(hd) {
    			struct block_list *s_bl = battle_get_master(src);
    			if(s_bl) sc_start(src, s_bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
    			sc_start2(src, src, type, 100, skill_lv, hd->homunculus.level, skill_get_time(skill_id, skill_lv));
    			hd->homunculus.intimacy = hom_intimacy_grade2intimacy(HOMGRADE_NEUTRAL); //change to neutral
    			if(sd) clif_send_homdata(sd, SP_INTIMATE, hd->homunculus.intimacy/100); //refresh intimacy info
    			skill_blockhomun_start(hd, skill_id, skill_get_cooldown(skill_id, skill_lv));
    		}
    		break;
    	case MH_STYLE_CHANGE:
    		if(hd){
    			struct status_change_entry *sce;
    			if((sce=hd->sc.data[SC_STYLE_CHANGE])!=NULL){ //in preparation for other bl usage
    				if(sce->val1 == MH_MD_FIGHTING) sce->val1 = MH_MD_GRAPPLING;
    				else sce->val1 = MH_MD_FIGHTING;
    				if(hd->master && hd->sc.data[SC_STYLE_CHANGE]) {
    					char output[128];
    					safesnprintf(output,sizeof(output),msg_txt(sd,378),(sce->val1==MH_MD_FIGHTING?"fighthing":"grappling"));
    					clif_colormes(hd->master->fd, color_table[COLOR_RED], output);
    				}
    			}
    			else sc_start(&hd->bl,&hd->bl, SC_STYLE_CHANGE, 100, MH_MD_FIGHTING, -1);
    		}
    		break;
    	case MH_MAGMA_FLOW:
    	case MH_PAIN_KILLER:
    	   sc_start(src,bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
    	   if (hd)
    		   skill_blockhomun_start(hd, skill_id, skill_get_cooldown(skill_id, skill_lv));
    	   break;
    	case MH_SUMMON_LEGION: {
    		int summons[5] = {MOBID_S_HORNET, MOBID_S_GIANT_HORNET, MOBID_S_GIANT_HORNET, MOBID_S_LUCIOLA_VESPA, MOBID_S_LUCIOLA_VESPA};
    		int qty[5] =     {3   , 3   , 4   , 4   , 5};
    		struct mob_data *sum_md;
    		int i_slave,c=0;
    
    		int maxcount = qty[skill_lv-1];
    		i_slave = map_foreachinmap(skill_check_condition_mob_master_sub ,hd->bl.m, BL_MOB, hd->bl.id, summons[skill_lv-1], skill_id, &c);
    		if(c >= maxcount) {
    			map_freeblock_unlock();
    			return 0; //max qty already spawned
    		}
    
    		for(i_slave=0; i_slave<qty[skill_lv - 1]; i_slave++){ //easy way
    			sum_md = mob_once_spawn_sub(src, src->m, src->x, src->y, status_get_name(src), summons[skill_lv - 1], "", SZ_SMALL, AI_ATTACK);
    			if (sum_md) {
    				sum_md->master_id =  src->id;
    				sum_md->special_state.ai = AI_LEGION;
    				if (sum_md->deletetimer != INVALID_TIMER)
    					delete_timer(sum_md->deletetimer, mob_timer_delete);
    				sum_md->deletetimer = add_timer(gettick() + skill_get_time(skill_id, skill_lv), mob_timer_delete, sum_md->bl.id, 0);
    				mob_spawn(sum_md); //Now it is ready for spawning.
    				sc_start4(&sum_md->bl,&sum_md->bl, SC_MODECHANGE, 100, 1, 0, MD_CANATTACK|MD_AGGRESSIVE, 0, 60000);
    			}
    		}
    		if (hd)
    			skill_blockhomun_start(hd, skill_id, skill_get_cooldown(skill_id, skill_lv));
    		}
    		break;
    
    	case RL_RICHS_COIN:
    		if (sd) {
    			clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
    			for (i = 0; i < 10; i++)
    				pc_addspiritball(sd,skill_get_time(skill_id,skill_lv),10);
    		}
    		break;
    	case RL_C_MARKER:
    		if (sd) {
    			// If marked by someone else, failed
    			if (tsce && tsce->val2 != src->id) {
    				clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
    				break;
    			}
    
    			// Check if marked before
    			ARR_FIND(0, MAX_SKILL_CRIMSON_MARKER, i, sd->c_marker[i] == bl->id);
    			if (i == MAX_SKILL_CRIMSON_MARKER) {
    				// Find empty slot
    				ARR_FIND(0, MAX_SKILL_CRIMSON_MARKER, i, !sd->c_marker[i]);
    				if (i == MAX_SKILL_CRIMSON_MARKER) {
    					clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
    					break;
    				}
    			}
    
    			sd->c_marker[i] = bl->id;
    			status_change_start(src, bl, type, 10000, skill_lv, src->id, 0, 0, skill_get_time(skill_id,skill_lv), SCSTART_NOAVOID|SCSTART_NOTICKDEF|SCSTART_NORATEDEF);
    			clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
    		}
    		// If mob casts this, at least SC_C_MARKER as debuff
    		else {
    			status_change_start(src, bl, type, 10000, skill_lv, src->id, 0, 0, skill_get_time(skill_id,skill_lv), SCSTART_NOAVOID|SCSTART_NOTICKDEF|SCSTART_NORATEDEF);
    			clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
    		}
    		break;
    	case RL_D_TAIL:
    		if (sd) {
    			if (battle_config.skill_wall_check)
    				skill_area_temp[0] = map_foreachinshootrange(skill_area_sub, src, skill_get_splash(skill_id, skill_lv), BL_CHAR, src, skill_id, skill_lv, tick, BCT_ENEMY, skill_area_sub_count);
    			else
    				skill_area_temp[0] = map_foreachinrange(skill_area_sub, src, skill_get_splash(skill_id, skill_lv), BL_CHAR, src, skill_id, skill_lv, tick, BCT_ENEMY, skill_area_sub_count);
    			if (!skill_area_temp[0]) {
    				clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
    				break;
    			}
    		}
    		if (battle_config.skill_wall_check)
    			map_foreachinshootrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), BL_CHAR, src, skill_id, skill_lv, tick, flag|BCT_ENEMY|SD_SPLASH|SD_ANIMATION|1, skill_castend_damage_id);
    		else
    			map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), BL_CHAR, src, skill_id, skill_lv, tick, flag|BCT_ENEMY|SD_SPLASH|SD_ANIMATION|1, skill_castend_damage_id);
    		skill_area_temp[0] = 0;
    		break;
    	case RL_QD_SHOT:
    		if (sd) {
    			skill_area_temp[1] = bl->id;
    			// Check surrounding
    			if (battle_config.skill_wall_check)
    				skill_area_temp[0] = map_foreachinshootrange(skill_area_sub, src, skill_get_splash(skill_id, skill_lv), BL_CHAR, src, skill_id, skill_lv, tick, BCT_ENEMY, skill_area_sub_count);
    			else
    				skill_area_temp[0] = map_foreachinrange(skill_area_sub, src, skill_get_splash(skill_id, skill_lv), BL_CHAR, src, skill_id, skill_lv, tick, BCT_ENEMY, skill_area_sub_count);
    			if (skill_area_temp[0])
    				map_foreachinrange(skill_area_sub, src, skill_get_splash(skill_id, skill_lv), BL_CHAR, src, skill_id, skill_lv, tick, flag|BCT_ENEMY|SD_SPLASH|1, skill_castend_damage_id);
    
    			// Main target always receives damage
    			clif_skill_nodamage(src, src, skill_id, skill_lv, 1);
    			skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag|BCT_ENEMY|SD_LEVEL);
    			if (tsc && tsc->data[SC_C_MARKER])
    				status_change_end(bl, SC_C_MARKER, INVALID_TIMER);
    		}
    		else {
    			clif_skill_nodamage(src, src, skill_id, skill_lv, 1);
    			if (battle_config.skill_wall_check)
    				map_foreachinshootrange(skill_area_sub, src, skill_get_splash(skill_id, skill_lv), BL_CHAR, src, skill_id, skill_lv, tick, flag|BCT_ENEMY|SD_SPLASH|1, skill_castend_damage_id);
    			else
    				map_foreachinrange(skill_area_sub, src, skill_get_splash(skill_id, skill_lv), BL_CHAR, src, skill_id, skill_lv, tick, flag|BCT_ENEMY|SD_SPLASH|1, skill_castend_damage_id);
    		}
    		skill_area_temp[0] = 0;
    		skill_area_temp[1] = 0;
    		break;
    	case RL_FLICKER:
    		if (sd) {
    			int16 splash = skill_get_splash(skill_id, skill_lv);
    			sd->flicker = true;
    			skill_area_temp[1] = 0;
    			clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
    			// Detonate RL_B_TRAP
    			if ((i = pc_checkskill(sd, RL_B_TRAP))) {
    				map_foreachinrange(skill_bind_trap, src, AREA_SIZE, BL_SKILL, src);
    			}
    			// Detonate RL_H_MINE
    			if ((i = pc_checkskill(sd, RL_H_MINE)))
    				map_foreachinrange(skill_area_sub, src, splash, BL_CHAR, src, RL_H_MINE, i, tick, flag|BCT_ENEMY|SD_SPLASH, skill_castend_damage_id);
    			sd->flicker = false;
    		}
    		break;
    
    	case SO_ELEMENTAL_SHIELD:
    		if (!sd || sd->status.party_id == 0 || flag&1) {
    			if (sd && sd->status.party_id == 0) {
    				clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
    				if (sd->ed && skill_get_state(skill_id) == ST_ELEMENTALSPIRIT2)
    					elemental_delete(sd->ed);
    			}
    			skill_unitsetting(bl, MG_SAFETYWALL, skill_lv + 5, bl->x, bl->y, 0);
    			skill_unitsetting(bl, AL_PNEUMA, 1, bl->x, bl->y, 0);
    		}
    		else {
    			clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
    			if (sd->ed && skill_get_state(skill_id) == ST_ELEMENTALSPIRIT2)
    				elemental_delete(sd->ed);
    			party_foreachsamemap(skill_area_sub, sd, skill_get_splash(skill_id,skill_lv), src, skill_id, skill_lv, tick, flag|BCT_PARTY|1, skill_castend_nodamage_id);
    		}
    		break;
    
    	case SU_HIDE:
    		if (tsce) {
    			clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
    			status_change_end(bl, type, INVALID_TIMER);
    			map_freeblock_unlock();
    			return 0;
    		}
    		clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
    		sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
     		break;
    
    	case SU_TUNABELLY:
    	{
    		unsigned int heal;
    
    		if (dstmd && (dstmd->mob_id == MOBID_EMPERIUM || status_get_class_(bl) == CLASS_BATTLEFIELD))
    			heal = 0;
    		else {
    			heal = ((2 * skill_lv - 1) * 10) * status_get_max_hp(bl) / 100;
    			status_heal(bl, heal, 0, 0);
    		}
    
    		clif_skill_nodamage(src, bl, skill_id, heal, 1);
    	}
    		break;
    
    	case SU_BUNCHOFSHRIMP:
    		if (sd == NULL || sd->status.party_id == 0 || flag&1)
    			clif_skill_nodamage(bl, bl, skill_id, skill_lv, sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv)));
    		else if (sd)
    			party_foreachsamemap(skill_area_sub, sd, skill_get_splash(skill_id, skill_lv), src, skill_id, skill_lv, tick, flag|BCT_PARTY|1, skill_castend_nodamage_id);
    		break;
    
    	default:
    		ShowWarning("skill_castend_nodamage_id: Unknown skill used:%d\n",skill_id);
    		clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
    		map_freeblock_unlock();
    		return 1;
    	}
    
    	if( skill_get_inf(skill_id)&INF_SUPPORT_SKILL && sd && dstsd && sd != dstsd )
    	{
    		if( map_allowed_woe(src->m) && sd->status.guild_id )
    		{
    			if( sd->status.guild_id == dstsd->status.guild_id || (!map[src->m].flag.gvg_noalliance && guild_isallied(sd->status.guild_id, dstsd->status.guild_id)) )
    				add2limit(sd->status.wstats.support_skills_used, 1, UINT_MAX);
    			else
    				add2limit(sd->status.wstats.wrong_support_skills_used, 1, UINT_MAX);
    		}
    		else if( map[src->m].flag.battleground && sd->bg_id && dstsd->bg_id )
    		{
    			if( sd->bg_id == dstsd->bg_id )
    				add2limit(sd->status.bgstats.support_skills_used, 1, UINT_MAX);
    			else
    				add2limit(sd->status.bgstats.wrong_support_skills_used, 1, UINT_MAX);
    		}
    	}
    
    	if (skill_id != SR_CURSEDCIRCLE) {
    		struct status_change *sc = status_get_sc(src);
    
    		if (sc && sc->data[SC_CURSEDCIRCLE_ATKER]) // Should only remove after the skill had been casted.
    			status_change_end(src,SC_CURSEDCIRCLE_ATKER,INVALID_TIMER);
    	}
    
    	if (dstmd) { //Mob skill event for no damage skills (damage ones are handled in battle_calc_damage) [Skotlex]
    		mob_log_damage(dstmd, src, 0); //Log interaction (counts as 'attacker' for the exp bonus)
    		mobskill_event(dstmd, src, tick, MSC_SKILLUSED|(skill_id<<16));
    	}
    
    	if( sd && !(flag&1) )
    	{// ensure that the skill last-cast tick is recorded
    		sd->canskill_tick = gettick();
    
    		if( sd->state.arrow_atk )
    		{// consume arrow on last invocation to this skill.
    			battle_consume_ammo(sd, skill_id, skill_lv);
    		}
    		skill_onskillusage(sd, bl, skill_id, tick);
    		// perform skill requirement consumption
    		skill_consume_requirement(sd,skill_id,skill_lv,2);
    	}
    
    	map_freeblock_unlock();
    	return 0;
    }
    
    /**
     * Checking that causing skill failed
     * @param src Caster
     * @param target Target
     * @param skill_id
     * @param skill_lv
     * @return -1 success, others are failed @see enum useskill_fail_cause.
     **/
    static int8 skill_castend_id_check(struct block_list *src, struct block_list *target, uint16 skill_id, uint16 skill_lv) {
    	int inf = skill_get_inf(skill_id);
    	int inf2 = skill_get_inf2(skill_id);
    	struct status_change *tsc = status_get_sc(target);
    
    	if (src != target && (status_bl_has_mode(target,MD_SKILL_IMMUNE) || (status_get_class(target) == MOBID_EMPERIUM && !(skill_get_inf3(skill_id)&INF3_HIT_EMP))) && skill_get_casttype(skill_id) == CAST_NODAMAGE)
    		return USESKILL_FAIL_MAX; // Don't show a skill fail message (NoDamage type doesn't consume requirements)
    
    	switch (skill_id) {
    		case AL_HEAL:
    		case AL_INCAGI:
    		case AL_DECAGI:
    		case SA_DISPELL: // Mado Gear is immune to Dispell according to bugreport:49 [Ind]
    		case AB_RENOVATIO:
    		case AB_HIGHNESSHEAL:
    			if (tsc && tsc->option&OPTION_MADOGEAR)
    				return USESKILL_FAIL_TOTARGET;
    			break;
    		case RG_BACKSTAP:
    			{
    				uint8 dir = map_calc_dir(src,target->x,target->y),t_dir = unit_getdir(target);
    				if (check_distance_bl(src, target, 0) || map_check_dir(dir,t_dir))
    					return USESKILL_FAIL_MAX;
    			}
    			break;
    		case PR_TURNUNDEAD:
    			{
    				struct status_data *tstatus = status_get_status_data(target);
    				if (!battle_check_undead(tstatus->race, tstatus->def_ele))
    					return USESKILL_FAIL_MAX;
    			}
    			break;
    		case PR_LEXDIVINA:
    		case MER_LEXDIVINA:
    			{
    				//If it's not an enemy, and not silenced, you can't use the skill on them. [Skotlex]
    				if (battle_check_target(src,target, BCT_ENEMY) <= 0 && (!tsc || !tsc->data[SC_SILENCE])) {
    					clif_skill_nodamage (src, target, skill_id, skill_lv, 0);
    					return USESKILL_FAIL_MAX;
    				}
    			}
    			break;
    		case RA_WUGSTRIKE:
    			// Check if path can be reached
    			if (!path_search(NULL,src->m,src->x,src->y,target->x,target->y,1,CELL_CHKNOREACH))
    				return USESKILL_FAIL_MAX;
    			break;
    		case MG_NAPALMBEAT:
    		case MG_FIREBALL:
    		case HT_BLITZBEAT:
    		case AS_GRIMTOOTH:
    		case MO_COMBOFINISH:
    		case NC_VULCANARM:
    		case SR_TIGERCANNON:
    			// These can damage traps, but can't target traps directly
    			if (target->type == BL_SKILL) {
    				TBL_SKILL *su = (TBL_SKILL*)target;
    				if (!su || !su->group)
    					return USESKILL_FAIL_MAX;				
    				if (skill_get_inf2(su->group->skill_id)&INF2_TRAP)
    					return USESKILL_FAIL_MAX;
    			}
    			break;
    	}
    
    	if (inf&INF_ATTACK_SKILL ||
    		(inf&INF_SELF_SKILL && inf2&INF2_NO_TARGET_SELF) //Combo skills
    		) // Casted through combo.
    		inf = BCT_ENEMY; //Offensive skill.
    	else if (inf2&INF2_NO_ENEMY)
    		inf = BCT_NOENEMY;
    	else
    		inf = 0;
    
    	if (inf2 & (INF2_PARTY_ONLY|INF2_GUILD_ONLY) && src != target) {
    		inf |=
    			(inf2&INF2_PARTY_ONLY?BCT_PARTY:0)|
    			(inf2&INF2_GUILD_ONLY?BCT_GUILD:0);
    		//Remove neutral targets (but allow enemy if skill is designed to be so)
    		inf &= ~BCT_NEUTRAL;
    	}
    
    	switch (skill_id) {
    		// Cannot be casted to Emperium
    		case WZ_ESTIMATION:
    		case SL_SKE:
    		case SL_SKA:
    			if (target->type == BL_MOB && ((TBL_MOB*)target)->mob_id == MOBID_EMPERIUM)
    				return USESKILL_FAIL_MAX;
    			break;
    		case RK_PHANTOMTHRUST:
    			if (!map_flag_vs(src->m))
    				return USESKILL_FAIL_MAX;
    	}
    
    	if (inf && battle_check_target(src, target, inf) <= 0) {
    		switch(skill_id) {
    			case RK_PHANTOMTHRUST:
    			case AB_CLEARANCE:
    				return USESKILL_FAIL_TOTARGET;
    			default:
    				return USESKILL_FAIL_LEVEL;
    		}
    	}
    
    	// Fogwall makes all offensive-type targetted skills fail at 75%
    	// Jump Kick can still fail even though you can jump to friendly targets.
    	if ((inf&BCT_ENEMY || skill_id == TK_JUMPKICK) && tsc && tsc->data[SC_FOGWALL] && rnd() % 100 < 75)
    		return USESKILL_FAIL_LEVEL;
    
    	return -1;
    }
    
    /**
     * Check & process skill to target on castend. Determines if skill is 'damage' or 'nodamage'
     * @param tid
     * @param tick
     * @param data
     **/
    int skill_castend_id(int tid, unsigned int tick, int id, intptr_t data)
    {
    	struct block_list *target, *src;
    	struct map_session_data *sd;
    	struct mob_data *md;
    	struct unit_data *ud;
    	struct status_change *sc = NULL;
    	int flag = 0;
    
    	src = map_id2bl(id);
    	if( src == NULL )
    	{
    		ShowDebug("skill_castend_id: src == NULL (tid=%d, id=%d)\n", tid, id);
    		return 0;// not found
    	}
    
    	ud = unit_bl2ud(src);
    	if( ud == NULL )
    	{
    		ShowDebug("skill_castend_id: ud == NULL (tid=%d, id=%d)\n", tid, id);
    		return 0;// ???
    	}
    
    	sd = BL_CAST(BL_PC,  src);
    	md = BL_CAST(BL_MOB, src);
    
    	if( src->prev == NULL ) {
    		ud->skilltimer = INVALID_TIMER;
    		return 0;
    	}
    
    	if(ud->skill_id != SA_CASTCANCEL && ud->skill_id != SO_SPELLFIST) {// otherwise handled in unit_skillcastcancel()
    		if( ud->skilltimer != tid ) {
    			ShowError("skill_castend_id: Timer mismatch %d!=%d!\n", ud->skilltimer, tid);
    			ud->skilltimer = INVALID_TIMER;
    			return 0;
    		}
    
    		if( sd && ud->skilltimer != INVALID_TIMER && (pc_checkskill(sd,SA_FREECAST) > 0 || ud->skill_id == LG_EXEEDBREAK) )
    		{// restore original walk speed
    			ud->skilltimer = INVALID_TIMER;
    			status_calc_bl(&sd->bl, SCB_SPEED);
    		}
    
    		ud->skilltimer = INVALID_TIMER;
    	}
    
    	if (ud->skilltarget == id)
    		target = src;
    	else
    		target = map_id2bl(ud->skilltarget);
    
    	// Use a do so that you can break out of it when the skill fails.
    	do {
    		bool fail = false;
    		int8 res = USESKILL_FAIL_LEVEL;
    
    		if (!target || target->prev == NULL)
    			break;
    
    		if (src->m != target->m || status_isdead(src))
    			break;
    
    		//These should become skill_castend_pos
    		switch (ud->skill_id) {
    			case WE_CALLPARTNER:
    				if (sd)
    					clif_callpartner(sd);
    			case WE_CALLPARENT:
    				if (sd) {
    					struct map_session_data *f_sd = pc_get_father(sd);
    					struct map_session_data *m_sd = pc_get_mother(sd);
    					if ((f_sd && f_sd->state.autotrade) || (m_sd && m_sd->state.autotrade)) {
    						fail = true;
    						break;
    					}
    				}
    			case WE_CALLBABY:
    				if (sd) {
    					struct map_session_data *c_sd = pc_get_child(sd);
    					if (c_sd && c_sd->state.autotrade) {
    						fail = true;
    						break;
    					}
    				}
    			case AM_RESURRECTHOMUN:
    			case PF_SPIDERWEB:
    				{
    					//Find a random spot to place the skill. [Skotlex]
    					int splash = skill_get_splash(ud->skill_id, ud->skill_lv);
    					ud->skillx = target->x + splash;
    					ud->skilly = target->y + splash;
    					if (splash && !map_random_dir(target, &ud->skillx, &ud->skilly)) {
    						ud->skillx = target->x;
    						ud->skilly = target->y;
    					}
    					ud->skilltimer = tid;
    					return skill_castend_pos(tid,tick,id,data);
    				}
    			case GN_WALLOFTHORN:
    			case SC_ESCAPE:
    			case SU_CN_POWDERING:
    			case SU_SV_ROOTTWIST:
    				ud->skillx = target->x;
    				ud->skilly = target->y;
    				ud->skilltimer = tid;
    				return skill_castend_pos(tid,tick,id,data);
    		}
    
    		// Failing
    		if (fail || (res = skill_castend_id_check(src, target, ud->skill_id, ud->skill_lv)) >= 0) {
    			if (sd && res != USESKILL_FAIL_MAX)
    				clif_skill_fail(sd, ud->skill_id, (enum useskill_fail_cause)res, 0);
    			break;
    		}
    
    		//Avoid doing double checks for instant-cast skills.
    		if (tid != INVALID_TIMER && !status_check_skilluse(src, target, ud->skill_id, 1))
    			break;
    
    		if(md) {
    			md->last_thinktime=tick +MIN_MOBTHINKTIME;
    			if(md->skill_idx >= 0 && md->db->skill[md->skill_idx].emotion >= 0)
    				clif_emotion(src, md->db->skill[md->skill_idx].emotion);
    		}
    
    		if (src != target && battle_config.skill_add_range &&
    			!check_distance_bl(src, target, skill_get_range2(src, ud->skill_id, ud->skill_lv, true) + battle_config.skill_add_range))
    		{
    			if (sd) {
    				clif_skill_fail(sd, ud->skill_id, USESKILL_FAIL_LEVEL, 0);
    				if (battle_config.skill_out_range_consume) //Consume items anyway. [Skotlex]
    					skill_consume_requirement(sd, ud->skill_id, ud->skill_lv, 3);
    			}
    			break;
    		}
    #ifdef OFFICIAL_WALKPATH
    		if(skill_get_casttype(ud->skill_id) != CAST_NODAMAGE && !path_search_long(NULL, src->m, src->x, src->y, target->x, target->y, CELL_CHKWALL))
    		{
    			if (sd) {
    				clif_skill_fail(sd,ud->skill_id,USESKILL_FAIL_LEVEL,0);
    				skill_consume_requirement(sd,ud->skill_id,ud->skill_lv,3); //Consume items anyway.
    			}
    			break;
    		}
    #endif
    		if( sd )
    		{
    			if( !skill_check_condition_castend(sd, ud->skill_id, ud->skill_lv) )
    				break;
    			else {
    				skill_consume_requirement(sd,ud->skill_id,ud->skill_lv,1);
    				if (src != target && (status_bl_has_mode(target,MD_SKILL_IMMUNE) || (status_get_class(target) == MOBID_EMPERIUM && !(skill_get_inf3(ud->skill_id)&INF3_HIT_EMP))) && skill_get_casttype(ud->skill_id) == CAST_DAMAGE) {
    					clif_skill_fail(sd, ud->skill_id, USESKILL_FAIL_LEVEL, 0);
    					break; // Show a skill fail message (Damage type consumes requirements)
    				}
    			}
    		}
    
    		if( (src->type == BL_MER || src->type == BL_HOM) && !skill_check_condition_mercenary(src, ud->skill_id, ud->skill_lv, 1) )
    			break;
    
    		if (ud->state.running && ud->skill_id == TK_JUMPKICK){
    			ud->state.running = 0;
    			status_change_end(src, SC_RUN, INVALID_TIMER);
    			flag = 1;
    		}
    
    		if (ud->walktimer != INVALID_TIMER && ud->skill_id != TK_RUN && ud->skill_id != RA_WUGDASH)
    			unit_stop_walking(src,1);
    
    		if (!sd || sd->skillitem != ud->skill_id || skill_get_delay(ud->skill_id, ud->skill_lv))
    			ud->canact_tick = max(tick + skill_delayfix(src, ud->skill_id, ud->skill_lv), ud->canact_tick - SECURITY_CASTTIME);
    		if (sd) { //Cooldown application
    			int cooldown = pc_get_skillcooldown(sd,ud->skill_id, ud->skill_lv); // Increases/Decreases cooldown of a skill by item/card bonuses.
    			if(cooldown) skill_blockpc_start(sd, ud->skill_id, cooldown);
    		}
    		if( battle_config.display_status_timers && sd )
    			clif_status_change(src, SI_ACTIONDELAY, 1, skill_delayfix(src, ud->skill_id, ud->skill_lv), 0, 0, 0);
    		if( sd && sd->skillitem != ud->skill_id )
    		{ // Skill Usage Counter
    			int i;
    			if( map_allowed_woe(sd->bl.m) )
    			{
    				ARR_FIND(0,MAX_SKILL_TREE,i,sd->status.skillcount[i].id == ud->skill_id || !sd->status.skillcount[i].id);
    				if( i < MAX_SKILL_TREE )
    				{
    					sd->status.skillcount[i].id = ud->skill_id;
    					sd->status.skillcount[i].count++;
    				}
    			}
    			else if( map[sd->bl.m].flag.battleground && sd->bg_id )
    			{
    				ARR_FIND(0,MAX_SKILL_TREE,i,sd->status.bg_skillcount[i].id == ud->skill_id || !sd->status.bg_skillcount[i].id);
    				if( i < MAX_SKILL_TREE )
    				{
    					sd->status.bg_skillcount[i].id = ud->skill_id;
    					sd->status.bg_skillcount[i].count++;
    				}
    			}
    		}
    
    		if( sd )
    		{
    			switch( ud->skill_id )
    			{
    		//	case GS_DESPERADO:
    			case RL_FIREDANCE:
    				sd->canequip_tick = tick + skill_get_time(ud->skill_id, ud->skill_lv);
    				break;
    			case CR_GRANDCROSS:
    			case NPC_GRANDDARKNESS:
    				if( (sc = status_get_sc(src)) && sc->data[SC_STRIPSHIELD] )
    				{
    					const struct TimerData *timer = get_timer(sc->data[SC_STRIPSHIELD]->timer);
    					if( timer && timer->func == status_change_timer && DIFF_TICK(timer->tick,gettick()+skill_get_time(ud->skill_id, ud->skill_lv)) > 0 )
    						break;
    				}
    				sc_start2(src,src, SC_STRIPSHIELD, 100, 0, 1, skill_get_time(ud->skill_id, ud->skill_lv));
    				break;
    			}
    		}
    		if (skill_get_state(ud->skill_id) != ST_MOVE_ENABLE)
    			unit_set_walkdelay(src, tick, battle_config.default_walk_delay+skill_get_walkdelay(ud->skill_id, ud->skill_lv), 1);
    
    		if(battle_config.skill_log && battle_config.skill_log&src->type)
    			ShowInfo("Type %d, ID %d skill castend id [id =%d, lv=%d, target ID %d]\n",
    				src->type, src->id, ud->skill_id, ud->skill_lv, target->id);
    
    		map_freeblock_lock();
    
    		if (skill_get_casttype(ud->skill_id) == CAST_NODAMAGE)
    			skill_castend_nodamage_id(src,target,ud->skill_id,ud->skill_lv,tick,flag);
    		else
    			skill_castend_damage_id(src,target,ud->skill_id,ud->skill_lv,tick,flag);
    
    		if (ud->skill_id != RA_CAMOUFLAGE)
    			status_change_end(src, SC_CAMOUFLAGE, INVALID_TIMER); // Applies to the first skill if active
    
    		sc = status_get_sc(src);
    		if(sc && sc->count) {
    			if(sc->data[SC_SPIRIT] &&
    				sc->data[SC_SPIRIT]->val2 == SL_WIZARD &&
    				sc->data[SC_SPIRIT]->val3 == ud->skill_id &&
    				ud->skill_id != WZ_WATERBALL)
    				sc->data[SC_SPIRIT]->val3 = 0; //Clear bounced spell check.
    
    			if( sc->data[SC_DANCING] && skill_get_inf2(ud->skill_id)&INF2_SONG_DANCE && sd )
    				skill_blockpc_start(sd,BD_ADAPTATION,3000);
    		}
    
    		if( sd && ud->skill_id != SA_ABRACADABRA && ud->skill_id != WM_RANDOMIZESPELL ) // they just set the data so leave it as it is.[Inkfish]
    			sd->skillitem = sd->skillitemlv = 0;
    
    		if (ud->skilltimer == INVALID_TIMER) {
    			if(md) md->skill_idx = -1;
    			else ud->skill_id = 0; //mobs can't clear this one as it is used for skill condition 'afterskill'
    			ud->skill_lv = ud->skilltarget = 0;
    		}
    		map_freeblock_unlock();
    		return 1;
    	} while(0);
    
    	//Skill failed.
    	if (ud->skill_id == MO_EXTREMITYFIST && sd && !(sc && sc->data[SC_FOGWALL]))
    	{	//When Asura fails... (except when it fails from Wall of Fog)
    		//Consume SP/spheres
    		skill_consume_requirement(sd,ud->skill_id, ud->skill_lv,1);
    		status_set_sp(src, 0, 0);
    		sc = &sd->sc;
    		if (sc->count)
    		{	//End states
    			status_change_end(src, SC_EXPLOSIONSPIRITS, INVALID_TIMER);
    			status_change_end(src, SC_BLADESTOP, INVALID_TIMER);
    #ifdef RENEWAL
    			sc_start(src,src, SC_EXTREMITYFIST2, 100, ud->skill_lv, skill_get_time(ud->skill_id, ud->skill_lv));
    #endif
    		}
    		if( target && target->m == src->m ) { //Move character to target anyway.
    			short x, y;
    			short dir = map_calc_dir(src,target->x,target->y);
    
    			//Move 3 cells (From Caster)
    			if( dir > 0 && dir < 4 )
    				x = -3;
    			else if( dir > 4 )
    				x = 3;
    			else
    				x = 0;
    			if( dir > 2 && dir < 6 )
    				y = -3;
    			else if( dir == 7 || dir < 2 )
    				y = 3;
    			else
    				y = 0;
    			if( unit_movepos(src, src->x + x, src->y + y, 1, 1) ) { //Display movement + animation.
    				clif_blown(src);
    				clif_spiritball(src);
    			}
    			clif_skill_damage(src,target,tick,sd->battle_status.amotion,0,0,1,ud->skill_id,ud->skill_lv,DMG_SPLASH);
    		}
    	}
    
    	ud->skill_id = ud->skilltarget = 0;
    	if( !sd || sd->skillitem != ud->skill_id || skill_get_delay(ud->skill_id,ud->skill_lv) )
    		ud->canact_tick = tick;
    	//You can't place a skill failed packet here because it would be
    	//sent in ALL cases, even cases where skill_check_condition fails
    	//which would lead to double 'skill failed' messages u.u [Skotlex]
    	if(sd)
    		sd->skillitem = sd->skillitemlv = 0;
    	else if(md)
    		md->skill_idx = -1;
    	return 0;
    }
    
    /*==========================================
     *
     *------------------------------------------*/
    int skill_castend_pos(int tid, unsigned int tick, int id, intptr_t data)
    {
    	struct block_list* src = map_id2bl(id);
    	struct map_session_data *sd;
    	struct unit_data *ud = unit_bl2ud(src);
    	struct mob_data *md;
    
    	nullpo_ret(ud);
    
    	sd = BL_CAST(BL_PC , src);
    	md = BL_CAST(BL_MOB, src);
    
    	if( src->prev == NULL ) {
    		ud->skilltimer = INVALID_TIMER;
    		return 0;
    	}
    
    	if( ud->skilltimer != tid )
    	{
    		ShowError("skill_castend_pos: Timer mismatch %d!=%d\n", ud->skilltimer, tid);
    		ud->skilltimer = INVALID_TIMER;
    		return 0;
    	}
    
    	if( sd && ud->skilltimer != INVALID_TIMER && ( pc_checkskill(sd,SA_FREECAST) > 0 || ud->skill_id == LG_EXEEDBREAK ) )
    	{// restore original walk speed
    		ud->skilltimer = INVALID_TIMER;
    		status_calc_bl(&sd->bl, SCB_SPEED);
    	}
    	ud->skilltimer = INVALID_TIMER;
    
    	do {
    		int maxcount=0;
    		if( status_isdead(src) )
    			break;
    
    		if( !(src->type&battle_config.skill_reiteration) &&
    			skill_get_unit_flag(ud->skill_id)&UF_NOREITERATION &&
    			skill_check_unit_range(src,ud->skillx,ud->skilly,ud->skill_id,ud->skill_lv)
    		  )
    		{
    			if (sd) clif_skill_fail(sd,ud->skill_id,USESKILL_FAIL_DUPLICATE_RANGEIN,0);
    			break;
    		}
    		if( src->type&battle_config.skill_nofootset &&
    			skill_get_unit_flag(ud->skill_id)&UF_NOFOOTSET &&
    			skill_check_unit_range2(src,ud->skillx,ud->skilly,ud->skill_id,ud->skill_lv,false)
    		  )
    		{
    			if (sd) clif_skill_fail(sd,ud->skill_id,USESKILL_FAIL_LEVEL,0);
    			break;
    		}
    		if( src->type&battle_config.land_skill_limit &&
    			(maxcount = skill_get_maxcount(ud->skill_id, ud->skill_lv)) > 0
    		  ) {
    			int i;
    			for(i=0;i<MAX_SKILLUNITGROUP && ud->skillunit[i] && maxcount;i++) {
    				if(ud->skillunit[i]->skill_id == ud->skill_id)
    					maxcount--;
    			}
    			if( maxcount == 0 )
    			{
    				if (sd) clif_skill_fail(sd,ud->skill_id,USESKILL_FAIL_LEVEL,0);
    				break;
    			}
    		}
    
    		if(tid != INVALID_TIMER)
    		{	//Avoid double checks on instant cast skills. [Skotlex]
    			if (!status_check_skilluse(src, NULL, ud->skill_id, 1))
    				break;
    			if (battle_config.skill_add_range &&
    				!check_distance_blxy(src, ud->skillx, ud->skilly, skill_get_range2(src, ud->skill_id, ud->skill_lv, true) + battle_config.skill_add_range)) {
    				if (sd && battle_config.skill_out_range_consume) //Consume items anyway.
    					skill_consume_requirement(sd, ud->skill_id, ud->skill_lv, 3);
    				break;
    			}
    		}
    
    		if( sd )
    		{
    			if( ud->skill_id != AL_WARP && !skill_check_condition_castend(sd, ud->skill_id, ud->skill_lv) )
    				break;
    			else
    				skill_consume_requirement(sd,ud->skill_id,ud->skill_lv,1);
    		}
    
    		if( (src->type == BL_MER || src->type == BL_HOM) && !skill_check_condition_mercenary(src, ud->skill_id, ud->skill_lv, 1) )
    			break;
    
    		if(md) {
    			md->last_thinktime=tick +MIN_MOBTHINKTIME;
    			if(md->skill_idx >= 0 && md->db->skill[md->skill_idx].emotion >= 0)
    				clif_emotion(src, md->db->skill[md->skill_idx].emotion);
    		}
    
    		if(battle_config.skill_log && battle_config.skill_log&src->type)
    			ShowInfo("Type %d, ID %d skill castend pos [id =%d, lv=%d, (%d,%d)]\n",
    				src->type, src->id, ud->skill_id, ud->skill_lv, ud->skillx, ud->skilly);
    
    		if (ud->walktimer != INVALID_TIMER)
    			unit_stop_walking(src,1);
    
    		if (!sd || sd->skillitem != ud->skill_id || skill_get_delay(ud->skill_id, ud->skill_lv))
    			ud->canact_tick = max(tick + skill_delayfix(src, ud->skill_id, ud->skill_lv), ud->canact_tick - SECURITY_CASTTIME);
    		if (sd) { //Cooldown application
    			int cooldown = pc_get_skillcooldown(sd,ud->skill_id, ud->skill_lv);
    			if(cooldown) skill_blockpc_start(sd, ud->skill_id, cooldown);
    		}
    		if( battle_config.display_status_timers && sd )
    			clif_status_change(src, SI_ACTIONDELAY, 1, skill_delayfix(src, ud->skill_id, ud->skill_lv), 0, 0, 0);
    		if( sd && sd->skillitem != ud->skill_id )
    		{ // Skill Usage Counter
    			int i;
    			if( map_allowed_woe(sd->bl.m) )
    			{
    				ARR_FIND(0,MAX_SKILL_TREE,i,sd->status.skillcount[i].id == ud->skill_id || !sd->status.skillcount[i].id);
    				if( i < MAX_SKILL_TREE )
    				{
    					sd->status.skillcount[i].id = ud->skill_id;
    					sd->status.skillcount[i].count++;
    				}
    			}
    			else if( map[sd->bl.m].flag.battleground && sd->bg_id )
    			{
    				ARR_FIND(0,MAX_SKILL_TREE,i,sd->status.bg_skillcount[i].id == ud->skill_id || !sd->status.bg_skillcount[i].id);
    				if( i < MAX_SKILL_TREE )
    				{
    					sd->status.bg_skillcount[i].id = ud->skill_id;
    					sd->status.bg_skillcount[i].count++;
    				}
    			}
    		}
    //		if( sd )
    //		{
    //			switch( ud->skill_id )
    //			{
    //			case ????:
    //				sd->canequip_tick = tick + ????;
    //				break;
    //			}
    //		}
    		unit_set_walkdelay(src, tick, battle_config.default_walk_delay+skill_get_walkdelay(ud->skill_id, ud->skill_lv), 1);
    		map_freeblock_lock();
    		skill_castend_pos2(src,ud->skillx,ud->skilly,ud->skill_id,ud->skill_lv,tick,0);
    
    		if (ud->skill_id != RA_CAMOUFLAGE)
    			status_change_end(src, SC_CAMOUFLAGE, INVALID_TIMER); // Applies to the first skill if active
    
    		if( sd && sd->skillitem != AL_WARP ) // Warp-Portal thru items will clear data in skill_castend_map. [Inkfish]
    			sd->skillitem = sd->skillitemlv = 0;
    
    		if (ud->skilltimer == INVALID_TIMER) {
    			if (md) md->skill_idx = -1;
    			else ud->skill_id = 0; //Non mobs can't clear this one as it is used for skill condition 'afterskill'
    			ud->skill_lv = ud->skillx = ud->skilly = 0;
    		}
    
    		map_freeblock_unlock();
    		return 1;
    	} while(0);
    
    	if( !sd || sd->skillitem != ud->skill_id || skill_get_delay(ud->skill_id,ud->skill_lv) )
    		ud->canact_tick = tick;
    	ud->skill_id = ud->skill_lv = 0;
    	if(sd)
    		sd->skillitem = sd->skillitemlv = 0;
    	else if(md)
    		md->skill_idx  = -1;
    	return 0;
    
    }
    
    /* skill count without self */
    static int skill_count_wos(struct block_list *bl,va_list ap) {
    	struct block_list* src = va_arg(ap, struct block_list*);
    	if( src->id != bl->id ) {
    		return 1;
    	}
    	return 0;
    }
    
    /*==========================================
     *
     *------------------------------------------*/
    int skill_castend_pos2(struct block_list* src, int x, int y, uint16 skill_id, uint16 skill_lv, unsigned int tick, int flag)
    {
    	struct map_session_data* sd;
    	struct status_change* sc;
    	struct status_change_entry *sce;
    	struct skill_unit_group* sg;
    	enum sc_type type;
    	int i;
    
    	//if(skill_lv <= 0) return 0;
    	if(skill_id > 0 && !skill_lv) return 0;	// celest
    
    	nullpo_ret(src);
    
    	if(status_isdead(src))
    		return 0;
    
    	sd = BL_CAST(BL_PC, src);
    
    	sc = status_get_sc(src);
    	type = status_skill2sc(skill_id);
    	sce = (sc && type != -1)?sc->data[type]:NULL;
    
    	switch (skill_id) { //Skill effect.
    		case WZ_METEOR:
    		case WZ_ICEWALL:
    		case MO_BODYRELOCATION:
    		case CR_CULTIVATION:
    		case HW_GANBANTEIN:
    		case LG_EARTHDRIVE:
    		case SC_ESCAPE:
    		case RL_HAMMER_OF_GOD:
    		case SU_CN_METEOR:
    			break; //Effect is displayed on respective switch case.
    		default:
    			if(skill_get_inf(skill_id)&INF_SELF_SKILL)
    				clif_skill_nodamage(src,src,skill_id,skill_lv,1);
    			else
    				clif_skill_poseffect(src,skill_id,skill_lv,x,y,tick);
    	}
    
    	switch(skill_id)
    	{
    	case PR_BENEDICTIO:
    		skill_area_temp[1] = src->id;
    		i = skill_get_splash(skill_id, skill_lv);
    		map_foreachinarea(skill_area_sub,
    			src->m, x-i, y-i, x+i, y+i, BL_PC,
    			src, skill_id, skill_lv, tick, flag|BCT_ALL|1,
    			skill_castend_nodamage_id);
    		map_foreachinarea(skill_area_sub,
    			src->m, x-i, y-i, x+i, y+i, BL_CHAR,
    			src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1,
    			skill_castend_damage_id);
    		break;
    
    	case BS_HAMMERFALL:
    		i = skill_get_splash(skill_id, skill_lv);
    		map_foreachinarea(skill_area_sub,
    			src->m, x-i, y-i, x+i, y+i, BL_CHAR,
    			src, skill_id, skill_lv, tick, flag|BCT_ENEMY|2,
    			skill_castend_nodamage_id);
    		break;
    
    	case HT_DETECTING:
    		i = skill_get_splash(skill_id, skill_lv);
    		map_foreachinarea( status_change_timer_sub,
    			src->m, x-i, y-i, x+i,y+i,BL_CHAR,
    			src,NULL,SC_SIGHT,tick);
    		skill_reveal_trap_inarea(src, i, x, y);
    		break;
    
    	case SR_RIDEINLIGHTNING:
    		i = skill_get_splash(skill_id, skill_lv);
    		map_foreachinarea(skill_area_sub, src->m, x-i, y-i, x+i, y+i, BL_CHAR,
    			src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_damage_id);
    		break;
    
    	case SA_VOLCANO:
    	case SA_DELUGE:
    	case SA_VIOLENTGALE:
    	{	//Does not consumes if the skill is already active. [Skotlex]
    		struct skill_unit_group *sg2;
    		if ((sg2= skill_locate_element_field(src)) != NULL && ( sg2->skill_id == SA_VOLCANO || sg2->skill_id == SA_DELUGE || sg2->skill_id == SA_VIOLENTGALE ))
    		{
    			if (sg2->limit - DIFF_TICK(gettick(), sg2->tick) > 0)
    			{
    				skill_unitsetting(src,skill_id,skill_lv,x,y,0);
    				return 0; // not to consume items
    			}
    			else
    				sg2->limit = 0; //Disable it.
    		}
    		skill_unitsetting(src,skill_id,skill_lv,x,y,0);
    		break;
    	}
    
    	// Skill Unit Setting
    	case MG_SAFETYWALL:
    	case MG_FIREWALL:
    	case MG_THUNDERSTORM:
    	case AL_PNEUMA:
    	case WZ_FIREPILLAR:
    	case WZ_QUAGMIRE:
    	case WZ_VERMILION:
    	case WZ_STORMGUST:
    	case WZ_HEAVENDRIVE:
    	case PR_SANCTUARY:
    	case PR_MAGNUS:
    	case CR_GRANDCROSS:
    	case NPC_GRANDDARKNESS:
    	case HT_SKIDTRAP:
    	case MA_SKIDTRAP:
    	case HT_LANDMINE:
    	case MA_LANDMINE:
    	case HT_ANKLESNARE:
    	case HT_SHOCKWAVE:
    	case HT_SANDMAN:
    	case MA_SANDMAN:
    	case HT_FLASHER:
    	case HT_FREEZINGTRAP:
    	case MA_FREEZINGTRAP:
    	case HT_BLASTMINE:
    	case HT_CLAYMORETRAP:
    	case AS_VENOMDUST:
    	case AM_DEMONSTRATION:
    	case PF_FOGWALL:
    	case PF_SPIDERWEB:
    	case HT_TALKIEBOX:
    	case WE_CALLPARTNER:
    	case WE_CALLPARENT:
    	case WE_CALLBABY:
    	case SA_LANDPROTECTOR:
    	case BD_LULLABY:
    	case BD_RICHMANKIM:
    	case BD_ETERNALCHAOS:
    	case BD_DRUMBATTLEFIELD:
    	case BD_RINGNIBELUNGEN:
    	case BD_ROKISWEIL:
    	case BD_INTOABYSS:
    	case BD_SIEGFRIED:
    	case BA_DISSONANCE:
    	case BA_POEMBRAGI:
    	case BA_WHISTLE:
    	case BA_ASSASSINCROSS:
    	case BA_APPLEIDUN:
    	case DC_UGLYDANCE:
    	case DC_HUMMING:
    	case DC_DONTFORGETME:
    	case DC_FORTUNEKISS:
    	case DC_SERVICEFORYOU:
    	case CG_MOONLIT:
    	case GS_DESPERADO:
    	case NJ_KAENSIN:
    	case NJ_BAKUENRYU:
    	case NJ_SUITON:
    	case NJ_HYOUSYOURAKU:
    	case NJ_RAIGEKISAI:
    	case NJ_KAMAITACHI:
    #ifdef RENEWAL
    	case NJ_HUUMA:
    #endif
    	case NPC_EVILLAND:
    	case RA_ELECTRICSHOCKER:
    	case RA_CLUSTERBOMB:
    	case RA_MAGENTATRAP:
    	case RA_COBALTTRAP:
    	case RA_MAIZETRAP:
    	case RA_VERDURETRAP:
    	case RA_FIRINGTRAP:
    	case RA_ICEBOUNDTRAP:
    	case SC_MANHOLE:
    	case SC_DIMENSIONDOOR:
    	case SC_CHAOSPANIC:
    	case SC_MAELSTROM:
    	case SC_BLOODYLUST:
    	case WM_REVERBERATION:
    	case WM_POEMOFNETHERWORLD:
    	case SO_PSYCHIC_WAVE:
    	case SO_VACUUM_EXTREME:
    	case GN_THORNS_TRAP:
    	case GN_DEMONIC_FIRE:
    	case GN_HELLS_PLANT:
    	case SO_EARTHGRAVE:
    	case SO_DIAMONDDUST:
    	case SO_FIRE_INSIGNIA:
    	case SO_WATER_INSIGNIA:
    	case SO_WIND_INSIGNIA:
    	case SO_EARTH_INSIGNIA:
    	case KO_HUUMARANKA:
    	case KO_BAKURETSU:
    	case KO_ZENKAI:
    	case MH_LAVA_SLIDE:
    	case MH_VOLCANIC_ASH:
    	case MH_POISON_MIST:
    	case MH_STEINWAND:
    	case MH_XENO_SLASHER:
    	case LG_KINGS_GRACE:
    	case RL_B_TRAP:
    	case SU_CN_POWDERING:
    	case SU_SV_ROOTTWIST:
    		flag|=1;//Set flag to 1 to prevent deleting ammo (it will be deleted on group-delete).
    	case GS_GROUNDDRIFT: //Ammo should be deleted right away.
    	case GN_WALLOFTHORN:
    		skill_unitsetting(src,skill_id,skill_lv,x,y,0);
    		break;
    	case WZ_ICEWALL:
    		flag|=1;
    		if(skill_unitsetting(src,skill_id,skill_lv,x,y,0))
    			clif_skill_poseffect(src,skill_id,skill_lv,x,y,tick);
    		break;
    	case RG_GRAFFITI:			/* Graffiti [Valaris] */
    		skill_unitsetting(src,skill_id,skill_lv,x,y,0);
    		flag|=1;
    		break;
    	case HP_BASILICA:
    		if( sc->data[SC_BASILICA] ) {
    			status_change_end(src, SC_BASILICA, INVALID_TIMER); // Cancel Basilica and return so requirement isn't consumed again
    			return 0;
    		} else { // Create Basilica. Start SC on caster. Unit timer start SC on others.
    			if( map_getcell(src->m, x, y, CELL_CHKLANDPROTECTOR) ) {
    				clif_skill_fail(sd,skill_id,USESKILL_FAIL,0);
    				return 0;
    			}
    			skill_clear_unitgroup(src);
    			skill_unitsetting(src,skill_id,skill_lv,x,y,0);
    			flag|=1;
    		}
    		break;
    	case CG_HERMODE:
    		skill_clear_unitgroup(src);
    		if ((sg = skill_unitsetting(src,skill_id,skill_lv,x,y,0)))
    			sc_start4(src,src,SC_DANCING,100,
    				skill_id,0,skill_lv,sg->group_id,skill_get_time(skill_id,skill_lv));
    		flag|=1;
    		break;
    	case RG_CLEANER: // [Valaris]
    		i = skill_get_splash(skill_id, skill_lv);
    		map_foreachinarea(skill_graffitiremover,src->m,x-i,y-i,x+i,y+i,BL_SKILL,1);
    		break;
    
    	case SO_WARMER:
    	case SO_CLOUD_KILL:
    		flag |= (skill_id == SO_WARMER) ? 8 : 4;
    		skill_unitsetting(src,skill_id,skill_lv,x,y,0);
    		break;
    
    	case WZ_METEOR: {
    			int area = skill_get_splash(skill_id, skill_lv);
    			short tmpx = 0, tmpy = 0, x1 = 0, y1 = 0;
    
    			for( i = 0; i < 2 + (skill_lv>>1); i++ ) {
    				// Creates a random Cell in the Splash Area
    				tmpx = x - area + rnd()%(area * 2 + 1);
    				tmpy = y - area + rnd()%(area * 2 + 1);
    
    				if( i == 0 && path_search_long(NULL, src->m, src->x, src->y, tmpx, tmpy, CELL_CHKWALL) )
    					clif_skill_poseffect(src,skill_id,skill_lv,tmpx,tmpy,tick);
    
    				if( i > 0 )
    					skill_addtimerskill(src,tick+i*1000,0,tmpx,tmpy,skill_id,skill_lv,(x1<<16)|y1,0);
    
    				x1 = tmpx;
    				y1 = tmpy;
    			}
    
    			skill_addtimerskill(src,tick+i*1000,0,tmpx,tmpy,skill_id,skill_lv,-1,0);
    		}
    		break;
    
    	case SU_CN_METEOR: {
    			int area = skill_get_splash(skill_id, skill_lv);
    			short tmpx = 0, tmpy = 0;
    			if (sd && skill_id == SU_CN_METEOR) {
    				short item_idx = pc_search_inventory(sd, ITEMID_CATNIP_FRUIT);
    				if (item_idx >= 0) {
    					pc_delitem(sd, item_idx, 1, 0, 1, LOG_TYPE_CONSUME);
    					flag |= 1;
    				}
    			}
    			for (i = 1; i <= skill_get_time(skill_id, skill_lv)/skill_get_unit_interval(skill_id); i++) {
    				// Creates a random Cell in the Splash Area
    				tmpx = x - area + rnd()%(area * 2 + 1);
    				tmpy = y - area + rnd()%(area * 2 + 1);
    				skill_unitsetting(src, skill_id, skill_lv, tmpx, tmpy, flag+i*skill_get_unit_interval(skill_id));
    			}
    		}
    		break;
    
    	case AL_WARP:
    		if(sd)
    		{
    			clif_skill_warppoint(sd, skill_id, skill_lv, sd->status.save_point.map,
    				(skill_lv >= 2) ? sd->status.memo_point[0].map : 0,
    				(skill_lv >= 3) ? sd->status.memo_point[1].map : 0,
    				(skill_lv >= 4) ? sd->status.memo_point[2].map : 0
    			);
    		}
    		if( sc && sc->data[SC_CURSEDCIRCLE_ATKER] ) //Should only remove after the skill has been casted.
    			status_change_end(src,SC_CURSEDCIRCLE_ATKER,INVALID_TIMER);
    		return 0; // not to consume item.
    
    	case MO_BODYRELOCATION:
    		if (unit_movepos(src, x, y, 2, 1)) {
    #if PACKETVER >= 20111005
    			clif_snap(src, src->x, src->y);
    #else
    			clif_skill_poseffect(src,skill_id,skill_lv,src->x,src->y,tick);
    #endif
    			if (sd)
    				skill_blockpc_start (sd, MO_EXTREMITYFIST, 2000);
    		}
    		break;
    	case NJ_SHADOWJUMP:
    		if( map_getcell(src->m,x,y,CELL_CHKREACH) && skill_check_unit_movepos(3, src, x, y, 1, 0) ) //You don't move on GVG grounds.
    			clif_blown(src);
    		status_change_end(src, SC_HIDING, INVALID_TIMER);
    		break;
    	case AM_SPHEREMINE:
    	case AM_CANNIBALIZE:
    		{
    			int summons[5] = { MOBID_G_MANDRAGORA, MOBID_G_HYDRA, MOBID_G_FLORA, MOBID_G_PARASITE, MOBID_G_GEOGRAPHER };
    			int class_ = skill_id==AM_SPHEREMINE?MOBID_MARINE_SPHERE:summons[skill_lv-1];
    			int ai = (skill_id == AM_SPHEREMINE) ? AI_SPHERE : AI_FLORA;
    			struct mob_data *md;
    
    			// Correct info, don't change any of this! [celest]
    			md = mob_once_spawn_sub(src, src->m, x, y, status_get_name(src), class_, "", SZ_SMALL, ai);
    			if (md) {
    				md->master_id = src->id;
    				md->special_state.ai = (enum mob_ai)ai;
    				if( md->deletetimer != INVALID_TIMER )
    					delete_timer(md->deletetimer, mob_timer_delete);
    				md->deletetimer = add_timer (gettick() + skill_get_time(skill_id,skill_lv), mob_timer_delete, md->bl.id, 0);
    				mob_spawn (md); //Now it is ready for spawning.
    			}
    		}
    		break;
    
    	// Slim Pitcher [Celest]
    	case CR_SLIMPITCHER:
    		if (sd) {
    		int i_lv = 0, j = 0;
    		struct skill_condition require = skill_get_requirement(sd, skill_id, skill_lv);
    		i_lv = skill_lv%11 - 1;
    		j = pc_search_inventory(sd, require.itemid[i_lv]);
    		if (j < 0 || require.itemid[i_lv] <= 0 || sd->inventory_data[j] == NULL || sd->status.inventory[j].amount < require.amount[i_lv])
    			{
    				clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
    				return 1;
    			}
    			potion_flag = 1;
    			potion_hp = 0;
    			potion_sp = 0;
    			run_script(sd->inventory_data[j]->script,0,sd->bl.id,0);
    			potion_flag = 0;
    			//Apply skill bonuses
    			i_lv = pc_checkskill(sd,CR_SLIMPITCHER)*10
    				+ pc_checkskill(sd,AM_POTIONPITCHER)*10
    				+ pc_checkskill(sd,AM_LEARNINGPOTION)*5
    				+ pc_skillheal_bonus(sd, skill_id);
    
    			potion_hp = potion_hp * (100+i_lv)/100;
    			potion_sp = potion_sp * (100+i_lv)/100;
    
    			if(potion_hp > 0 || potion_sp > 0) {
    				i_lv = skill_get_splash(skill_id, skill_lv);
    				map_foreachinarea(skill_area_sub,
    					src->m,x-i_lv,y-i_lv,x+i_lv,y+i_lv,BL_CHAR,
    					src,skill_id,skill_lv,tick,flag|BCT_PARTY|BCT_GUILD|1,
    					skill_castend_nodamage_id);
    			}
    		} else {
    			int id = skill_get_itemid(skill_id, skill_lv);
    			struct item_data *item;
    			item = itemdb_search(id);
    			potion_flag = 1;
    			potion_hp = 0;
    			potion_sp = 0;
    			run_script(item->script,0,src->id,0);
    			potion_flag = 0;
    			id = skill_get_max(CR_SLIMPITCHER)*10;
    
    			potion_hp = potion_hp * (100+id)/100;
    			potion_sp = potion_sp * (100+id)/100;
    
    			if(potion_hp > 0 || potion_sp > 0) {
    				id = skill_get_splash(skill_id, skill_lv);
    				map_foreachinarea(skill_area_sub,
    					src->m,x-id,y-id,x+id,y+id,BL_CHAR,
    					src,skill_id,skill_lv,tick,flag|BCT_PARTY|BCT_GUILD|1,
    						skill_castend_nodamage_id);
    			}
    		}
    		break;
    
    	case HW_GANBANTEIN:
    		if (rnd()%100 < 80) {
    			int dummy = 1;
    			clif_skill_poseffect(src,skill_id,skill_lv,x,y,tick);
    			i = skill_get_splash(skill_id, skill_lv);
    			map_foreachinarea(skill_cell_overlap, src->m, x-i, y-i, x+i, y+i, BL_SKILL, HW_GANBANTEIN, &dummy, src);
    		} else {
    			if (sd) clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
    			return 1;
    		}
    		break;
    
    	case HW_GRAVITATION:
    		if ((sg = skill_unitsetting(src,skill_id,skill_lv,x,y,0)))
    			sc_start4(src,src,type,100,skill_lv,0,BCT_SELF,sg->group_id,skill_get_time(skill_id,skill_lv));
    		flag|=1;
    		break;
    
    	// Plant Cultivation [Celest]
    	case CR_CULTIVATION:
    		if (sd) {
    			if( map_count_oncell(src->m,x,y,BL_CHAR,0) > 0 )
    			{
    				clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
    				return 1;
    			}
    			clif_skill_poseffect(src,skill_id,skill_lv,x,y,tick);
    			if (rnd()%100 < 50) {
    				clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
    			} else {
    				TBL_MOB* md = mob_once_spawn_sub(src, src->m, x, y, "--ja--",(skill_lv < 2 ? MOBID_BLACK_MUSHROOM + rnd()%2 : MOBID_RED_PLANT + rnd()%6),"", SZ_SMALL, AI_NONE);
    				int t;
    				if (!md) break;
    				if ((t = skill_get_time(skill_id, skill_lv)) > 0)
    				{
    					if( md->deletetimer != INVALID_TIMER )
    						delete_timer(md->deletetimer, mob_timer_delete);
    					md->deletetimer = add_timer (tick + t, mob_timer_delete, md->bl.id, 0);
    				}
    				mob_spawn (md);
    			}
    		}
    		break;
    
    	case SG_SUN_WARM:
    	case SG_MOON_WARM:
    	case SG_STAR_WARM:
    		skill_clear_unitgroup(src);
    		if ((sg = skill_unitsetting(src,skill_id,skill_lv,src->x,src->y,0)))
    			sc_start4(src,src,type,100,skill_lv,0,0,sg->group_id,skill_get_time(skill_id,skill_lv));
    		flag|=1;
    		break;
    
    	case PA_GOSPEL:
    		if (sce && sce->val4 == BCT_SELF)
    		{
    			status_change_end(src, SC_GOSPEL, INVALID_TIMER);
    			return 0;
    		}
    		else
    		{
    			sg = skill_unitsetting(src,skill_id,skill_lv,src->x,src->y,0);
    			if (!sg) break;
    			if (sce)
    				status_change_end(src, type, INVALID_TIMER); //Was under someone else's Gospel. [Skotlex]
    			sc_start4(src,src,type,100,skill_lv,0,sg->group_id,BCT_SELF,skill_get_time(skill_id,skill_lv));
    			clif_skill_poseffect(src, skill_id, skill_lv, 0, 0, tick); // PA_GOSPEL music packet
    		}
    		break;
    	case NJ_TATAMIGAESHI:
    		if (skill_unitsetting(src,skill_id,skill_lv,src->x,src->y,0))
    			sc_start(src,src,type,100,skill_lv,skill_get_time2(skill_id,skill_lv));
    		break;
    
    	case AM_RESURRECTHOMUN:	//[orn]
    		if (sd)
    		{
    			if (!hom_ressurect(sd, 20*skill_lv, x, y))
    			{
    				clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
    				break;
    			}
    		}
    		break;
    
    	case RK_WINDCUTTER:
    		clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SKILL);
    	case AC_SHOWER:
    		if (skill_id == AC_SHOWER)
    			status_change_end(src, SC_CAMOUFLAGE, INVALID_TIMER);
    	case MA_SHOWER:
    	case NC_COLDSLOWER:
    	case RK_DRAGONBREATH:
    	case RK_DRAGONBREATH_WATER:
    		// Cast center might be relevant later (e.g. for knockback direction)
    		skill_area_temp[4] = x;
    		skill_area_temp[5] = y;
    		i = skill_get_splash(skill_id,skill_lv);
    		if (battle_config.skill_wall_check)
    			map_foreachinshootarea(skill_area_sub,src->m,x-i,y-i,x+i,y+i,BL_CHAR|BL_SKILL,src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
    		else
    			map_foreachinarea(skill_area_sub,src->m,x-i,y-i,x+i,y+i,BL_CHAR|BL_SKILL,src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
    		break;
    
    	case SO_ARRULLO:
    		i = skill_get_splash(skill_id,skill_lv);
    		map_foreachinarea(skill_area_sub,src->m,x-i,y-i,x+i,y+i,BL_CHAR,
    			src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
    		break;
    
    	case GC_POISONSMOKE:
    		if( !(sc && sc->data[SC_POISONINGWEAPON]) ) {
    			if( sd )
    				clif_skill_fail(sd,skill_id,USESKILL_FAIL_GC_POISONINGWEAPON,0);
    			return 0;
    		}
    		clif_skill_damage(src,src,tick,status_get_amotion(src),0,-30000,1,skill_id,skill_lv,DMG_SKILL);
    		skill_unitsetting(src, skill_id, skill_lv, x, y, flag);
    		break;
    
    	case AB_EPICLESIS:
    		if( (sg = skill_unitsetting(src, skill_id, skill_lv, x, y, 0)) ) {
    			i = skill_get_splash(skill_id, skill_lv);
    			map_foreachinarea(skill_area_sub, src->m, x - i, y - i, x + i, y + i, BL_CHAR, src, ALL_RESURRECTION, 1, tick, flag|BCT_NOENEMY|1,skill_castend_nodamage_id);
    		}
    		break;
    
    	case WL_COMET:
    		if( sc ) {
    			sc->comet_x = x;
    			sc->comet_y = y;
    		}
    		i = skill_get_splash(skill_id,skill_lv);
    		map_foreachinarea(skill_area_sub,src->m,x-i,y-i,x+i,y+i,splash_target(src),src,skill_id,skill_lv,tick,flag|BCT_ENEMY|SD_ANIMATION|1,skill_castend_damage_id);
    		break;
    
    	case WL_EARTHSTRAIN:
    		{
    			int w, wave = skill_lv + 4, dir = map_calc_dir(src,x,y);
    			int sx = x = src->x, sy = y = src->y; // Store first caster's location to avoid glitch on unit setting
    
    			for( w = 1; w <= wave; w++ )
    			{
    				switch( dir ){
    					case 0: case 1: case 7: sy = y + w; break;
    					case 3: case 4: case 5: sy = y - w; break;
    					case 2: sx = x - w; break;
    					case 6: sx = x + w; break;
    				}
    				skill_addtimerskill(src,gettick() + (140 * w),0,sx,sy,skill_id,skill_lv,dir,flag&2);
    			}
    		}
    		break;
    
    	case RA_DETONATOR:
    		i = skill_get_splash(skill_id, skill_lv);
    		map_foreachinarea(skill_detonator, src->m, x-i, y-i, x+i, y+i, BL_SKILL, src);
    		clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SKILL);
    		break;
    
    	case NC_NEUTRALBARRIER:
    	case NC_STEALTHFIELD:
    		if( (sc->data[SC_NEUTRALBARRIER_MASTER] && skill_id == NC_NEUTRALBARRIER) || (sc->data[SC_STEALTHFIELD_MASTER] && skill_id == NC_STEALTHFIELD) ) {
    			skill_clear_unitgroup(src);
    			return 0;
    		}
    		skill_clear_unitgroup(src); // To remove previous skills - cannot used combined
    		if( (sg = skill_unitsetting(src,skill_id,skill_lv,src->x,src->y,0)) != NULL ) {
    			sc_start2(src,src,skill_id == NC_NEUTRALBARRIER ? SC_NEUTRALBARRIER_MASTER : SC_STEALTHFIELD_MASTER,100,skill_lv,sg->group_id,skill_get_time(skill_id,skill_lv));
    			if( sd ) pc_overheat(sd,1);
    		}
    		break;
    
    	case NC_SILVERSNIPER:
    		{
    			struct mob_data *md;
    
    			md = mob_once_spawn_sub(src, src->m, x, y, status_get_name(src), MOBID_SILVERSNIPER, "", SZ_SMALL, AI_NONE);
    			if( md ) {
    				md->master_id = src->id;
    				md->special_state.ai = AI_FAW;
    				if( md->deletetimer != INVALID_TIMER )
    					delete_timer(md->deletetimer, mob_timer_delete);
    				md->deletetimer = add_timer (gettick() + skill_get_time(skill_id, skill_lv), mob_timer_delete, md->bl.id, 0);
    				mob_spawn(md);
    			}
    		}
    		break;
    
    	case NC_MAGICDECOY:
    		if( sd ) clif_magicdecoy_list(sd,skill_lv,x,y);
    		break;
    
    	case SC_FEINTBOMB:
    		skill_unitsetting(src,skill_id,skill_lv,x,y,0); // Set bomb on current Position
    		skill_blown(src,src,skill_get_blewcount(skill_id, skill_lv),unit_getdir(src),0);
    		clif_skill_nodamage(src,src,skill_id,skill_lv,sc_start(src,src,type,100,skill_lv,skill_get_time2(skill_id,skill_lv)));
    		break;
    
    	case SC_ESCAPE:
    		skill_unitsetting(src, skill_id, skill_lv, x, y, 0);
    		skill_blown(src, src, skill_get_blewcount(skill_id, skill_lv), unit_getdir(src), 0);
    		clif_skill_nodamage(src,src,skill_id,skill_lv,1);
    		flag |= 1;
    		break;
    
    	case LG_OVERBRAND: {
    			int dir = map_calc_dir(src,x,y);
    			int sx = src->x, sy = src->y;
    			struct s_skill_nounit_layout *layout = skill_get_nounit_layout(skill_id,skill_lv,src,sx,sy,dir);
    
    			for( i = 0; i < layout->count; i++ )
    				map_foreachincell(skill_area_sub,src->m,sx+layout->dx[i],sy+layout->dy[i],BL_CHAR,src,skill_id,skill_lv,tick,flag|BCT_ENEMY|SD_ANIMATION|1,skill_castend_damage_id);
    			skill_addtimerskill(src,gettick() + status_get_amotion(src),0,x,y,LG_OVERBRAND_BRANDISH,skill_lv,dir,flag);
    		}
    		break;
    
    	case LG_BANDING:
    		if( sc && sc->data[SC_BANDING] )
    			status_change_end(src,SC_BANDING,INVALID_TIMER);
    		else if( (sg = skill_unitsetting(src,skill_id,skill_lv,src->x,src->y,0)) != NULL ) {
    			sc_start4(src,src,SC_BANDING,100,skill_lv,0,0,sg->group_id,skill_get_time(skill_id,skill_lv));
    			if( sd ) pc_banding(sd,skill_lv);
    		}
    		clif_skill_nodamage(src,src,skill_id,skill_lv,1);
    		break;
    
    	case LG_RAYOFGENESIS:
    		if( status_charge(src,status_get_max_hp(src)*3*skill_lv / 100,0) ) {
    			i = skill_get_splash(skill_id,skill_lv);
    			map_foreachinarea(skill_area_sub,src->m,x-i,y-i,x+i,y+i,BL_CHAR|BL_SKILL,
    				src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
    		} else if( sd )
    			clif_skill_fail(sd,skill_id,USESKILL_FAIL,0);
    		break;
    
    	case WM_DOMINION_IMPULSE:
    		i = skill_get_splash(skill_id, skill_lv);
    		map_foreachinarea(skill_active_reverberation, src->m, x-i, y-i, x+i,y+i,BL_SKILL);
    		break;
    
    	case WM_GREAT_ECHO:
    	case WM_SOUND_OF_DESTRUCTION:
    		i = skill_get_splash(skill_id,skill_lv);
    		map_foreachinarea(skill_area_sub,src->m,x-i,y-i,x+i,y+i,BL_CHAR,src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
    		break;
    
    	case WM_SEVERE_RAINSTORM:
    		flag |= 1;
    		if (sd)
    			sd->canequip_tick = tick + skill_get_time(skill_id, skill_lv); // Can't switch equips for the duration of the skill.
    		skill_unitsetting(src,skill_id,skill_lv,x,y,0);
    		break;
    
    	case GN_CRAZYWEED: {
    			int area = skill_get_splash(GN_CRAZYWEED_ATK, skill_lv);
    			for( i = 0; i < 3 + (skill_lv/2); i++ ) {
    				int x1 = x - area + rnd()%(area * 2 + 1);
    				int y1 = y - area + rnd()%(area * 2 + 1);
    				skill_addtimerskill(src,tick+i*150,0,x1,y1,GN_CRAZYWEED_ATK,skill_lv,-1,0);
    			}
    		}
    		break;
    	case GN_FIRE_EXPANSION: {
    		int i_su;
    		struct unit_data *ud = unit_bl2ud(src);
    
    		if( !ud ) break;
    
    		for( i_su = 0; i_su < MAX_SKILLUNITGROUP && ud->skillunit[i_su]; i_su ++ ) {
    			if( ud->skillunit[i_su]->skill_id == GN_DEMONIC_FIRE &&
    			   distance_xy(x, y, ud->skillunit[i_su]->unit->bl.x, ud->skillunit[i_su]->unit->bl.y) < 4 ) {
    				switch( skill_lv ) {
    					case 1:
    						ud->skillunit[i_su]->unit->val2 = skill_lv;
    						ud->skillunit[i_su]->unit->group->val2 = skill_lv;
    						break;
    					case 2:
    						map_foreachinarea(skill_area_sub,src->m,
    							ud->skillunit[i_su]->unit->bl.x - 2,ud->skillunit[i_su]->unit->bl.y - 2,
    							ud->skillunit[i_su]->unit->bl.x + 2,ud->skillunit[i_su]->unit->bl.y + 2, BL_CHAR,
    							src, GN_DEMONIC_FIRE, skill_lv + 20, tick, flag|BCT_ENEMY|SD_LEVEL|1, skill_castend_damage_id);
    						skill_delunit(ud->skillunit[i_su]->unit);
    						break;
    					case 3:
    						skill_delunit(ud->skillunit[i_su]->unit);
    						skill_unitsetting(src, GN_FIRE_EXPANSION_SMOKE_POWDER, 1, x, y, 0);
    						flag |= 1;
    						break;
    					case 4:
    						skill_delunit(ud->skillunit[i_su]->unit);
    						skill_unitsetting(src, GN_FIRE_EXPANSION_TEAR_GAS, 1, x, y, 0);
    						flag |= 1;
    						break;
    					case 5: {
    						int acid_lv = 5; // Cast at Acid Demonstration at level 5 unless the user has a higher level learned.
    						if( sd && pc_checkskill(sd, CR_ACIDDEMONSTRATION) > 5 )
    							acid_lv = pc_checkskill(sd, CR_ACIDDEMONSTRATION);
    						map_foreachinarea(skill_area_sub, src->m,
    										  ud->skillunit[i_su]->unit->bl.x - 2, ud->skillunit[i_su]->unit->bl.y - 2,
    										  ud->skillunit[i_su]->unit->bl.x + 2, ud->skillunit[i_su]->unit->bl.y + 2, BL_CHAR,
    										  src, GN_FIRE_EXPANSION_ACID, acid_lv, tick, flag|BCT_ENEMY|SD_LEVEL|1, skill_castend_damage_id);
    						skill_delunit(ud->skillunit[i_su]->unit);
    						}
    						break;
    					}
    				}
    			}
    		}
    		break;
    
    	case SO_FIREWALK:
    	case SO_ELECTRICWALK:
    		if( sc && sc->data[type] )
    			status_change_end(src,type,INVALID_TIMER);
    		sc_start2(src, src, type, 100, skill_id, skill_lv, skill_get_time(skill_id, skill_lv));
    		break;
    
    	case KO_MAKIBISHI:
    		for( i = 0; i < (skill_lv+2); i++ ) {
    			x = src->x - 1 + rnd()%3;
    			y = src->y - 1 + rnd()%3;
    			skill_unitsetting(src,skill_id,skill_lv,x,y,0);
    		}
    		break;
    	case KO_MUCHANAGE: {
    			struct status_data *sstatus;
    			int rate = 0;
    
    			sstatus = status_get_status_data(src);
    			i = skill_get_splash(skill_id,skill_lv);
    			rate = (100 - (1000 / (sstatus->dex + sstatus->luk) * 5)) * (skill_lv / 2 + 5) / 10;
    			if( rate < 0 )
    				rate = 0;
    			skill_area_temp[0] = map_foreachinarea(skill_area_sub,src->m,x-i,y-i,x+i,y+i,BL_CHAR,src,skill_id,skill_lv,tick,BCT_ENEMY,skill_area_sub_count);
    			if( rnd()%100 < rate )
    				map_foreachinarea(skill_area_sub,src->m,x-i,y-i,x+i,y+i,BL_CHAR,src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
    		}
    		break;
    
    	case RL_FALLEN_ANGEL:
    		if (unit_movepos(src,x,y,1,1)) {
    			uint8 skill_use_lv = sd ? pc_checkskill(sd,GS_DESPERADO) : 5;
    			if (!skill_use_lv) {
    				clif_skill_nodamage(src, src, skill_id, skill_lv, 0);
    				break;
    			}
    			clif_fixpos(src);
    			clif_skill_nodamage(src, src, skill_id, skill_lv, 1);
    			skill_addtimerskill(src, tick+500, 0, x, y, RL_FALLEN_ANGEL, skill_use_lv, BF_WEAPON, flag|SD_LEVEL|SD_ANIMATION|SD_SPLASH);
    		}
    		else {
    			if (sd)
    				clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
    		}
    		break;
    	case RL_HAMMER_OF_GOD:
    		{
    			i = skill_get_splash(skill_id, skill_lv);
    			if (sd) {
    				skill_area_temp[0] = map_foreachinarea(skill_area_sub, src->m, x-i, y-i, x+i, y+i, BL_CHAR, src, skill_id, skill_lv, tick, BCT_ENEMY, skill_area_sub_count);
    				if (!skill_area_temp[0]) {
    					// This skill doesn't have area effect, apply self? :P
    					//clif_skill_poseffect(src, skill_id, skill_lv, x, y, tick+500);
    					clif_skill_nodamage(src, src, skill_id, 0, 1);
    					break;
    				}
    			}
    			map_foreachinarea(skill_area_sub, src->m, x-i, y-i, x+i, y+i, BL_CHAR, src, skill_id, skill_lv, tick, flag|BCT_ENEMY|SD_SPLASH|SD_ANIMATION|8, skill_castend_damage_id);
    			skill_area_temp[0] = 0;
    			break;
    		}
    		break;
    	case RL_FIRE_RAIN: {
    			int w, wave = skill_lv + 5, dir = map_calc_dir(src,x,y);
    			int sx = x = src->x, sy = y = src->y;
    
    			for (w = 1; w <= wave; w++) {
    				switch (dir) {
    					case 0: sy = y + w; break;
    					case 1: sy = y + w; sx = x - w; break;
    					case 2: sx = x - w; break;
    					case 3: sx = x - w; sy = y - w; break;
    					case 4: sy = y - w; break;
    					case 5: sx = x + w; sy = y - w; break;
    					case 6: sx = x + w; break;
    					case 7: sy = y + w; sx = x + w; break;
    				}
    				skill_addtimerskill(src,gettick() + (40 * w),0,sx,sy,skill_id,skill_lv,dir,flag);
    			}
    		}
    		break;
    
    	case NC_MAGMA_ERUPTION:
    		// 1st, AoE 'slam' damage
    		i = skill_get_splash(skill_id, skill_lv);
    		map_foreachinarea(skill_area_sub, src->m, x-i, y-i, x+i, y+i, BL_CHAR,
    			src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_damage_id);
    		if (skill_get_unit_id(NC_MAGMA_ERUPTION,0)) {
    			// 2nd, AoE 'eruption' unit
    			skill_addtimerskill(src,gettick()+500,0,x,y,skill_id,skill_lv,BF_MISC,flag);
    		}
    		break;
    
    	case SU_LOPE:
    		if (map[src->m].flag.noteleport && !(map[src->m].flag.battleground || map_flag_gvg2(src->m))) {
    			x = src->x;
    			y = src->y;
    		}
    		clif_skill_nodamage(src, src, SU_LOPE, skill_lv, 1);
    		if (!map_count_oncell(src->m, x, y, BL_PC|BL_NPC|BL_MOB, 0) && path_search(NULL, src->m, src->x, src->y, x, y, 1, CELL_CHKNOREACH)) {
    			clif_slide(src, x, y);
    			unit_movepos(src, x, y, 1, 0);
    		}
    		break;
    
    	default:
    		ShowWarning("skill_castend_pos2: Unknown skill used:%d\n",skill_id);
    		return 1;
    	}
    
    	if( sc && sc->data[SC_CURSEDCIRCLE_ATKER] ) //Should only remove after the skill has been casted.
    		status_change_end(src,SC_CURSEDCIRCLE_ATKER,INVALID_TIMER);
    
    	if( sd )
    	{// ensure that the skill last-cast tick is recorded
    		sd->canskill_tick = gettick();
    
    		if( sd->state.arrow_atk && !(flag&1) )
    		{// consume arrow if this is a ground skill
    			battle_consume_ammo(sd, skill_id, skill_lv);
    		}
    		skill_onskillusage(sd, NULL, skill_id, tick);
    		// perform skill requirement consumption
    		skill_consume_requirement(sd,skill_id,skill_lv,2);
    	}
    
    	return 0;
    }
    
    /*==========================================
     *
     *------------------------------------------*/
    int skill_castend_map (struct map_session_data *sd, uint16 skill_id, const char *mapname)
    {
    	nullpo_ret(sd);
    
    //Simplify skill_failed code.
    #define skill_failed(sd) { sd->menuskill_id = sd->menuskill_val = 0; }
    	if(skill_id != sd->menuskill_id)
    		return 0;
    
    	if( sd->bl.prev == NULL || pc_isdead(sd) ) {
    		skill_failed(sd);
    		return 0;
    	}
    
    	if( ( sd->sc.opt1 && sd->sc.opt1 != OPT1_BURNING ) || sd->sc.option&OPTION_HIDE ) {
    		skill_failed(sd);
    		return 0;
    	}
    
    	pc_stop_attack(sd);
    
    	if(battle_config.skill_log && battle_config.skill_log&BL_PC)
    		ShowInfo("PC %d skill castend skill =%d map=%s\n",sd->bl.id,skill_id,mapname);
    
    	if(strcmp(mapname,"cancel")==0) {
    		skill_failed(sd);
    		return 0;
    	}
    
    	switch(skill_id)
    	{
    	case AL_TELEPORT:
    	case ALL_ODINS_RECALL:
    		//The storage window is closed automatically by the client when there's
    		//any kind of map change, so we need to restore it automatically
    		//bugreport:8027
    		if(strcmp(mapname,"Random") == 0)
    			pc_randomwarp(sd,CLR_TELEPORT);
    		else if (sd->menuskill_val > 1 || skill_id == ALL_ODINS_RECALL) //Need lv2 to be able to warp here.
    			pc_setpos(sd,sd->status.save_point.map,sd->status.save_point.x,sd->status.save_point.y,CLR_TELEPORT);
    
    		clif_refresh_storagewindow(sd);
    		break;
    
    	case AL_WARP:
    		{
    			const struct point *p[4];
    			struct skill_unit_group *group;
    			int i, lv, wx, wy;
    			int maxcount=0;
    			int x,y;
    			unsigned short mapindex;
    
    			mapindex  = mapindex_name2id((char*)mapname);
    			if(!mapindex) { //Given map not found?
    				clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
    				skill_failed(sd);
    				return 0;
    			}
    			p[0] = &sd->status.save_point;
    			p[1] = &sd->status.memo_point[0];
    			p[2] = &sd->status.memo_point[1];
    			p[3] = &sd->status.memo_point[2];
    
    			if((maxcount = skill_get_maxcount(skill_id, sd->menuskill_val)) > 0) {
    				for(i=0;i<MAX_SKILLUNITGROUP && sd->ud.skillunit[i] && maxcount;i++) {
    					if(sd->ud.skillunit[i]->skill_id == skill_id)
    						maxcount--;
    				}
    				if(!maxcount) {
    					clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
    					skill_failed(sd);
    					return 0;
    				}
    			}
    
    			lv = sd->skillitem==skill_id?sd->skillitemlv:pc_checkskill(sd,skill_id);
    			wx = sd->menuskill_val>>16;
    			wy = sd->menuskill_val&0xffff;
    
    			if( lv <= 0 ) return 0;
    			if( lv > 4 ) lv = 4; // crash prevention
    
    			// check if the chosen map exists in the memo list
    			ARR_FIND( 0, lv, i, mapindex == p[i]->map );
    			if( i < lv ) {
    				x=p[i]->x;
    				y=p[i]->y;
    			} else {
    				skill_failed(sd);
    				return 0;
    			}
    
    			if(!skill_check_condition_castend(sd, sd->menuskill_id, lv))
    			{  // This checks versus skill_id/skill_lv...
    				skill_failed(sd);
    				return 0;
    			}
    
    			skill_consume_requirement(sd,sd->menuskill_id,lv,2);
    			sd->skillitem = sd->skillitemlv = 0; // Clear data that's skipped in 'skill_castend_pos' [Inkfish]
    
    			if((group=skill_unitsetting(&sd->bl,skill_id,lv,wx,wy,0))==NULL) {
    				skill_failed(sd);
    				return 0;
    			}
    
    			group->val1 = (group->val1<<16)|(short)0;
    			// record the destination coordinates
    			group->val2 = (x<<16)|y;
    			group->val3 = mapindex;
    		}
    		break;
    	}
    
    	sd->menuskill_id = sd->menuskill_val = 0;
    	return 0;
    #undef skill_failed
    }
    
    /// transforms 'target' skill unit into dissonance (if conditions are met)
    static int skill_dance_overlap_sub(struct block_list* bl, va_list ap)
    {
    	struct skill_unit* target = (struct skill_unit*)bl;
    	struct skill_unit* src = va_arg(ap, struct skill_unit*);
    	int flag = va_arg(ap, int);
    
    	if (src == target)
    		return 0;
    	if (!target->group || !(target->group->state.song_dance&0x1))
    		return 0;
    	if (!(target->val2 & src->val2 & ~UF_ENSEMBLE)) //They don't match (song + dance) is valid.
    		return 0;
    
    	if (flag) //Set dissonance
    		target->val2 |= UF_ENSEMBLE; //Add ensemble to signal this unit is overlapping.
    	else //Remove dissonance
    		target->val2 &= ~UF_ENSEMBLE;
    
    	skill_getareachar_skillunit_visibilty(target, AREA);
    
    	return 1;
    }
    
    //Does the song/dance overlapping -> dissonance check. [Skotlex]
    //When flag is 0, this unit is about to be removed, cancel the dissonance effect
    //When 1, this unit has been positioned, so start the cancel effect.
    int skill_dance_overlap(struct skill_unit* unit, int flag)
    {
    	if (!unit || !unit->group || !(unit->group->state.song_dance&0x1))
    		return 0;
    	if (!flag && !(unit->val2&UF_ENSEMBLE))
    		return 0; //Nothing to remove, this unit is not overlapped.
    
    	if (unit->val1 != unit->group->skill_id)
    	{	//Reset state
    		unit->val1 = unit->group->skill_id;
    		unit->val2 &= ~UF_ENSEMBLE;
    	}
    
    	return map_foreachincell(skill_dance_overlap_sub, unit->bl.m,unit->bl.x,unit->bl.y,BL_SKILL, unit,flag);
    }
    
    /**
     * Converts this group information so that it is handled as a Dissonance or Ugly Dance cell.
     * @param unit Skill unit data (from BA_DISSONANCE or DC_UGLYDANCE)
     * @param flag 0 Convert
     * @param flag 1 Revert
     * @return true success
     * @TODO: This should be completely removed later and rewritten
     *	The entire execution of the overlapping songs instances is dirty and hacked together
     *	Overlapping cells should be checked on unit entry, not infinitely loop checked causing 1000's of executions a song/dance
     */
    static bool skill_dance_switch(struct skill_unit* unit, int flag)
    {
    	static int prevflag = 1;  // by default the backup is empty
    	static struct skill_unit_group backup;
    	struct skill_unit_group* group;
    
    	if( unit == NULL || (group = unit->group) == NULL )
    		return false;
    
    	//val2&UF_ENSEMBLE is a hack to indicate dissonance
    	if ( !((group->state.song_dance&0x1) && (unit->val2&UF_ENSEMBLE)) )
    		return false;
    
    	if( flag == prevflag ) { //Protection against attempts to read an empty backup/write to a full backup
    		ShowError("skill_dance_switch: Attempted to %s (skill_id=%d, skill_lv=%d, src_id=%d).\n",
    			flag ? "read an empty backup" : "write to a full backup",
    			group->skill_id, group->skill_lv, group->src_id);
    		return false;
    	}
    
    	prevflag = flag;
    
    	if (!flag) { //Transform
    		uint16 skill_id = unit->val2&UF_SONG ? BA_DISSONANCE : DC_UGLYDANCE;
    
    		// backup
    		backup.skill_id    = group->skill_id;
    		backup.skill_lv    = group->skill_lv;
    		backup.unit_id     = group->unit_id;
    		backup.target_flag = group->target_flag;
    		backup.bl_flag     = group->bl_flag;
    		backup.interval    = group->interval;
    
    		// replace
    		group->skill_id    = skill_id;
    		group->skill_lv    = 1;
    		group->unit_id     = skill_get_unit_id(skill_id,0);
    		group->target_flag = skill_get_unit_target(skill_id);
    		group->bl_flag     = skill_get_unit_bl_target(skill_id);
    		group->interval    = skill_get_unit_interval(skill_id);
    	} else { //Restore
    		group->skill_id    = backup.skill_id;
    		group->skill_lv    = backup.skill_lv;
    		group->unit_id     = backup.unit_id;
    		group->target_flag = backup.target_flag;
    		group->bl_flag     = backup.bl_flag;
    		group->interval    = backup.interval;
    	}
    
    	return true;
    }
    
    /**
     * Initializes and sets a ground skill / skill unit. Usually called after skill_casted_pos() or skill_castend_map()
     * @param src Object that triggers the skill
     * @param skill_id Skill ID
     * @param skill_lv Skill level of used skill
     * @param x Position x
     * @param y Position y
     * @param flag &1: Used to determine when the skill 'morphs' (Warp portal becomes active, or Fire Pillar becomes active)
     *		xx_METEOR: flag &1 contains if the unit can cause curse, flag is also the duration of the unit in milliseconds
     * @return skill_unit_group
     */
    struct skill_unit_group *skill_unitsetting(struct block_list *src, uint16 skill_id, uint16 skill_lv, int16 x, int16 y, int flag)
    {
    	struct skill_unit_group *group;
    	int i, limit, val1 = 0, val2 = 0, val3 = 0;
    	int link_group_id = 0;
    	int target, interval, range, unit_flag, req_item = 0;
    	struct s_skill_unit_layout *layout;
    	struct map_session_data *sd;
    	struct status_data *status;
    	struct status_change *sc;
    	int active_flag = 1;
    	int subunt = 0;
    	bool hidden = false;
    
    	nullpo_retr(NULL, src);
    
    	limit = skill_get_time(skill_id,skill_lv);
    	range = skill_get_unit_range(skill_id,skill_lv);
    	interval = skill_get_unit_interval(skill_id);
    	target = skill_get_unit_target(skill_id);
    	unit_flag = skill_get_unit_flag(skill_id);
    	layout = skill_get_unit_layout(skill_id,skill_lv,src,x,y);
    
    	sd = BL_CAST(BL_PC, src);
    	status = status_get_status_data(src);
    	sc = status_get_sc(src);	// for traps, firewall and fogwall - celest
    	hidden = (unit_flag&UF_HIDDEN_TRAP && (battle_config.traps_setting == 2 || (battle_config.traps_setting == 1 && map_flag_vs(src->m))));
    
    	switch( skill_id ) {
    	case MH_STEINWAND:
    		val2 = 4 + skill_lv;
    		val3 = 300 * skill_lv + 65 * ( status->int_ +  status_get_lv(src) ) + status->max_sp; //nb hp
    		break;
    	case MG_SAFETYWALL:
    #ifdef RENEWAL
    		val2 = status_get_max_hp(src) * 3;
    #else
    		val2 = skill_lv+1;
    #endif
    		break;
    	case MG_FIREWALL:
    		if(sc && sc->data[SC_VIOLENTGALE])
    			limit = limit*3/2;
    		val2 = 4+skill_lv;
    		break;
    
    	case AL_WARP:
    		val1=skill_lv+6;
    		if(!(flag&1))
    			limit=2000;
    		else // previous implementation (not used anymore)
    		{	//Warp Portal morphing to active mode, extract relevant data from src. [Skotlex]
    			if( src->type != BL_SKILL ) return NULL;
    			group = ((TBL_SKILL*)src)->group;
    			src = map_id2bl(group->src_id);
    			if( !src ) return NULL;
    			val2 = group->val2; //Copy the (x,y) position you warp to
    			val3 = group->val3; //as well as the mapindex to warp to.
    		}
    		break;
    	case HP_BASILICA:
    		val1 = src->id; // Store caster id.
    		break;
    
    	case PR_SANCTUARY:
    	case NPC_EVILLAND:
    		val1=skill_lv+3;
    		break;	
    	case SU_CN_METEOR:
    		limit = flag - (flag&1);
    		val1 = (flag&1);
    		flag = 0; // Flag should not influence anything else for these skills
    		break;
    	case WZ_FIREPILLAR:
    		if( map_getcell(src->m, x, y, CELL_CHKLANDPROTECTOR) )
    			return NULL;
    		if((flag&1)!=0)
    			limit=1000;
    		val1=skill_lv+2;
    		break;
    	case WZ_QUAGMIRE:	//The target changes to "all" if used in a gvg map. [Skotlex]
    	case AM_DEMONSTRATION:
    	case GN_HELLS_PLANT:
    		if( skill_id == GN_HELLS_PLANT && map_getcell(src->m, x, y, CELL_CHKLANDPROTECTOR) )
    			return NULL;
    		if (map_flag_vs(src->m) && battle_config.vs_traps_bctall
    			&& (src->type&battle_config.vs_traps_bctall))
    			target = BCT_ALL;
    		break;
    	case HT_SKIDTRAP:
    	case MA_SKIDTRAP:
    		//Save position of caster
    		val1 = ((src->x)<<16)|(src->y);
    	case HT_ANKLESNARE:
    	case HT_SHOCKWAVE:
    	case HT_SANDMAN:
    	case MA_SANDMAN:
    	case HT_CLAYMORETRAP:
    	case HT_LANDMINE:
    	case MA_LANDMINE:
    	case HT_FLASHER:
    	case HT_FREEZINGTRAP:
    	case MA_FREEZINGTRAP:
    	case HT_BLASTMINE:
    	case RA_ELECTRICSHOCKER:
    	case RA_CLUSTERBOMB:
    	case RA_MAGENTATRAP:
    	case RA_COBALTTRAP:
    	case RA_MAIZETRAP:
    	case RA_VERDURETRAP:
    	case RA_FIRINGTRAP:
    	case RA_ICEBOUNDTRAP:
    	case RL_B_TRAP:
    	case SC_ESCAPE:
    		{
    			struct skill_condition req = skill_get_requirement(sd,skill_id,skill_lv);
    			ARR_FIND(0, MAX_SKILL_ITEM_REQUIRE, i, req.itemid[i] && (req.itemid[i] == ITEMID_TRAP || req.itemid[i] == ITEMID_TRAP_ALLOY));
    			if( i != MAX_SKILL_ITEM_REQUIRE && req.itemid[i] )
    				req_item = req.itemid[i];
    			if( map_flag_gvg(src->m) || map[src->m].flag.battleground )
    				limit *= 4; // longer trap times in WOE [celest]
    			if( battle_config.vs_traps_bctall && map_flag_vs(src->m) && (src->type&battle_config.vs_traps_bctall) )
    				target = BCT_ALL;
    		}
    		break;
    
    	case SA_LANDPROTECTOR:
    	case SA_VOLCANO:
    	case SA_DELUGE:
    	case SA_VIOLENTGALE:
    	case SC_CHAOSPANIC:
    	{
    		struct skill_unit_group *old_sg;
    		if ((old_sg = skill_locate_element_field(src)) != NULL)
    		{	//HelloKitty confirmed that these are interchangeable,
    			//so you can change element and not consume gemstones.
    			if ((
    				old_sg->skill_id == SA_VOLCANO ||
    				old_sg->skill_id == SA_DELUGE ||
    				old_sg->skill_id == SA_VIOLENTGALE
    			) && old_sg->limit > 0)
    			{	//Use the previous limit (minus the elapsed time) [Skotlex]
    				limit = old_sg->limit - DIFF_TICK(gettick(), old_sg->tick);
    				if (limit < 0)	//This can happen...
    					limit = skill_get_time(skill_id,skill_lv);
    			}
    			skill_clear_group(src,1);
    		}
    		break;
    	}
    
    	case BA_WHISTLE:
    		val1 = skill_lv +status->agi/10; // Flee increase
    		val2 = ((skill_lv+1)/2)+status->luk/10; // Perfect dodge increase
    		if(sd){
    			val1 += pc_checkskill(sd,BA_MUSICALLESSON);
    			val2 += pc_checkskill(sd,BA_MUSICALLESSON);
    		}
    		break;
    	case DC_HUMMING:
    		val1 = 2*skill_lv+status->dex/10; // Hit increase
    #ifdef RENEWAL
    			val1 *= 2;
    #endif
    		if(sd)
    			val1 += pc_checkskill(sd,DC_DANCINGLESSON);
    		break;
    	case BA_POEMBRAGI:
    		val1 = 3*skill_lv+status->dex/10; // Casting time reduction
    		//For some reason at level 10 the base delay reduction is 50%.
    		val2 = (skill_lv<10?3*skill_lv:50)+status->int_/5; // After-cast delay reduction
    		if(sd){
    			val1 += pc_checkskill(sd,BA_MUSICALLESSON);
    			val2 += 2*pc_checkskill(sd,BA_MUSICALLESSON);
    		}
    		break;
    	case DC_DONTFORGETME:
    		val1 = 30 * skill_lv + status->dex; // ASPD decrease
    		val2 = 2 * skill_lv + status->agi / 10; // Movement speed adjustment.
    		if(sd){
    			val1 += 10 * pc_checkskill(sd,DC_DANCINGLESSON);
    			val2 += (pc_checkskill(sd,DC_DANCINGLESSON) + 1) / 2; // Movement speed -1% per 2 levels
    		}
    		break;
    	case DC_SERVICEFORYOU:
    		val1 = 15+skill_lv+(status->int_/10); // MaxSP percent increase
    		val2 = 20+3*skill_lv+(status->int_/10); // SP cost reduction
    		if(sd){
    			val1 += pc_checkskill(sd,DC_DANCINGLESSON)/2;
    			val2 += pc_checkskill(sd,DC_DANCINGLESSON)/2;
    		}
    		break;
    	case BA_ASSASSINCROSS:
    		if (sd)
    			val1 = pc_checkskill(sd,BA_MUSICALLESSON) / 2;
    #ifdef RENEWAL // ASPD increase
    		val1 += skill_lv + (status->agi / 20);
    #else
    		val1 += 10 + skill_lv + (status->agi / 10);
    		val1 *= 10; // ASPD works with 1000 as 100%
    #endif
    		break;
    	case DC_FORTUNEKISS:
    		val1 = 10+skill_lv+(status->luk/10); // Critical increase
    		if(sd)
    			val1 += pc_checkskill(sd,DC_DANCINGLESSON);
    		val1*=10; //Because every 10 crit is an actual cri point.
    		break;
    	case BD_DRUMBATTLEFIELD:
    	#ifdef RENEWAL
    		val1 = (skill_lv+5)*25;	//Atk increase
    		val2 = skill_lv*10;		//Def increase
    	#else
    		val1 = (skill_lv+1)*25;	//Atk increase
    		val2 = (skill_lv+1)*2;	//Def increase
    	#endif
    		break;
    	case BD_RINGNIBELUNGEN:
    		val1 = (skill_lv+2)*25;	//Atk increase
    		break;
    	case BD_RICHMANKIM:
    		val1 = 25 + 11*skill_lv; //Exp increase bonus.
    		break;
    	case BD_SIEGFRIED:
    		val1 = 55 + skill_lv*5;	//Elemental Resistance
    		val2 = skill_lv*10;	//Status ailment resistance
    		break;
    	case WE_CALLPARTNER:
    		if (sd) val1 = sd->status.partner_id;
    		break;
    	case WE_CALLPARENT:
    		if (sd) {
    			val1 = sd->status.father;
    		 	val2 = sd->status.mother;
    		}
    		break;
    	case WE_CALLBABY:
    		if (sd) val1 = sd->status.child;
    		break;
    	case NJ_KAENSIN:
    		skill_clear_group(src, 1); //Delete previous Kaensins/Suitons
    		val2 = (skill_lv+1)/2 + 4;
    		break;
    	case NJ_SUITON:
    		skill_clear_group(src, 1);
    		break;
    
    	case GS_GROUNDDRIFT:
    		{
    			// Ground Drift Element is decided when it's placed.
    			int ele = skill_get_ele(skill_id, skill_lv);
    			int element[5] = { ELE_WIND, ELE_DARK, ELE_POISON, ELE_WATER, ELE_FIRE };
    
    			if (ele == -3)
    				val1 = element[rnd()%5]; // Use random from available unit visual?
    			else if (ele == -2)
    				val1 = status_get_attack_sc_element(src,sc);
    			else if (ele == -1) {
    				val1 = status->rhw.ele;
    				if (sc && sc->data[SC_ENCHANTARMS])
    					val1 = sc->data[SC_ENCHANTARMS]->val2;
    			}
    
    			switch (val1) {
    				case ELE_FIRE:
    					subunt++;
    				case ELE_WATER:
    					subunt++;
    				case ELE_POISON:
    					subunt++;
    				case ELE_DARK:
    					subunt++;
    				case ELE_WIND:
    					break;
    				default:
    					subunt = rnd()%5;
    					break;
    			}
    
    			break;
    		}
    	case GC_POISONSMOKE:
    		if( !(sc && sc->data[SC_POISONINGWEAPON]) )
    			return NULL;
    		val2 = sc->data[SC_POISONINGWEAPON]->val2; // Type of Poison
    		val3 = sc->data[SC_POISONINGWEAPON]->val1;
    		limit = skill_get_time(skill_id, skill_lv);
    		break;
    	case GD_LEADERSHIP:
    	case GD_GLORYWOUNDS:
    	case GD_SOULCOLD:
    	case GD_HAWKEYES:
    		limit = 1000000;//it doesn't matter
    		break;
    	case LG_BANDING:
    		limit = -1;
    		break;
    	case WM_POEMOFNETHERWORLD:	// Can't be placed on top of Land Protector.
    		if( skill_id == WM_POEMOFNETHERWORLD && map_flag_gvg2(src->m) )
    			target = BCT_ALL;
    	case WM_SEVERE_RAINSTORM:
    	case SO_WATER_INSIGNIA:
    	case SO_FIRE_INSIGNIA:
    	case SO_WIND_INSIGNIA:
    	case SO_EARTH_INSIGNIA:
    		if( map_getcell(src->m, x, y, CELL_CHKLANDPROTECTOR) )
    			return NULL;
    		break;
    	case SO_CLOUD_KILL:
    		skill_clear_group(src, 4);
    		break;
    	case SO_WARMER:
    		skill_clear_group(src, 8);
    		break;
    	case SO_FIREWALK:
    	case SO_ELECTRICWALK:
    		limit = skill_get_time2(skill_id, skill_lv);
    		break;
    	case GN_WALLOFTHORN:
    		// Turns to Firewall
    		if( flag&1 )
    			limit = 3000;
    		val3 = (x<<16)|y;
    		break;
    	case GN_FIRE_EXPANSION_SMOKE_POWDER:
    	case GN_FIRE_EXPANSION_TEAR_GAS:
    		limit = ((sd ? pc_checkskill(sd,GN_DEMONIC_FIRE) : 1) + 1) * limit;
    		break;
    	case KO_ZENKAI:
    		if (sd && sd->spiritcharm_type != CHARM_TYPE_NONE && sd->spiritcharm > 0) {
    			val1 = sd->spiritcharm;
    			val2 = sd->spiritcharm_type;
    			limit = 6000 * val1;
    			subunt = sd->spiritcharm_type - 1;
    			pc_delspiritcharm(sd,sd->spiritcharm,sd->spiritcharm_type);
    		}
    		break;
    	case HW_GRAVITATION:
    		if(sc && sc->data[SC_GRAVITATION] && sc->data[SC_GRAVITATION]->val3 == BCT_SELF)
    			link_group_id = sc->data[SC_GRAVITATION]->val4;
    		break;
    	case SO_VACUUM_EXTREME:
    		// Coordinates
    		val1 = x;
    		val2 = y;
    		val3 = 0; // Suck target at n seconds.
    		break;
    	case NC_MAGMA_ERUPTION:
    		// Since we have no 'place' anymore. time1 for Stun duration, time2 for burning duration
    		// Officially, duration (limit) is 5secs, interval 0.5secs damage interval.
    		limit = interval * 10;
    		break;
    	case MH_VOLCANIC_ASH:
    		if (!map_flag_vs(src->m))
    			target = BCT_ENEMY;
    		break;
    	}
    
    	// Init skill unit group
    	nullpo_retr(NULL, (group = skill_initunitgroup(src,layout->count,skill_id,skill_lv,skill_get_unit_id(skill_id,flag&1)+subunt, limit, interval)));
    	group->val1 = val1;
    	group->val2 = val2;
    	group->val3 = val3;
    	group->link_group_id = link_group_id;
    	group->target_flag = target;
    	group->bl_flag = skill_get_unit_bl_target(skill_id);
    	group->state.ammo_consume = (sd && sd->state.arrow_atk && skill_id != GS_GROUNDDRIFT); //Store if this skill needs to consume ammo.
    	group->state.song_dance = (unit_flag&(UF_DANCE|UF_SONG)?1:0)|(unit_flag&UF_ENSEMBLE?2:0); //Signals if this is a song/dance/duet
    	group->state.guildaura = ( skill_id >= GD_LEADERSHIP && skill_id <= GD_HAWKEYES )?1:0;
    	group->item_id = req_item;
    
    	// If tick is greater than current, do not invoke onplace function just yet. [Skotlex]
    	if (DIFF_TICK(group->tick, gettick()) > SKILLUNITTIMER_INTERVAL)
    		active_flag = 0;
    
    	// Put message for Talkie Box & Graffiti
    	if (skill_id == HT_TALKIEBOX || skill_id == RG_GRAFFITI) {
    		group->valstr=(char *) aMalloc(MESSAGE_SIZE*sizeof(char));
    		if (sd)
    			safestrncpy(group->valstr, sd->message, MESSAGE_SIZE);
    		else //Eh... we have to write something here... even though mobs shouldn't use this. [Skotlex]
    			safestrncpy(group->valstr, "Boo!", MESSAGE_SIZE);
    	}
    
    	// Dance skill
    	if (group->state.song_dance) {
    		if(sd) {
    			sd->skill_id_dance = skill_id;
    			sd->skill_lv_dance = skill_lv;
    		}
    		if (
    			sc_start4(src, src, SC_DANCING, 100, skill_id, group->group_id, skill_lv, (group->state.song_dance&2?BCT_SELF:0), limit+1000) &&
    			sd && group->state.song_dance&2 && skill_id != CG_HERMODE //Hermod is a encore with a warp!
    		)
    			skill_check_pc_partner(sd, skill_id, &skill_lv, 1, 1);
    	}
    
    	// Set skill unit
    	limit = group->limit;
    	for( i = 0; i < layout->count; i++ ) {
    		struct skill_unit *unit;
    		int ux = x + layout->dx[i];
    		int uy = y + layout->dy[i];
    		int unit_val1 = skill_lv;
    		int unit_val2 = 0;
    		int alive = 1;
    
    		// are the coordinates out of range?
    		if( ux <= 0 || uy <= 0 || ux >= map[src->m].xs || uy >= map[src->m].ys ){
    			continue;
    		}
    
    		if( !group->state.song_dance && !map_getcell(src->m,ux,uy,CELL_CHKREACH) )
    			continue; // don't place skill units on walls (except for songs/dances/encores)
    		if( battle_config.skill_wall_check && unit_flag&UF_PATHCHECK && !path_search_long(NULL,src->m,ux,uy,src->x,src->y,CELL_CHKWALL) )
    			continue; // no path between cell and caster
    
    		switch( skill_id ) {
    			// HP for Skill unit that can be damaged, see also skill_unit_ondamaged
    			case HT_LANDMINE:
    			case MA_LANDMINE:
    			case HT_ANKLESNARE:
    			case HT_SHOCKWAVE:
    			case HT_SANDMAN:
    			case MA_SANDMAN:
    			case HT_FLASHER:
    			case HT_FREEZINGTRAP:
    			case MA_FREEZINGTRAP:
    			case HT_SKIDTRAP:
    			case MA_SKIDTRAP:
    			case HT_CLAYMORETRAP:
    			case HT_BLASTMINE:
    			case SC_ESCAPE:
    				unit_val1 = 3500;
    				break;
    
    			case MG_FIREWALL:
    			case NJ_KAENSIN:
    				unit_val2 = group->val2;
    				break;
    			case WZ_ICEWALL:
    				unit_val1 = (skill_lv <= 1) ? 500 : 200 + 200*skill_lv;
    				unit_val2 = map_getcell(src->m, ux, uy, CELL_GETTYPE);
    				break;
    			case WZ_WATERBALL:
    				//Check if there are cells that can be turned into waterball units
    				if (!sd || map_getcell(src->m, ux, uy, CELL_CHKWATER) 
    					|| (map_find_skill_unit_oncell(src, ux, uy, SA_DELUGE, NULL, 1)) != NULL || (map_find_skill_unit_oncell(src, ux, uy, NJ_SUITON, NULL, 1)) != NULL)
    					break; //Turn water, deluge or suiton into waterball cell
    				continue;
    			case GS_DESPERADO:
    				unit_val1 = abs(layout->dx[i]);
    				unit_val2 = abs(layout->dy[i]);
    				if (unit_val1 < 2 || unit_val2 < 2) { //Nearby cross, linear decrease with no diagonals
    					if (unit_val2 > unit_val1) unit_val1 = unit_val2;
    					if (unit_val1) unit_val1--;
    					unit_val1 = 36 -12*unit_val1;
    				} else //Diagonal edges
    					unit_val1 = 28 -4*unit_val1 -4*unit_val2;
    				if (unit_val1 < 1) unit_val1 = 1;
    				unit_val2 = 0;
    				break;
    			case WM_REVERBERATION:
    				unit_val1 = 1 + skill_lv;
    				break;
    			case WM_POEMOFNETHERWORLD:
    				unit_val1 = 1 + skill_lv;
    				break;
    			case GN_WALLOFTHORN:
    				if (flag&1) // Turned become Firewall
    					break;
    				unit_val1 = 2000 + 2000 * skill_lv; // HP
    				unit_val2 = 20; // Max hits
    				break;
    			case RL_B_TRAP:
    				unit_val1 = 3500;
    				unit_val2 = 0;
    				break;
    			default:
    				if (group->state.song_dance&0x1)
    					unit_val2 = unit_flag&(UF_DANCE|UF_SONG); //Store whether this is a song/dance
    				break;
    		}
    
    		if (unit_flag&UF_RANGEDSINGLEUNIT && i == (layout->count / 2))
    			unit_val2 |= UF_RANGEDSINGLEUNIT; // center.
    
    		if( sd && map_getcell(src->m, ux, uy, CELL_CHKMAELSTROM) ) //Does not recover SP from monster skills
    			map_foreachincell(skill_maelstrom_suction,src->m,ux,uy,BL_SKILL,skill_id,skill_lv);
    
    		// Check active cell to failing or remove current unit
    		map_foreachincell(skill_cell_overlap,src->m,ux,uy,BL_SKILL,skill_id, &alive, src);
    		if( !alive )
    			continue;
    
    		nullpo_retr(NULL, (unit = skill_initunit(group,i,ux,uy,unit_val1,unit_val2,hidden)));
    		unit->limit = limit;
    		unit->range = range;
    
    		if (skill_id == PF_FOGWALL && alive == 2)
    		{	//Double duration of cells on top of Deluge/Suiton
    			unit->limit *= 2;
    			group->limit = unit->limit;
    		}
    
    		// Execute on all targets standing on this cell
    		if (range == 0 && active_flag)
    			map_foreachincell(skill_unit_effect,unit->bl.m,unit->bl.x,unit->bl.y,group->bl_flag,&unit->bl,gettick(),1);
    	}
    
    	if (!group->alive_count)
    	{	//No cells? Something that was blocked completely by Land Protector?
    		skill_delunitgroup(group);
    		return NULL;
    	}
    
    	//success, unit created.
    	switch( skill_id ) {
    		case NJ_TATAMIGAESHI: //Store number of tiles.
    			group->val1 = group->alive_count;
    			break;
    	}
    
    	return group;
    }
    
    /*==========================================
     *
     *------------------------------------------*/
    void ext_skill_unit_onplace(struct skill_unit *unit, struct block_list *bl, unsigned int tick)
    {
    	skill_unit_onplace(unit, bl, tick);
    }
    
    /**
     * Triggeres when 'target' (based on skill unit target) is stand at unit area
     * while skill unit initialized or moved (such by knock back).
     * As a follow of skill_unit_effect flag &1
     * @param unit
     * @param bl Target
     * @param tick
     */
    static int skill_unit_onplace(struct skill_unit *unit, struct block_list *bl, unsigned int tick)
    {
    	struct skill_unit_group *sg;
    	struct block_list *ss; // Actual source that cast the skill unit
    	struct status_change *sc;
    	struct status_change_entry *sce;
    	struct status_data *tstatus;
    	enum sc_type type;
    	uint16 skill_id;
    
    	nullpo_ret(unit);
    	nullpo_ret(bl);
    
    	if(bl->prev == NULL || !unit->alive || status_isdead(bl))
    		return 0;
    
    	nullpo_ret(sg = unit->group);
    	nullpo_ret(ss = map_id2bl(sg->src_id));
    
    	tstatus = status_get_status_data(bl);
    
    	if( (skill_get_type(sg->skill_id) == BF_MAGIC && map_getcell(unit->bl.m, unit->bl.x, unit->bl.y, CELL_CHKLANDPROTECTOR) && sg->skill_id != SA_LANDPROTECTOR) ||
    		map_getcell(bl->m, bl->x, bl->y, CELL_CHKMAELSTROM) )
    		return 0; //AoE skills are ineffective. [Skotlex]
    
    	if( skill_get_inf2(sg->skill_id)&(INF2_SONG_DANCE|INF2_ENSEMBLE_SKILL) && map_getcell(bl->m, bl->x, bl->y, CELL_CHKBASILICA) )
    		return 0; //Songs don't work in Basilica
    
    	sc = status_get_sc(bl);
    
    	if (sc && sc->option&OPTION_HIDE && !(skill_get_inf3(sg->skill_id)&INF3_HIT_HIDING))
    		return 0; //Hidden characters are immune to AoE skills except to these. [Skotlex]
    
    	if (sc && sc->data[SC_VACUUM_EXTREME] && map_getcell(bl->m, bl->x, bl->y, CELL_CHKLANDPROTECTOR))
    		status_change_end(bl, SC_VACUUM_EXTREME, INVALID_TIMER);
    
    	if (sc && sc->data[SC_HOVERING] && skill_get_inf3(sg->skill_id)&INF3_NO_EFF_HOVERING)
    		return 0; // Under Hovering characters are immune to select trap and ground target skills.
    
    	type = status_skill2sc(sg->skill_id);
    	sce = (sc && type != SC_NONE) ? sc->data[type] : NULL;
    	skill_id = sg->skill_id; //In case the group is deleted, we need to return the correct skill id, still.
    	switch (sg->unit_id) {
    		case UNT_SPIDERWEB:
    			if( sc && sc->data[SC_SPIDERWEB] && sc->data[SC_SPIDERWEB]->val1 > 0 ) {
    				// If you are fiberlocked and can't move, it will only increase your fireweakness level. [Inkfish]
    				sc->data[SC_SPIDERWEB]->val2++;
    				break;
    			} else if( sc && battle_check_target(&unit->bl,bl,sg->target_flag) > 0 ) {
    				int sec = skill_get_time2(sg->skill_id,sg->skill_lv);
    				if( status_change_start(ss, bl,type,10000,sg->skill_lv,1,sg->group_id,0,sec,SCSTART_NORATEDEF) ) {
    					const struct TimerData* td = sc->data[type]?get_timer(sc->data[type]->timer):NULL;
    					if( td )
    						sec = DIFF_TICK(td->tick, tick);
    					map_moveblock(bl, unit->bl.x, unit->bl.y, tick);
    					clif_fixpos(bl);
    					sg->val2 = bl->id;
    				}
    				else
    					sec = 3000; //Couldn't trap it?
    				sg->limit = DIFF_TICK(tick,sg->tick)+sec;
    			}
    			break;
    		case UNT_SAFETYWALL:
    			if (!sce)
    				sc_start4(ss, bl,type,100,sg->skill_lv,sg->skill_id,sg->group_id,0,sg->limit);
    			break;
    
    		case UNT_BLOODYLUST:
    			if (sg->src_id == bl->id)
    				break; //Does not affect the caster.
    			if( !sce && sc_start4(ss, bl,type,100,sg->skill_lv,0,SC__BLOODYLUST,0,sg->limit) )
    				// Dirty fix to add extra time to Bloody Lust so it doesn't end before
    				// Berserk, causing HP to drop to 100 when we don't want it to [Akinari]
    				sc_start(ss, bl,SC__BLOODYLUST,100,sg->skill_lv,sg->limit+100);
    			break;
    
    		case UNT_PNEUMA:
    			if (!sce)
    				sc_start4(ss, bl,type,100,sg->skill_lv,sg->group_id,0,0,sg->limit);
    			break;
    
    		case UNT_CHAOSPANIC:
    			status_change_start(ss, bl, type, 3500 + (sg->skill_lv * 1500), sg->skill_lv, 0, 0, 1, sg->skill_lv * 4000, SCSTART_NOAVOID|SCSTART_NORATEDEF|SCSTART_NOTICKDEF);
    			break;
    
    		case UNT_WARP_WAITING: {
    			int working = sg->val1&0xffff;
    
    			if(bl->type==BL_PC && !working){
    				struct map_session_data *sd = (struct map_session_data *)bl;
    				if((!sd->chatID || battle_config.chat_warpportal)
    					&& sd->ud.to_x == unit->bl.x && sd->ud.to_y == unit->bl.y)
    				{
    					int x = sg->val2>>16;
    					int y = sg->val2&0xffff;
    					int count = sg->val1>>16;
    					unsigned short m = sg->val3;
    
    					if( --count <= 0 )
    						skill_delunitgroup(sg);
    
    					if ( map_mapindex2mapid(sg->val3) == sd->bl.m && x == sd->bl.x && y == sd->bl.y )
    						working = 1;/* we break it because officials break it, lovely stuff. */
    
    					sg->val1 = (count<<16)|working;
    
    					pc_setpos(sd,m,x,y,CLR_TELEPORT);
    				}
    			} else if(bl->type == BL_MOB && (battle_config.mob_warp&2 || ((TBL_MOB*)bl)->option.allow_warp == 2)) {
    				int16 m = map_mapindex2mapid(sg->val3);
    				if (m < 0) break; //Map not available on this map-server.
    				unit_warp(bl,m,sg->val2>>16,sg->val2&0xffff,CLR_TELEPORT);
    			}
    		}
    			break;
    
    		case UNT_QUAGMIRE:
    			if( !sce && battle_check_target(&unit->bl,bl,sg->target_flag) > 0 )
    				sc_start4(ss, bl,type,100,sg->skill_lv,sg->group_id,0,0,sg->limit);
    			break;
    
    		case UNT_VOLCANO:
    		case UNT_DELUGE:
    		case UNT_VIOLENTGALE:
    			if(!sce)
    				sc_start(ss, bl,type,100,sg->skill_lv,sg->limit);
    			break;
    
    		case UNT_WATER_BARRIER:
    		case UNT_ZEPHYR:
    		case UNT_POWER_OF_GAIA:
    			if (bl->id == ss->id)
    				break; // Doesn't affect the Elemental
    			if (!sce)
    				sc_start(ss, bl, type, 100, sg->skill_lv, sg->limit);
    			break;
    
    		case UNT_SUITON:
    			if(!sce)
    				sc_start4(ss, bl,type,100,sg->skill_lv,
    				map_flag_vs(bl->m) || battle_check_target(&unit->bl,bl,BCT_ENEMY)>0?1:0, //Send val3 =1 to reduce agi.
    				0,0,sg->limit);
    			break;
    
    		case UNT_HERMODE:
    			if (sg->src_id!=bl->id && battle_check_target(&unit->bl,bl,BCT_PARTY|BCT_GUILD) > 0)
    				status_change_clear_buffs(bl, SCCB_BUFFS); //Should dispell only allies.
    		case UNT_RICHMANKIM:
    		case UNT_ETERNALCHAOS:
    		case UNT_DRUMBATTLEFIELD:
    		case UNT_RINGNIBELUNGEN:
    		case UNT_ROKISWEIL:
    		case UNT_INTOABYSS:
    		case UNT_SIEGFRIED:
    			 //Needed to check when a dancer/bard leaves their ensemble area.
    			if (sg->src_id==bl->id && !(sc && sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_BARDDANCER))
    				return skill_id;
    			if (!sce)
    				sc_start4(ss, bl,type,100,sg->skill_lv,sg->val1,sg->val2,0,sg->limit);
    			break;
    		case UNT_WHISTLE:
    		case UNT_ASSASSINCROSS:
    		case UNT_POEMBRAGI:
    		case UNT_APPLEIDUN:
    		case UNT_HUMMING:
    		case UNT_DONTFORGETME:
    		case UNT_FORTUNEKISS:
    		case UNT_SERVICEFORYOU:
    			if (sg->src_id==bl->id && !(sc && sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_BARDDANCER))
    				return 0;
    
    			if (!sc) return 0;
    			if (!sce)
    				sc_start4(ss, bl,type,100,sg->skill_lv,sg->val1,sg->val2,0,sg->limit);
    			else if (sce->val4 == 1) { //Readjust timers since the effect will not last long.
    				sce->val4 = 0; //remove the mark that we stepped out
    				delete_timer(sce->timer, status_change_timer);
    				sce->timer = add_timer(tick+sg->limit, status_change_timer, bl->id, type); //put duration back to 3min
    			}
    			break;
    
    		case UNT_FOGWALL:
    			if (!sce)
    			{
    				sc_start4(ss, bl, type, 100, sg->skill_lv, sg->val1, sg->val2, sg->group_id, sg->limit);
    				if (battle_check_target(&unit->bl,bl,BCT_ENEMY)>0)
    					skill_additional_effect (ss, bl, sg->skill_id, sg->skill_lv, BF_MISC, ATK_DEF, tick);
    			}
    			break;
    
    		case UNT_GRAVITATION:
    			if (!sce)
    				sc_start4(ss, bl,type,100,sg->skill_lv,0,BCT_ENEMY,sg->group_id,sg->limit);
    			break;
    
    		case UNT_BASILICA:
    			{
    				int i = battle_check_target(bl, bl, BCT_ENEMY);
    
    				if (i > 0) {
    					skill_blown(ss, bl, skill_get_blewcount(skill_id, sg->skill_lv), unit_getdir(bl), 0);
    					break;
    				}
    				if (!sce && i <= 0)
    					sc_start4(ss, bl, type, 100, 0, 0, sg->group_id, ss->id, sg->limit);
    			}
    			break;
    
    		// officially, icewall has no problems existing on occupied cells [ultramage]
    		//	case UNT_ICEWALL: //Destroy the cell. [Skotlex]
    		//		unit->val1 = 0;
    		//		if(unit->limit + sg->tick > tick + 700)
    		//			unit->limit = DIFF_TICK(tick+700,sg->tick);
    		//		break;
    
    		case UNT_MOONLIT:
    			//Knockback out of area if affected char isn't in Moonlit effect
    			if (sc && sc->data[SC_DANCING] && (sc->data[SC_DANCING]->val1&0xFFFF) == CG_MOONLIT)
    				break;
    			if (ss == bl) //Also needed to prevent infinite loop crash.
    				break;
    			skill_blown(ss,bl,skill_get_blewcount(sg->skill_id,sg->skill_lv),unit_getdir(bl),0);
    			break;
    
    		case UNT_REVERBERATION:
    			if (sg->src_id == bl->id)
    				break; //Does not affect the caster.
    			clif_changetraplook(&unit->bl,UNT_USED_TRAPS);
    			map_foreachinrange(skill_trap_splash,&unit->bl, skill_get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag, &unit->bl,tick);
    			sg->limit = DIFF_TICK(tick,sg->tick) + 1500;
    			sg->unit_id = UNT_USED_TRAPS;
    			break;
    
    		case UNT_FIRE_EXPANSION_SMOKE_POWDER:
    			if (!sce && battle_check_target(&unit->bl, bl, sg->target_flag) > 0)
    				sc_start(ss, bl, type, 100, sg->skill_lv, sg->limit);
    			break;
    
    		case UNT_FIRE_EXPANSION_TEAR_GAS:
    			if (!sce && battle_check_target(&unit->bl, bl, sg->target_flag) > 0)
    				if( sc_start4(ss, bl, type, 100, sg->skill_lv, 0, ss->id,0, sg->limit) )
    					sc_start(ss, bl, SC_TEARGAS_SOB, 100, sg->skill_lv, sg->limit);
    			break;
    
    		case UNT_VOLCANIC_ASH:
    			if (!sce)
    				sc_start(ss, bl, SC_ASH, 100, sg->skill_lv, skill_get_time(MH_VOLCANIC_ASH, sg->skill_lv));
    			break;
    
    		case UNT_KINGS_GRACE:
    			if (!sce) {
    				int state = 0;
    
    				if (!map_flag_vs(ss->m) && !map_flag_gvg2(ss->m))
    					state |= BCT_GUILD;
    				if (battle_check_target(&unit->bl, bl, BCT_SELF|BCT_PARTY|state) > 0)
    					sc_start4(ss, bl, type, 100, sg->skill_lv, 0, ss->id, 0, sg->limit);
    			}
    			break;
    
    		case UNT_STEALTHFIELD:
    			if( bl->id == sg->src_id )
    				break; // Doesn't work on self (video shows that)
    			if (!sce)
    				sc_start(ss, bl,type,100,sg->skill_lv,sg->limit);
    			break;
    
    		case UNT_NEUTRALBARRIER:
    			if (!sce)
    				status_change_start(ss, bl, type, 10000, sg->skill_lv, 0, 0, 0, sg->limit, SCSTART_NOICON);
    			break;
    
    		case UNT_CLOUD_KILL:
    			if(!sce) {
    				sc_start4(ss, bl, type, 100, sg->skill_lv, ss->id, unit->bl.id, 0, skill_get_time(sg->skill_id, sg->skill_lv));
    				status_change_start(ss, bl, SC_POISON, 10000, sg->skill_lv, ss->id, 0, 0, skill_get_time2(sg->skill_id, sg->skill_lv), SCSTART_NOTICKDEF|SCSTART_NORATEDEF);
    			}
    			break;
    
    		case UNT_WARMER:
    			if (!sce && bl->type == BL_PC && !battle_check_undead(tstatus->race, tstatus->def_ele) && tstatus->race != RC_DEMON)
    				sc_start2(ss, bl, type, 100, sg->skill_lv, ss->id, skill_get_time(sg->skill_id, sg->skill_lv));
    			break;
    
    		case UNT_CATNIPPOWDER:
    			if (sg->src_id == bl->id)
    				break; // Does not affect the caster or Boss.
    			if (!sce && battle_check_target(&unit->bl, bl, BCT_ENEMY) > 0)
    				sc_start(ss, bl, type, 100, sg->skill_lv, skill_get_time(sg->skill_id, sg->skill_lv));
    			break;
    
    		case UNT_GD_LEADERSHIP:
    		case UNT_GD_GLORYWOUNDS:
    		case UNT_GD_SOULCOLD:
    		case UNT_GD_HAWKEYES:
    			if ( !sce && battle_check_target(&unit->bl, bl, sg->target_flag) > 0 )
    				sc_start4(ss, bl,type,100,sg->skill_lv,0,0,0,1000);
    			break;
    	}
    	return skill_id;
    }
    
    /**
     * Process skill unit each interval (sg->interval, see interval field of skill_unit_db.txt)
     * @param unit Skill unit
     * @param bl Valid 'target' above the unit, that has been check in skill_unit_timer_sub_onplace
     * @param tick
     */
    int skill_unit_onplace_timer(struct skill_unit *unit, struct block_list *bl, unsigned int tick)
    {
    	struct skill_unit_group *sg;
    	struct block_list *ss;
    	TBL_PC* tsd;
    	struct status_data *tstatus;
    	struct status_change *tsc;
    	struct skill_unit_group_tickset *ts;
    	enum sc_type type;
    	uint16 skill_id;
    	int diff = 0;
    
    	nullpo_ret(unit);
    	nullpo_ret(bl);
    
    	if (bl->prev == NULL || !unit->alive || status_isdead(bl))
    		return 0;
    
    	nullpo_ret(sg = unit->group);
    	nullpo_ret(ss = map_id2bl(sg->src_id));
    
    	tsd = BL_CAST(BL_PC, bl);
    	tsc = status_get_sc(bl);
    	tstatus = status_get_status_data(bl);
    	type = status_skill2sc(sg->skill_id);
    	skill_id = sg->skill_id;
    
    	if (tsc && tsc->data[SC_HOVERING] && skill_get_inf3(skill_id)&INF3_NO_EFF_HOVERING)
    		return 0; // Under Hovering characters are immune to trap and ground target skills.
    
    	if (sg->interval == -1) {
    		switch (sg->unit_id) {
    			case UNT_ANKLESNARE: //These happen when a trap is splash-triggered by multiple targets on the same cell.
    			case UNT_FIREPILLAR_ACTIVE:
    			case UNT_ELECTRICSHOCKER:
    			case UNT_MANHOLE:
    				return 0;
    			default:
    				ShowError("skill_unit_onplace_timer: interval error (unit id %x)\n", sg->unit_id);
    				return 0;
    		}
    	}
    
    	if ((ts = skill_unitgrouptickset_search(bl,sg,tick)))
    	{	//Not all have it, eg: Traps don't have it even though they can be hit by Heaven's Drive [Skotlex]
    		diff = DIFF_TICK(tick,ts->tick);
    		if (diff < 0)
    			return 0;
    		ts->tick = tick+sg->interval;
    
    		if ((skill_id==CR_GRANDCROSS || skill_id==NPC_GRANDDARKNESS) && !battle_config.gx_allhit)
    			ts->tick += sg->interval*(map_count_oncell(bl->m,bl->x,bl->y,BL_CHAR,0)-1);
    	}
    
    	// Wall of Thorn damaged by Fire element unit [Cydh]
    	//! TODO: This check doesn't matter the location, as long as one of units touched, this check will be executed.
    	if (bl->type == BL_SKILL && skill_get_ele(sg->skill_id, sg->skill_lv) == ELE_FIRE) {
    		struct skill_unit *su = (struct skill_unit *)bl;
    		if (su && su->group && su->group->unit_id == UNT_WALLOFTHORN) {
    			skill_unitsetting(map_id2bl(su->group->src_id), su->group->skill_id, su->group->skill_lv, su->group->val3>>16, su->group->val3&0xffff, 1);
    			su->group->limit = sg->limit = 0;
    			su->group->unit_id = sg->unit_id = UNT_USED_TRAPS;
    			return skill_id;
    		}
    	}
    
    	switch (sg->unit_id) {
    		// Units that deals simple attack
    		case UNT_GRAVITATION:
    		case UNT_EARTHSTRAIN:
    		case UNT_FIREWALK:
    		case UNT_ELECTRICWALK:
    		case UNT_PSYCHIC_WAVE:
    		case UNT_MAGMA_ERUPTION:
    		case UNT_MAKIBISHI:
    			skill_attack(skill_get_type(sg->skill_id),ss,&unit->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
    			break;
    
    		case UNT_DUMMYSKILL:
    			switch (sg->skill_id) {
    				case SG_SUN_WARM: //SG skills [Komurka]
    				case SG_MOON_WARM:
    				case SG_STAR_WARM: {
    					int count = 0;
    					const int x = bl->x, y = bl->y;
    
    					//If target isn't knocked back it should hit every "interval" ms [Playtester]
    					do {
    						if( bl->type == BL_PC )
    							status_zap(bl, 0, 15); // sp damage to players
    						else // mobs
    						if( status_charge(ss, 0, 2) ) { // costs 2 SP per hit
    							if( !skill_attack(BF_WEAPON,ss,&unit->bl,bl,sg->skill_id,sg->skill_lv,tick+count*sg->interval,0) )
    								status_charge(ss, 0, 8); //costs additional 8 SP if miss
    						} else { //should end when out of sp.
    							sg->limit = DIFF_TICK(tick,sg->tick);
    							break;
    						}
    					} while(sg->interval > 0 && x == bl->x && y == bl->y &&
    						++count < SKILLUNITTIMER_INTERVAL/sg->interval && !status_isdead(bl) );
    				}
    					break;
    #ifndef RENEWAL // The storm gust counter was dropped in renewal
    				case WZ_STORMGUST: //SG counter does not reset per stormgust. IE: One hit from a SG and two hits from another will freeze you.
    					if (tsc)
    						tsc->sg_counter++; //SG hit counter.
    					if (skill_attack(skill_get_type(sg->skill_id),ss,&unit->bl,bl,sg->skill_id,sg->skill_lv,tick,0) <= 0 && tsc)
    						tsc->sg_counter=0; //Attack absorbed.
    					break;
    #endif
    				case GS_DESPERADO:
    					if (rnd()%100 < unit->val1)
    						skill_attack(BF_WEAPON,ss,&unit->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
    					break;
    				case SU_CN_METEOR:
    					if (sg->val1)
    						skill_area_temp[3] = 1;
    					else
    						skill_area_temp[3] = 0;
    					skill_attack(skill_get_type(sg->skill_id),ss,&unit->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
    					break;
    				case GN_CRAZYWEED_ATK:
    					if( bl->type == BL_SKILL ) {
    						struct skill_unit *su = (struct skill_unit *)bl;
    						if( su && !(skill_get_inf2(su->group->skill_id)&INF2_TRAP) )
    							break;
    					}
    					//Fall through
    				default:
    					skill_attack(skill_get_type(sg->skill_id),ss,&unit->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
    			}
    			break;
    
    		case UNT_FIREWALL:
    		case UNT_KAEN: {
    			int count = 0;
    			const int x = bl->x, y = bl->y;
    
    			if (skill_id == GN_WALLOFTHORN && battle_check_target(ss, bl, sg->target_flag) <= 0)
    				break;
    
    			//Take into account these hit more times than the timer interval can handle.
    			do
    				skill_attack(BF_MAGIC,ss,&unit->bl,bl,sg->skill_id,sg->skill_lv,tick+count*sg->interval,0);
    			while(sg->interval > 0 && --unit->val2 && x == bl->x && y == bl->y &&
    				++count < SKILLUNITTIMER_INTERVAL/sg->interval && !status_isdead(bl));
    
    			if (unit->val2 <= 0)
    				skill_delunit(unit);
    		}
    		break;
    		case UNT_SANCTUARY:
    			if( battle_check_undead(tstatus->race, tstatus->def_ele) || tstatus->race==RC_DEMON )
    			{ //Only damage enemies with offensive Sanctuary. [Skotlex]
    				if( battle_check_target(&unit->bl,bl,BCT_ENEMY) > 0 && skill_attack(BF_MAGIC, ss, &unit->bl, bl, sg->skill_id, sg->skill_lv, tick, 0) )
    					sg->val1 -= 1; // Reduce the number of targets that can still be hit
    			} else {
    				int heal = skill_calc_heal(ss,bl,sg->skill_id,sg->skill_lv,true);
    				struct mob_data *md = BL_CAST(BL_MOB, bl);
    
    #ifdef RENEWAL
    				if (md && md->mob_id == MOBID_EMPERIUM)
    					break;
    #endif
    				if( tstatus->hp >= tstatus->max_hp )
    					break;
    				if( md && status_get_class_(bl) == CLASS_BATTLEFIELD )
    					heal = 1;
    				if( status_isimmune(bl) )
    					heal = 0;
    				clif_skill_nodamage(&unit->bl, bl, AL_HEAL, heal, 1);
    				if( tsc && tsc->data[SC_AKAITSUKI] && heal )
    					heal = ~heal + 1;
    				status_heal(bl, heal, 0, 0);
    			}
    			break;
    
    		case UNT_EVILLAND:
    			//Will heal demon and undead element monsters, but not players.
    			if ((bl->type == BL_PC) || (!battle_check_undead(tstatus->race, tstatus->def_ele) && tstatus->race!=RC_DEMON))
    			{	//Damage enemies
    				if(battle_check_target(&unit->bl,bl,BCT_ENEMY)>0)
    					skill_attack(BF_MISC, ss, &unit->bl, bl, sg->skill_id, sg->skill_lv, tick, 0);
    			} else {
    				int heal = skill_calc_heal(ss,bl,sg->skill_id,sg->skill_lv,true);
    
    				if (tstatus->hp >= tstatus->max_hp)
    					break;
    				if (status_isimmune(bl))
    					heal = 0;
    				clif_skill_nodamage(&unit->bl, bl, AL_HEAL, heal, 1);
    				status_heal(bl, heal, 0, 0);
    			}
    			break;
    
    		case UNT_MAGNUS:
    			if (!battle_check_undead(tstatus->race,tstatus->def_ele) && tstatus->race!=RC_DEMON)
    				break;
    			skill_attack(BF_MAGIC,ss,&unit->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
    			break;
    
    		case UNT_FIREPILLAR_WAITING:
    			skill_unitsetting(ss,sg->skill_id,sg->skill_lv,unit->bl.x,unit->bl.y,1);
    			skill_delunit(unit);
    			break;
    
    		case UNT_SKIDTRAP: {
    				//Knockback away from position of user during placement [Playtester]
    				skill_blown(&unit->bl,bl,skill_get_blewcount(sg->skill_id,sg->skill_lv),
    					(map_calc_dir_xy(sg->val1>>16,sg->val1&0xFFFF,bl->x,bl->y,6)+4)%8,0);
    				sg->unit_id = UNT_USED_TRAPS;
    				clif_changetraplook(&unit->bl, UNT_USED_TRAPS);
    				sg->limit=DIFF_TICK(tick,sg->tick)+1500;
    				//Target will be stopped for 3 seconds
    				sc_start(ss,bl,SC_STOP,100,0,skill_get_time2(sg->skill_id,sg->skill_lv));
    			}
    			break;
    
    		case UNT_ANKLESNARE:
    		case UNT_MANHOLE:
    			if( sg->val2 == 0 && tsc && ((sg->unit_id == UNT_ANKLESNARE && skill_id != SC_ESCAPE) || bl->id != sg->src_id) ) {
    				int sec = skill_get_time2(sg->skill_id,sg->skill_lv);
    
    				if( status_change_start(ss, bl,type,10000,sg->skill_lv,sg->group_id,0,0,sec, SCSTART_NORATEDEF) ) {
    					const struct TimerData* td = tsc->data[type]?get_timer(tsc->data[type]->timer):NULL;
    
    					if( td )
    						sec = DIFF_TICK(td->tick, tick);
    					if( (sg->unit_id == UNT_MANHOLE && bl->type == BL_PC)
    						|| !unit_blown_immune(bl,0x1) )
    					{
    						unit_movepos(bl, unit->bl.x, unit->bl.y, 0, 0);
    						clif_fixpos(bl);
    					}
    					sg->val2 = bl->id;
    				} else
    					sec = 3000; //Couldn't trap it?
    				if (sg->unit_id == UNT_ANKLESNARE) {
    					clif_skillunit_update(&unit->bl);
    					/**
    					 * If you're snared from a trap that was invisible this makes the trap be
    					 * visible again -- being you stepped on it (w/o this the trap remains invisible and you go "WTF WHY I CANT MOVE")
    					 * bugreport:3961
    					 **/
    					clif_changetraplook(&unit->bl, UNT_ANKLESNARE);
    				}
    				sg->limit = DIFF_TICK(tick,sg->tick)+sec;
    				sg->interval = -1;
    				unit->range = 0;
    			}
    			break;
    
    		case UNT_ELECTRICSHOCKER:
    			if( bl->id != ss->id ) {
    				if( status_bl_has_mode(bl,MD_STATUS_IMMUNE) )
    					break;
    				if( status_change_start(ss, bl,type,10000,sg->skill_lv,sg->group_id,0,0,skill_get_time2(sg->skill_id, sg->skill_lv), SCSTART_NORATEDEF) ) {
    					map_moveblock(bl, unit->bl.x, unit->bl.y, tick);
    					clif_fixpos(bl);
    				}
    				map_foreachinrange(skill_trap_splash, &unit->bl, skill_get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag, &unit->bl, tick);
    				sg->unit_id = UNT_USED_TRAPS; //Changed ID so it does not invoke a for each in area again.
    			}
    			break;
    
    		case UNT_VENOMDUST:
    			if(tsc && !tsc->data[type])
    				status_change_start(ss,bl,type,10000,sg->skill_lv,sg->src_id,0,0,skill_get_time2(sg->skill_id,sg->skill_lv),SCSTART_NONE);
    			break;
    
    		case UNT_LANDMINE:
    			//Land Mine only hits single target
    			skill_attack(skill_get_type(sg->skill_id),ss,&unit->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
    			sg->unit_id = UNT_USED_TRAPS; //Changed ID so it does not invoke a for each in area again.
    			sg->limit = 1500;
    			break;
    		case UNT_MAGENTATRAP:
    		case UNT_COBALTTRAP:
    		case UNT_MAIZETRAP:
    		case UNT_VERDURETRAP:
    			if( bl->type == BL_PC )// it won't work on players
    				break;
    		case UNT_FIRINGTRAP:
    		case UNT_ICEBOUNDTRAP:
    		case UNT_CLUSTERBOMB:
    			if( bl->id == ss->id )// it won't trigger on caster
    				break;
    		case UNT_BLASTMINE:
    		case UNT_SHOCKWAVE:
    		case UNT_SANDMAN:
    		case UNT_FLASHER:
    		case UNT_FREEZINGTRAP:
    		case UNT_FIREPILLAR_ACTIVE:
    		case UNT_CLAYMORETRAP:
    		{
    			int bl_flag = sg->bl_flag;
    			if (tsc && tsc->data[SC__MANHOLE])
    				break;
    			if (sg->unit_id == UNT_FIRINGTRAP || sg->unit_id == UNT_ICEBOUNDTRAP || sg->unit_id == UNT_CLAYMORETRAP)
    				bl_flag = bl_flag|BL_SKILL|~BCT_SELF;
    			if(battle_config.skill_wall_check && !(skill_get_nk(skill_id)&NK_NO_DAMAGE))
    				map_foreachinshootrange(skill_trap_splash, &unit->bl, skill_get_splash(sg->skill_id, sg->skill_lv), bl_flag, &unit->bl, tick);
    			else
    				map_foreachinrange(skill_trap_splash, &unit->bl, skill_get_splash(sg->skill_id, sg->skill_lv), bl_flag, &unit->bl, tick);
    			if (sg->unit_id != UNT_FIREPILLAR_ACTIVE)
    				clif_changetraplook(&unit->bl,(sg->unit_id == UNT_LANDMINE ? UNT_FIREPILLAR_ACTIVE : UNT_USED_TRAPS));
    			sg->limit = DIFF_TICK(tick, sg->tick) +
    				(sg->unit_id == UNT_CLUSTERBOMB || sg->unit_id == UNT_ICEBOUNDTRAP ? 1000 : 0) + // Cluster Bomb/Icebound has 1s to disappear once activated.
    				(sg->unit_id == UNT_FIRINGTRAP ? 0 : 1500); // Firing Trap gets removed immediately once activated.
    			sg->unit_id = UNT_USED_TRAPS; // Change ID so it does not invoke a for each in area again.
    		}
    			break;
    
    		case UNT_TALKIEBOX:
    			if (sg->src_id == bl->id)
    				break;
    			if (sg->val2 == 0) {
    				clif_talkiebox(&unit->bl, sg->valstr);
    				sg->unit_id = UNT_USED_TRAPS;
    				clif_changetraplook(&unit->bl, UNT_USED_TRAPS);
    				sg->limit = DIFF_TICK(tick, sg->tick) + 5000;
    				sg->val2 = -1;
    			}
    			break;
    
    		case UNT_LULLABY:
    			if (ss->id == bl->id)
    				break;
    			skill_additional_effect(ss, bl, sg->skill_id, sg->skill_lv, BF_LONG|BF_SKILL|BF_MISC, ATK_DEF, tick);
    			break;
    
    		case UNT_UGLYDANCE:	//Ugly Dance [Skotlex]
    			if (ss->id != bl->id)
    				skill_additional_effect(ss, bl, sg->skill_id, sg->skill_lv, BF_LONG|BF_SKILL|BF_MISC, ATK_DEF, tick);
    			break;
    
    		case UNT_DISSONANCE:
    			skill_attack(BF_MISC, ss, &unit->bl, bl, sg->skill_id, sg->skill_lv, tick, 0);
    			break;
    
    		case UNT_APPLEIDUN: { //Apple of Idun [Skotlex]
    				int heal;
    #ifdef RENEWAL
    				struct mob_data *md = BL_CAST(BL_MOB, bl);
    
    				if (md && md->mob_id == MOBID_EMPERIUM)
    					break;
    #endif
    				if (sg->src_id == bl->id && !(tsc && tsc->data[SC_SPIRIT] && tsc->data[SC_SPIRIT]->val2 == SL_BARDDANCER))
    					break; // affects self only when soullinked
    				heal = skill_calc_heal(ss,bl,sg->skill_id, sg->skill_lv, true);
    				if (tsc->data[SC_AKAITSUKI] && heal)
    					heal = ~heal + 1;
    				clif_skill_nodamage(&unit->bl, bl, AL_HEAL, heal, 1);
    				status_heal(bl, heal, 0, 0);
    			}
    			break;
    
    		case UNT_TATAMIGAESHI:
    		case UNT_DEMONSTRATION:
    			skill_attack(BF_WEAPON,ss,&unit->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
    			break;
    
    		case UNT_GOSPEL:
    			if (rnd()%100 > sg->skill_lv*10 || ss == bl)
    				break;
    			if (battle_check_target(ss,bl,BCT_PARTY)>0)
    			{ // Support Effect only on party, not guild
    				int heal;
    				int i = rnd()%13; // Positive buff count
    				int time = skill_get_time2(sg->skill_id, sg->skill_lv); //Duration
    				switch (i)
    				{
    					case 0: // Heal 1~9999 HP
    						heal = rnd() %9999+1;
    						clif_skill_nodamage(ss,bl,AL_HEAL,heal,1);
    						status_heal(bl,heal,0,0);
    						break;
    					case 1: // End all negative status
    						status_change_clear_buffs(bl, SCCB_DEBUFFS|SCCB_REFRESH);
    						if (tsd) clif_gospel_info(tsd, 0x15);
    						break;
    					case 2: // Immunity to all status
    						sc_start(ss, bl,SC_SCRESIST,100,100,time);
    						if (tsd) clif_gospel_info(tsd, 0x16);
    						break;
    					case 3: // MaxHP +100%
    						sc_start(ss, bl,SC_INCMHPRATE,100,100,time);
    						if (tsd) clif_gospel_info(tsd, 0x17);
    						break;
    					case 4: // MaxSP +100%
    						sc_start(ss, bl,SC_INCMSPRATE,100,100,time);
    						if (tsd) clif_gospel_info(tsd, 0x18);
    						break;
    					case 5: // All stats +20
    						sc_start(ss, bl,SC_INCALLSTATUS,100,20,time);
    						if (tsd) clif_gospel_info(tsd, 0x19);
    						break;
    					case 6: // Level 10 Blessing
    						sc_start(ss, bl,SC_BLESSING,100,10,time);
    						break;
    					case 7: // Level 10 Increase AGI
    						sc_start(ss, bl,SC_INCREASEAGI,100,10,time);
    						break;
    					case 8: // Enchant weapon with Holy element
    						sc_start(ss, bl,SC_ASPERSIO,100,1,time);
    						if (tsd) clif_gospel_info(tsd, 0x1c);
    						break;
    					case 9: // Enchant armor with Holy element
    						sc_start(ss, bl,SC_BENEDICTIO,100,1,time);
    						if (tsd) clif_gospel_info(tsd, 0x1d);
    						break;
    					case 10: // DEF +25%
    						sc_start(ss, bl,SC_INCDEFRATE,100,25,time);
    						if (tsd) clif_gospel_info(tsd, 0x1e);
    						break;
    					case 11: // ATK +100%
    						sc_start(ss, bl,SC_INCATKRATE,100,100,time);
    						if (tsd) clif_gospel_info(tsd, 0x1f);
    						break;
    					case 12: // HIT/Flee +50
    						sc_start(ss, bl,SC_INCHIT,100,50,time);
    						sc_start(ss, bl,SC_INCFLEE,100,50,time);
    						if (tsd) clif_gospel_info(tsd, 0x20);
    						break;
    				}
    			}
    			else if (battle_check_target(&unit->bl,bl,BCT_ENEMY)>0)
    			{ // Offensive Effect
    				int i = rnd()%9; // Negative buff count
    				int time = skill_get_time2(sg->skill_id, sg->skill_lv);
    				switch (i)
    				{
    					case 0: // Deal 1~9999 damage
    						skill_attack(BF_MISC,ss,&unit->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
    						break;
    					case 1: // Curse
    						sc_start(ss, bl,SC_CURSE,100,1,time);
    						break;
    					case 2: // Blind
    						sc_start(ss, bl,SC_BLIND,100,1,time);
    						break;
    					case 3: // Poison
    						sc_start2(ss, bl,SC_POISON,100,1,ss->id,time);
    						break;
    					case 4: // Level 10 Provoke
    						sc_start(ss, bl,SC_PROVOKE,100,10,time);
    						break;
    					case 5: // DEF -100%
    						sc_start(ss, bl,SC_INCDEFRATE,100,-100,time);
    						break;
    					case 6: // ATK -100%
    						sc_start(ss, bl,SC_INCATKRATE,100,-100,time);
    						break;
    					case 7: // Flee -100%
    						sc_start(ss, bl,SC_INCFLEERATE,100,-100,time);
    						break;
    					case 8: // Speed/ASPD -25%
    						sc_start4(ss, bl,SC_GOSPEL,100,1,0,0,BCT_ENEMY,time);
    						break;
    				}
    			}
    			break;
    
    		case UNT_BASILICA:
    			{
    				int i = battle_check_target(&unit->bl, bl, BCT_ENEMY);
    
    				if (i > 0) {
    					skill_blown(&unit->bl, bl, skill_get_blewcount(skill_id, sg->skill_lv), unit_getdir(bl), 0);
    					break;
    				}
    				if (i <= 0 && (!tsc || !tsc->data[SC_BASILICA]))
    					sc_start4(ss, bl, type, 100, 0, 0, sg->group_id, ss->id, sg->limit);
    			}
    			break;
    
    		case UNT_GROUNDDRIFT_WIND:
    		case UNT_GROUNDDRIFT_DARK:
    		case UNT_GROUNDDRIFT_POISON:
    		case UNT_GROUNDDRIFT_WATER:
    		case UNT_GROUNDDRIFT_FIRE:
    			map_foreachinrange(skill_trap_splash,&unit->bl,
    				skill_get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag,
    				&unit->bl,tick);
    			sg->unit_id = UNT_USED_TRAPS;
    			//clif_changetraplook(&src->bl, UNT_FIREPILLAR_ACTIVE);
    			sg->limit=DIFF_TICK(tick,sg->tick);
    			break;
    
    		case UNT_POISONSMOKE:
    			if( battle_check_target(ss,bl,BCT_ENEMY) > 0 && !(tsc && tsc->data[sg->val2]) && rnd()%100 < 20 )
    				sc_start(ss,bl,(sc_type)sg->val2,100,sg->val3,skill_get_time2(GC_POISONINGWEAPON, 1));
    			break;
    
    		case UNT_EPICLESIS:
    			++sg->val1; // Increment outside of the check to get the exact interval of the skill unit
    			if( bl->type == BL_PC && !battle_check_undead(tstatus->race, tstatus->def_ele) && tstatus->race != RC_DEMON ) {
    				if (sg->val1 % 3 == 0) { // Recover players every 3 seconds
    					int hp, sp;
    
    					switch( sg->skill_lv ) {
    						case 1: case 2: hp = 3; sp = 2; break;
    						case 3: case 4: hp = 4; sp = 3; break;
    						case 5: default: hp = 5; sp = 4; break;
    					}
    					hp = tstatus->max_hp * hp / 100;
    					sp = tstatus->max_sp * sp / 100;
    					if (tstatus->hp < tstatus->max_hp)
    						clif_skill_nodamage(&unit->bl, bl, AL_HEAL, hp, 1);
    					if (tstatus->sp < tstatus->max_sp)
    						clif_skill_nodamage(&unit->bl, bl, MG_SRECOVERY, sp, 1);
    					if (tsc && tsc->data[SC_AKAITSUKI] && hp)
    						hp = ~hp + 1;
    					status_heal(bl, hp, sp, 3);
    				}
    				if (sg->val1 % 5 == 0) { // Reveal hidden players every 5 seconds
    					// Doesn't remove Invisibility or Chase Walk.
    					status_change_end(bl,SC_HIDING,INVALID_TIMER);
    					status_change_end(bl,SC_CLOAKING,INVALID_TIMER);
    					status_change_end(bl,SC_CLOAKINGEXCEED,INVALID_TIMER);
    					status_change_end(bl,SC_CAMOUFLAGE,INVALID_TIMER);
    					if (tsc && tsc->data[SC__SHADOWFORM] && rnd() % 100 < 100 - tsc->data[SC__SHADOWFORM]->val1 * 10) // [100 - (Skill Level x 10)] %
    						status_change_end(bl, SC__SHADOWFORM, INVALID_TIMER);
    				}
    				sc_start(ss, bl, type, 100, sg->skill_lv, sg->interval + 100);
    			}
    			/* Enable this if kRO fix the current skill. Currently no damage on undead and demon monster. [Jobbie]
    			else if( battle_check_target(ss, bl, BCT_ENEMY) > 0 && battle_check_undead(tstatus->race, tstatus->def_ele) )
    				skill_castend_damage_id(&src->bl, bl, sg->skill_id, sg->skill_lv, 0, 0);*/
    			break;
    
    		case UNT_DIMENSIONDOOR:
    			if( tsd && !map[bl->m].flag.noteleport )
    				pc_randomwarp(tsd,CLR_TELEPORT);
    			else if( bl->type == BL_MOB && battle_config.mob_warp&8 )
    				unit_warp(bl,-1,-1,-1,CLR_TELEPORT);
    			break;
    
    		case UNT_REVERBERATION:
    			clif_changetraplook(&unit->bl,UNT_USED_TRAPS);
    			map_foreachinrange(skill_trap_splash, &unit->bl, skill_get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag, &unit->bl, tick);
    			sg->limit = DIFF_TICK(tick,sg->tick) + 1000;
    			sg->unit_id = UNT_USED_TRAPS;
    			break;
    
    		case UNT_SEVERE_RAINSTORM:
    			if( battle_check_target(&unit->bl, bl, BCT_ENEMY) > 0 )
    				skill_attack(BF_WEAPON,ss,&unit->bl,bl,WM_SEVERE_RAINSTORM_MELEE,sg->skill_lv,tick,0);
    			break;
    		case UNT_NETHERWORLD:
    			if (!status_bl_has_mode(bl,MD_STATUS_IMMUNE) || (!map_flag_gvg2(ss->m) && battle_check_target(&unit->bl,bl,BCT_PARTY) < 0)) {
    				if (!(tsc && tsc->data[type])) {
    					sc_start(ss, bl, type, 100, sg->skill_lv, skill_get_time2(sg->skill_id,sg->skill_lv));
    					sg->limit = DIFF_TICK(tick,sg->tick);
    					sg->unit_id = UNT_USED_TRAPS;
    				}
    			}
    			break;
    		case UNT_THORNS_TRAP:
    			if( tsc ) {
    				if( !sg->val2 ) {
    					int sec = skill_get_time2(sg->skill_id, sg->skill_lv);
    					if( sc_start(ss, bl, type, 100, sg->skill_lv, sec) ) {
    						const struct TimerData* td = tsc->data[type]?get_timer(tsc->data[type]->timer):NULL;
    						if( td )
    							sec = DIFF_TICK(td->tick, tick);
    						///map_moveblock(bl, src->bl.x, src->bl.y, tick); // in official server it doesn't behave like this. [malufett]
    						clif_fixpos(bl);
    						sg->val2 = bl->id;
    					} else
    						sec = 3000;	// Couldn't trap it?
    					sg->limit = DIFF_TICK(tick, sg->tick) + sec;
    				} else if( tsc->data[SC_THORNSTRAP] && bl->id == sg->val2 )
    					skill_attack(skill_get_type(GN_THORNS_TRAP), ss, ss, bl, sg->skill_id, sg->skill_lv, tick, SD_LEVEL|SD_ANIMATION);
    			}
    			break;
    
    		case UNT_WALLOFTHORN:
    			if (unit->val2-- <= 0) // Max hit reached
    				break;
    			if (status_bl_has_mode(bl,MD_STATUS_IMMUNE))
    				break; // This skill doesn't affect to Boss monsters. [iRO Wiki]
    			skill_blown(&unit->bl, bl, skill_get_blewcount(sg->skill_id, sg->skill_lv), -1, 0);
    			skill_addtimerskill(ss, tick + 100, bl->id, unit->bl.x, unit->bl.y, sg->skill_id, sg->skill_lv, skill_get_type(sg->skill_id), 4|SD_LEVEL);
    			break;
    
    		case UNT_DEMONIC_FIRE:
    			switch( sg->val2 ) {
    				case 1:
    				default:
    					sc_start4(ss, bl, SC_BURNING, 4 + 4 * sg->skill_lv, sg->skill_lv, 1000, ss->id, 0, skill_get_time2(sg->skill_id, sg->skill_lv));
    					skill_attack(skill_get_type(skill_id), ss, &unit->bl, bl, sg->skill_id, sg->skill_lv + 10 * sg->val2, tick, 0);
    					break;
    			}
    			break;
    
    		case UNT_HELLS_PLANT:
    			if ((tsc && tsc->data[SC__MANHOLE]) || status_isimmune(bl))
    				break;
    			if( battle_check_target(&unit->bl,bl,BCT_ENEMY) > 0 )
    				skill_attack(skill_get_type(GN_HELLS_PLANT_ATK), ss, &unit->bl, bl, GN_HELLS_PLANT_ATK, sg->skill_lv, tick, SCSTART_NONE);
    			if( ss != bl) // The caster is the only one who can step on the Plants without destroying them
    				sg->limit = DIFF_TICK(tick, sg->tick) + 100;
    			break;
    
    		case UNT_ZEPHYR:
    			if (ss == bl)
    				break; // Doesn't affect the Elemental
    			sc_start(ss, bl, type, 100, sg->skill_lv, sg->interval);
    			break;
    
    		case UNT_FIRE_INSIGNIA:
    		case UNT_WATER_INSIGNIA:
    		case UNT_WIND_INSIGNIA:
    		case UNT_EARTH_INSIGNIA:
    			sc_start(ss, bl, type, 100, sg->skill_lv, sg->interval);
    			if (!battle_check_undead(tstatus->race, tstatus->def_ele)) {
    				int hp = tstatus->max_hp / 100; //+1% each 5s
    				if ((sg->val3) % 5) { //each 5s
    					if (tstatus->def_ele == skill_get_ele(sg->skill_id,sg->skill_lv)){
    						status_heal(bl, hp, 0, 2);
    					} else if((sg->unit_id ==  UNT_FIRE_INSIGNIA && tstatus->def_ele == ELE_EARTH)
    						||(sg->unit_id ==  UNT_WATER_INSIGNIA && tstatus->def_ele == ELE_FIRE)
    						||(sg->unit_id ==  UNT_WIND_INSIGNIA && tstatus->def_ele == ELE_WATER)
    						||(sg->unit_id ==  UNT_EARTH_INSIGNIA && tstatus->def_ele == ELE_WIND)
    					){
    						status_heal(bl, -hp, 0, 0);
    					}
    				}
    				sg->val3++; //timer
    				if (sg->val3 > 5) sg->val3 = 0;
    			}
    			break;
    
    		case UNT_VACUUM_EXTREME:
    			if (tsc && (tsc->data[SC_HALLUCINATIONWALK] || tsc->data[SC_HOVERING] || tsc->data[SC_VACUUM_EXTREME] ||
    				(tsc->data[SC_VACUUM_EXTREME_POSTDELAY] && tsc->data[SC_VACUUM_EXTREME_POSTDELAY]->val2 == sg->group_id))) // Ignore post delay from other vacuum (this will make stack effect enabled)
    				return 0;
    			else
    				// Apply effect and suck targets one-by-one each n seconds
    				sc_start4(ss, bl, SC_VACUUM_EXTREME, 100, sg->skill_lv, sg->group_id, (sg->val1<<16)|(sg->val2), ++sg->val3*500, (sg->limit - DIFF_TICK(tick, sg->tick)));
    			break;
    
    		case UNT_BANDING:
    			if( battle_check_target(&unit->bl, bl, BCT_ENEMY) > 0 && !(tsc && tsc->data[SC_BANDING_DEFENCE]) )
    				sc_start(ss, bl, SC_BANDING_DEFENCE, (status_get_lv(&unit->bl) / 5) + (sg->skill_lv * 5) - (status_get_agi(bl) / 10), 90, skill_get_time2(sg->skill_id, sg->skill_lv));
    			break;
    
    		case UNT_FIRE_MANTLE:
    			if( battle_check_target(&unit->bl, bl, BCT_ENEMY) > 0 )
    				skill_attack(BF_MAGIC,ss,&unit->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
    			break;
    
    		case UNT_ZENKAI_WATER:
    		case UNT_ZENKAI_LAND:
    		case UNT_ZENKAI_FIRE:
    		case UNT_ZENKAI_WIND:
    			if( battle_check_target(&unit->bl,bl,BCT_ENEMY) > 0 ) {
    				switch( sg->unit_id ) {
    					case UNT_ZENKAI_WATER:
    						switch (rnd()%2 + 1) {
    							case 1:
    								sc_start(ss, bl, SC_FREEZE, sg->val1*5, sg->skill_lv, skill_get_time(sg->skill_id, sg->skill_lv));
    								break;
    							case 2:
    								sc_start(ss, bl, SC_FREEZING, sg->val1*5, sg->skill_lv, skill_get_time(sg->skill_id, sg->skill_lv));
    								break;
    						}
    						break;
    					case UNT_ZENKAI_LAND:
    						switch (rnd()%2 + 1) {
    							case 1:
    								sc_start2(ss, bl, SC_STONE, sg->val1*5, sg->skill_lv, ss->id, skill_get_time(sg->skill_id, sg->skill_lv));
    								break;
    							case 2:
    								sc_start2(ss, bl, SC_POISON, sg->val1*5, sg->skill_lv, ss->id, skill_get_time(sg->skill_id, sg->skill_lv));
    								break;
    						}
    						break;
    					case UNT_ZENKAI_FIRE:
    						sc_start4(ss, bl, SC_BURNING, sg->val1*5, sg->skill_lv, 1000, ss->id, 0, skill_get_time(sg->skill_id, sg->skill_lv));
    						break;
    					case UNT_ZENKAI_WIND:
    						switch (rnd()%3 + 1) {
    							case 1:
    								sc_start(ss, bl, SC_SLEEP, sg->val1*5, sg->skill_lv, skill_get_time(sg->skill_id, sg->skill_lv));
    								break;
    							case 2:
    								sc_start(ss, bl, SC_SILENCE, sg->val1*5, sg->skill_lv, skill_get_time(sg->skill_id, sg->skill_lv));
    								break;
    							case 3:
    								sc_start(ss, bl, SC_DEEPSLEEP, sg->val1*5, sg->skill_lv, skill_get_time(sg->skill_id, sg->skill_lv));
    								break;
    						}
    						break;
    				}
    			} else
    				sc_start2(ss, bl,type,100,sg->val1,sg->val2,skill_get_time(sg->skill_id, sg->skill_lv));
    			break;
    
    		case UNT_LAVA_SLIDE:
    			skill_attack(BF_WEAPON, ss, &unit->bl, bl, sg->skill_id, sg->skill_lv, tick, 0);
    			if(++sg->val1 > 4) //after 5 stop hit and destroy me
    				sg->limit = DIFF_TICK(tick, sg->tick);
    			break;
    		case UNT_POISON_MIST:
    			skill_attack(BF_MAGIC, ss, &unit->bl, bl, sg->skill_id, sg->skill_lv, tick, 0);
    			status_change_start(ss, bl, SC_BLIND, (10 + 10 * sg->skill_lv)*100, sg->skill_lv, sg->skill_id, 0, 0, skill_get_time2(sg->skill_id, sg->skill_lv), SCSTART_NOTICKDEF|SCSTART_NORATEDEF);
    			break;
    
    		case UNT_CHAOSPANIC:
    			if (tsc && tsc->data[type])
    				break;
    			status_change_start(ss, bl, type, 3500 + (sg->skill_lv * 1500), sg->skill_lv, 0, 0, 1, sg->skill_lv * 4000, SCSTART_NOAVOID|SCSTART_NORATEDEF|SCSTART_NOTICKDEF);
    			break;
    
    		case UNT_B_TRAP:
    			if (tsc && tsc->data[type])
    				break;
    			sc_start(ss, bl, type, 100, sg->skill_lv, skill_get_time2(sg->skill_id,sg->skill_lv));
    			unit->val2++; // Mark as ever been used
    			break;
    
    		case UNT_FIRE_RAIN:
    			clif_skill_damage(ss,bl,tick,status_get_amotion(ss),0,
    				skill_attack(skill_get_type(sg->skill_id),ss,&unit->bl,bl,sg->skill_id,sg->skill_lv,tick,SD_ANIMATION|SD_SPLASH),
    				1,sg->skill_id,sg->skill_lv,DMG_SKILL);
    			break;
    
    		case UNT_SV_ROOTTWIST:
    			if (status_bl_has_mode(bl,MD_STATUS_IMMUNE))
    				break;
    			if (tsc) {
    				if (!sg->val2) {
    					int sec = skill_get_time(sg->skill_id, sg->skill_lv);
    
    					if (sc_start2(ss, bl, type, 100, sg->skill_lv, sg->group_id, sec)) {
    						const struct TimerData* td = tsc->data[type]?get_timer(tsc->data[type]->timer):NULL;
    
    						if(td)
    							sec = DIFF_TICK(td->tick, tick);
    						clif_fixpos(bl);
    						sg->val2 = bl->id;
    					} else // Couldn't trap it?
    						sec = 7000;
    					sg->limit = DIFF_TICK(tick, sg->tick) + sec;
    				} else if (tsc->data[type] && bl->id == sg->val2)
    					skill_attack(skill_get_type(SU_SV_ROOTTWIST_ATK), ss, &unit->bl, bl, SU_SV_ROOTTWIST_ATK, sg->skill_lv, tick, SD_LEVEL|SD_ANIMATION);
    			}
    			break;
    	}
    
    	if (bl->type == BL_MOB && ss != bl)
    		mobskill_event((TBL_MOB*)bl, ss, tick, MSC_SKILLUSED|(skill_id<<16));
    
    	return skill_id;
    }
    
    /**
     * Triggered when a char steps out of a skill unit
     * @param src Skill unit from char moved out
     * @param bl Char
     * @param tick
     */
    int skill_unit_onout(struct skill_unit *src, struct block_list *bl, unsigned int tick)
    {
    	struct skill_unit_group *sg;
    	struct status_change *sc;
    	struct status_change_entry *sce;
    	enum sc_type type;
    
    	nullpo_ret(src);
    	nullpo_ret(bl);
    	nullpo_ret(sg=src->group);
    	sc = status_get_sc(bl);
    	type = status_skill2sc(sg->skill_id);
    	sce = (sc && type != -1)?sc->data[type]:NULL;
    
    	if( bl->prev==NULL || (status_isdead(bl) && sg->unit_id != UNT_ANKLESNARE && sg->unit_id != UNT_SPIDERWEB) ) //Need to delete the trap if the source died.
    		return 0;
    
    	switch(sg->unit_id){
    		case UNT_SAFETYWALL:
    		case UNT_PNEUMA:
    		case UNT_EPICLESIS://Arch Bishop
    			if (sce)
    				status_change_end(bl, type, INVALID_TIMER);
    			break;
    
    		case UNT_BASILICA:
    			if (sce && sce->val4 != bl->id)
    				status_change_end(bl, type, INVALID_TIMER);
    			break;
    
    		case UNT_HERMODE:	//Clear Hermode if the owner moved.
    			if (sce && sce->val3 == BCT_SELF && sce->val4 == sg->group_id)
    				status_change_end(bl, type, INVALID_TIMER);
    			break;
    
    		case UNT_DISSONANCE:
    		case UNT_UGLYDANCE: //Used for updating timers in song overlap instances
    			{
    				short i;
    				for(i = BA_WHISTLE; i <= DC_SERVICEFORYOU; i++) {
    					if(skill_get_inf2(i)&(INF2_SONG_DANCE)) {
    						type = status_skill2sc(i);
    						sce = (sc && type != -1)?sc->data[type]:NULL;
    						if(sce)
    							return i;
    					}
    				}
    			}
    		case UNT_WHISTLE:
    		case UNT_ASSASSINCROSS:
    		case UNT_POEMBRAGI:
    		case UNT_APPLEIDUN:
    		case UNT_HUMMING:
    		case UNT_DONTFORGETME:
    		case UNT_FORTUNEKISS:
    		case UNT_SERVICEFORYOU:
    			if (sg->src_id==bl->id && !(sc && sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_BARDDANCER))
    				return -1;
    	}
    	return sg->skill_id;
    }
    
    /**
     * Triggered when a char steps out of a skill group (entirely) [Skotlex]
     * @param skill_id Skill ID
     * @param bl A char
     * @param tick
     */
    int skill_unit_onleft(uint16 skill_id, struct block_list *bl, unsigned int tick)
    {
    	struct status_change *sc;
    	struct status_change_entry *sce;
    	enum sc_type type;
    
    	sc = status_get_sc(bl);
    	if (sc && !sc->count)
    		sc = NULL;
    
    	type = status_skill2sc(skill_id);
    	sce = (sc && type != -1)?sc->data[type]:NULL;
    
    	switch (skill_id)
    	{
    		case WZ_QUAGMIRE:
    			if (bl->type==BL_MOB)
    				break;
    			if (sce)
    				status_change_end(bl, type, INVALID_TIMER);
    			break;
    
    		case BD_LULLABY:
    		case BD_RICHMANKIM:
    		case BD_ETERNALCHAOS:
    		case BD_DRUMBATTLEFIELD:
    		case BD_RINGNIBELUNGEN:
    		case BD_ROKISWEIL:
    		case BD_INTOABYSS:
    		case BD_SIEGFRIED:
    			if(sc && sc->data[SC_DANCING] && (sc->data[SC_DANCING]->val1&0xFFFF) == skill_id)
    			{	//Check if you just stepped out of your ensemble skill to cancel dancing. [Skotlex]
    				//We don't check for SC_LONGING because someone could always have knocked you back and out of the song/dance.
    				//FIXME: This code is not perfect, it doesn't checks for the real ensemble's owner,
    				//it only checks if you are doing the same ensemble. So if there's two chars doing an ensemble
    				//which overlaps, by stepping outside of the other parther's ensemble will cause you to cancel
    				//your own. Let's pray that scenario is pretty unlikely and noone will complain too much about it.
    				status_change_end(bl, SC_DANCING, INVALID_TIMER);
    			}
    		case MH_STEINWAND:
    		case MG_SAFETYWALL:
    		case AL_PNEUMA:
    		case SA_VOLCANO:
    		case SA_DELUGE:
    		case SA_VIOLENTGALE:
    		case CG_HERMODE:
    		case HW_GRAVITATION:
    		case HP_BASILICA:
    		case NJ_SUITON:
    		case SC_MAELSTROM:
    		case EL_WATER_BARRIER:
    		case EL_ZEPHYR:
    		case EL_POWER_OF_GAIA:
    		case SO_CLOUD_KILL:
    		case SO_WARMER:
    		case SO_FIRE_INSIGNIA:
    		case SO_WATER_INSIGNIA:
    		case SO_WIND_INSIGNIA:
    		case SO_EARTH_INSIGNIA:
    		case SC_BLOODYLUST:
    		case GN_FIRE_EXPANSION_SMOKE_POWDER:
    		case GN_FIRE_EXPANSION_TEAR_GAS:
    		case LG_KINGS_GRACE:
    		case NC_STEALTHFIELD:
    		case NC_NEUTRALBARRIER:
    			if (sce)
    				status_change_end(bl, type, INVALID_TIMER);
    			break;
    		case BA_DISSONANCE:
    		case DC_UGLYDANCE: //Used for updating song timers in overlap instances
    			{
    				short i;
    				for(i = BA_WHISTLE; i <= DC_SERVICEFORYOU; i++){
    					if(skill_get_inf2(i)&(INF2_SONG_DANCE)){
    						type = status_skill2sc(i);
    						sce = (sc && type != -1)?sc->data[type]:NULL;
    						if(sce && !sce->val4){ //We don't want dissonance updating this anymore
    							delete_timer(sce->timer, status_change_timer);
    							sce->val4 = 1; //Store the fact that this is a "reduced" duration effect.
    							sce->timer = add_timer(tick+skill_get_time2(i,1), status_change_timer, bl->id, type);
    						}
    					}
    				}
    			}
    			break;
    		case BA_POEMBRAGI:
    		case BA_WHISTLE:
    		case BA_ASSASSINCROSS:
    		case BA_APPLEIDUN:
    		case DC_HUMMING:
    		case DC_DONTFORGETME:
    		case DC_FORTUNEKISS:
    		case DC_SERVICEFORYOU:
    			if (sce)
    			{
    				delete_timer(sce->timer, status_change_timer);
    				//NOTE: It'd be nice if we could get the skill_lv for a more accurate extra time, but alas...
    				//not possible on our current implementation.
    				sce->val4 = 1; //Store the fact that this is a "reduced" duration effect.
    				sce->timer = add_timer(tick+skill_get_time2(skill_id,1), status_change_timer, bl->id, type);
    			}
    			break;
    		case PF_FOGWALL:
    			if (sce)
    			{
    				status_change_end(bl, type, INVALID_TIMER);
    				if ((sce=sc->data[SC_BLIND]))
    				{
    					if (bl->type == BL_PC) //Players get blind ended inmediately, others have it still for 30 secs. [Skotlex]
    						status_change_end(bl, SC_BLIND, INVALID_TIMER);
    					else {
    						delete_timer(sce->timer, status_change_timer);
    						sce->timer = add_timer(30000+tick, status_change_timer, bl->id, SC_BLIND);
    					}
    				}
    			}
    			break;
    		case GD_LEADERSHIP:
    		case GD_GLORYWOUNDS:
    		case GD_SOULCOLD:
    		case GD_HAWKEYES:
    			if( !(sce && sce->val4) )
    				status_change_end(bl, type, INVALID_TIMER);
    			break;
    	}
    
    	return skill_id;
    }
    
    /*==========================================
     * Invoked when a unit cell has been placed/removed/deleted.
     * flag values:
     * flag&1: Invoke onplace function (otherwise invoke onout)
     * flag&4: Invoke a onleft call (the unit might be scheduled for deletion)
     * flag&8: Recursive
     *------------------------------------------*/
    static int skill_unit_effect(struct block_list* bl, va_list ap)
    {
    	struct skill_unit* unit = va_arg(ap,struct skill_unit*);
    	struct skill_unit_group* group = unit->group;
    	unsigned int tick = va_arg(ap,unsigned int);
    	unsigned int flag = va_arg(ap,unsigned int);
    	uint16 skill_id;
    	bool dissonance = false;
    	bool isTarget = false;
    
    	if( (!unit->alive && !(flag&4)) || bl->prev == NULL )
    		return 0;
    
    	nullpo_ret(group);
    
    	if( !(flag&8) ) {
    		dissonance = skill_dance_switch(unit, 0);
    		//Target-type check.
    		isTarget = group->bl_flag & bl->type && battle_check_target( &unit->bl, bl, group->target_flag ) > 0;
    	}
    
    	//Necessary in case the group is deleted after calling on_place/on_out [Skotlex]
    	skill_id = group->skill_id;
    	if( isTarget ){
    		if( flag&1 )
    			skill_unit_onplace(unit,bl,tick);
    		else {
    			if( skill_unit_onout(unit,bl,tick) == -1 )
    				return 0; // Don't let a Bard/Dancer update their own song timer
    		}
    
    		if( flag&4 )
    			skill_unit_onleft(skill_id, bl, tick);
    	} else if( !isTarget && flag&4 && ( group->state.song_dance&0x1 || ( group->src_id == bl->id && group->state.song_dance&0x2 ) ) )
    		skill_unit_onleft(skill_id, bl, tick);//Ensemble check to terminate it.
    
    	if( dissonance ) {
    		skill_dance_switch(unit, 1);
    		//we placed a dissonance, let's update
    		map_foreachincell(skill_unit_effect,unit->bl.m,unit->bl.x,unit->bl.y,group->bl_flag,&unit->bl,gettick(),4|8);
    	}
    
    	return 0;
    }
    
    /**
     * Check skill unit while receiving damage
     * @param unit Skill unit
     * @param damage Received damage
     * @return Damage
     */
    int64 skill_unit_ondamaged(struct skill_unit *unit, int64 damage)
    {
    	struct skill_unit_group *sg;
    
    	nullpo_ret(unit);
    	nullpo_ret(sg = unit->group);
    
    	switch( sg->unit_id ) {
    		case UNT_BLASTMINE:
    		case UNT_SKIDTRAP:
    		case UNT_LANDMINE:
    		case UNT_SHOCKWAVE:
    		case UNT_SANDMAN:
    		case UNT_FLASHER:
    		case UNT_CLAYMORETRAP:
    		case UNT_FREEZINGTRAP:
    		case UNT_ANKLESNARE:
    		case UNT_ICEWALL:
    		case UNT_WALLOFTHORN:
    		case UNT_REVERBERATION:
    		case UNT_NETHERWORLD:
    			unit->val1 -= (int)cap_value(damage,INT_MIN,INT_MAX);
    			break;
    		default:
    			damage = 0;
    			break;
    	}
    
    	return damage;
    }
    
    /**
     * Check char condition around the skill caster
     * @param bl Char around area
     * @param *c Counter for 'valid' condition found
     * @param *p_sd Stores 'rid' of char found
     * @param skill_id Skill ID
     * @param skill_lv Level of used skill
     */
    int skill_check_condition_char_sub (struct block_list *bl, va_list ap)
    {
    	int *c, skill_id, inf2;
    	struct block_list *src;
    	struct map_session_data *sd;
    	struct map_session_data *tsd;
    	int *p_sd;	//Contains the list of characters found.
    
    	nullpo_ret(bl);
    	nullpo_ret(tsd=(struct map_session_data*)bl);
    	nullpo_ret(src=va_arg(ap,struct block_list *));
    	nullpo_ret(sd=(struct map_session_data*)src);
    
    	c=va_arg(ap,int *);
    	p_sd = va_arg(ap, int *);
    	skill_id = va_arg(ap,int);
    	inf2 = skill_get_inf2(skill_id);
    
    	if (skill_id == PR_BENEDICTIO) {
    		if (*c >= 2) // Check for two companions for Benedictio. [Skotlex]
    			return 0;
    	}
    	else if ((inf2&INF2_CHORUS_SKILL || skill_id == WL_COMET)) {
    		if (*c == MAX_PARTY) // Check for partners for Chorus or Comet; Cap if the entire party is accounted for.
    			return 0;
    	}
    	else if (*c >= 1) // Check for one companion for all other cases.
    		return 0;
    
    	if (bl == src)
    		return 0;
    
    	if(pc_isdead(tsd))
    		return 0;
    
    	if (tsd->sc.data[SC_SILENCE] || ( tsd->sc.opt1 && tsd->sc.opt1 != OPT1_BURNING ))
    		return 0;
    
    	if( inf2&INF2_CHORUS_SKILL ) {
    		if( skill_check_sameparty(sd,tsd) && (tsd->class_&MAPID_THIRDMASK) == MAPID_MINSTRELWANDERER )
    			p_sd[(*c)++] = tsd->bl.id;
    		return 1;
    	} else {
    
    		switch(skill_id) {
    			case PR_BENEDICTIO: {
    				uint8 dir = map_calc_dir(&sd->bl,tsd->bl.x,tsd->bl.y);
    				dir = (unit_getdir(&sd->bl) + dir)%8; //This adjusts dir to account for the direction the sd is facing.
    				if ((tsd->class_&MAPID_BASEMASK) == MAPID_ACOLYTE && (dir == 2 || dir == 6) //Must be standing to the left/right of Priest.
    					&& sd->status.sp >= 10)
    					p_sd[(*c)++]=tsd->bl.id;
    				return 1;
    			}
    			case AB_ADORAMUS:
    			// Adoramus does not consume Blue Gemstone when there is at least 1 Priest class next to the caster
    				if( (tsd->class_&MAPID_UPPERMASK) == MAPID_PRIEST )
    					p_sd[(*c)++] = tsd->bl.id;
    				return 1;
    			case WL_COMET:
    			// Comet does not consume Red Gemstones when there is at least 1 Warlock class next to the caster
    				if( ( sd->class_&MAPID_THIRDMASK ) == MAPID_WARLOCK )
    					p_sd[(*c)++] = tsd->bl.id;
    				return 1;
    			default: //Warning: Assuming Ensemble Dance/Songs for code speed. [Skotlex]
    				{
    					uint16 skill_lv;
    					if(pc_issit(tsd) || !unit_can_move(&tsd->bl))
    						return 0;
    					if (sd->status.sex != tsd->status.sex &&
    							(tsd->class_&MAPID_UPPERMASK) == MAPID_BARDDANCER &&
    							(skill_lv = pc_checkskill(tsd, skill_id)) > 0 &&
    							(tsd->weapontype1==W_MUSICAL || tsd->weapontype1==W_WHIP) &&
    							skill_check_sameparty(sd,tsd) &&
    							!tsd->sc.data[SC_DANCING])
    					{
    						p_sd[(*c)++]=tsd->bl.id;
    						return skill_lv;
    					} else {
    						return 0;
    					}
    				}
    				break;
    		}
    
    	}
    	return 0;
    }
    
    /**
     * Checks and stores partners for ensemble skills [Skotlex]
     * Max partners is 2.
     * @param sd Caster
     * @param skill_id
     * @param skill_lv
     * @param range Area range to check
     * @param cast_flag Special handle
     */
    int skill_check_pc_partner(struct map_session_data *sd, uint16 skill_id, uint16 *skill_lv, int range, int cast_flag)
    {
    	static int c=0;
    	static int p_sd[MAX_PARTY];
    	int i;
    	bool is_chorus = ( skill_get_inf2(skill_id)&INF2_CHORUS_SKILL );
    
    	if (!sd)
    		return 0;
    
    	if (!battle_config.player_skill_partner_check || pc_has_permission(sd, PC_PERM_SKILL_UNCONDITIONAL))
    		return is_chorus ? MAX_PARTY : 99; //As if there were infinite partners.
    
    	if (cast_flag) {	//Execute the skill on the partners.
    		struct map_session_data* tsd;
    		switch (skill_id) {
    			case PR_BENEDICTIO:
    				for (i = 0; i < c; i++) {
    					if ((tsd = map_id2sd(p_sd[i])) != NULL)
    						status_charge(&tsd->bl, 0, 10);
    				}
    				return c;
    			case AB_ADORAMUS:
    				if( c > 0 && (tsd = map_id2sd(p_sd[0])) != NULL ) {
    					i = 2 * (*skill_lv);
    					status_charge(&tsd->bl, 0, i);
    				}
    				break;
    			default: //Warning: Assuming Ensemble skills here (for speed)
    				if( is_chorus )
    					break;//Chorus skills are not to be parsed as ensambles
    				if (c > 0 && sd->sc.data[SC_DANCING] && (tsd = map_id2sd(p_sd[0])) != NULL) {
    					sd->sc.data[SC_DANCING]->val4 = tsd->bl.id;
    					sc_start4(&sd->bl,&tsd->bl,SC_DANCING,100,skill_id,sd->sc.data[SC_DANCING]->val2,*skill_lv,sd->bl.id,skill_get_time(skill_id,*skill_lv)+1000);
    					clif_skill_nodamage(&tsd->bl, &sd->bl, skill_id, *skill_lv, 1);
    					tsd->skill_id_dance = skill_id;
    					tsd->skill_lv_dance = *skill_lv;
    				}
    				return c;
    		}
    	}
    
    	//Else: new search for partners.
    	c = 0;
    	memset (p_sd, 0, sizeof(p_sd));
    	i = map_foreachinrange(skill_check_condition_char_sub, &sd->bl, range, BL_PC, &sd->bl, &c, &p_sd, skill_id);
    
    	if ( skill_id != PR_BENEDICTIO && skill_id != AB_ADORAMUS && skill_id != WL_COMET ) //Apply the average lv to encore skills.
    		*skill_lv = (i+(*skill_lv))/(c+1); //I know c should be one, but this shows how it could be used for the average of n partners.
    	return c;
    }
    
    /**
     * Sub function to count how many spawned mob is around.
     * Some skills check with matched AI.
     * @param rid Source ID
     * @param mob_class Monster ID
     * @param skill_id Used skill
     * @param *c Counter for found monster
     */
    static int skill_check_condition_mob_master_sub(struct block_list *bl, va_list ap)
    {
    	int *c,src_id,mob_class,skill;
    	uint16 ai;
    	struct mob_data *md;
    
    	md=(struct mob_data*)bl;
    	src_id=va_arg(ap,int);
    	mob_class=va_arg(ap,int);
    	skill=va_arg(ap,int);
    	c=va_arg(ap,int *);
    
    	ai = (unsigned)(skill == AM_SPHEREMINE?AI_SPHERE:skill == KO_ZANZOU?AI_ZANZOU:skill == MH_SUMMON_LEGION?AI_LEGION:skill == NC_SILVERSNIPER?AI_FAW:skill == NC_MAGICDECOY?AI_FAW:AI_FLORA);
    	if( md->master_id != src_id || md->special_state.ai != ai)
    		return 0; //Non alchemist summoned mobs have nothing to do here.
    
    	if( mob_class > 0 && md->mob_id == mob_class )
    		(*c)++;
    	else if( mob_class < 0 && md->mob_id != -mob_class )
    		(*c)++;
    	else if( mob_class == 0 )
    		(*c)++;
    
    	return 1;
    }
    
    /**
     * Determines if a given skill should be made to consume ammo
     * when used by the player. [Skotlex]
     * @param sd Player
     * @param skill_id Skill ID
     * @return True if skill is need ammo; False otherwise.
     */
    int skill_isammotype(struct map_session_data *sd, unsigned short skill_id)
    {
    	return (
    		battle_config.arrow_decrement == 2 &&
    		(sd->status.weapon == W_BOW || (sd->status.weapon >= W_REVOLVER && sd->status.weapon <= W_GRENADE)) &&
    		skill_id != HT_PHANTASMIC &&
    		skill_get_type(skill_id) == BF_WEAPON &&
    		!(skill_get_nk(skill_id)&NK_NO_DAMAGE) &&
    		!skill_get_spiritball(skill_id,1) //Assume spirit spheres are used as ammo instead.
    	);
    }
    
    /**
    * Check SC required to cast a skill
    * @param sc
    * @param skill_id
    * @return True if condition is met, False otherwise
    **/
    static bool skill_check_condition_sc_required(struct map_session_data *sd, unsigned short skill_id, struct skill_condition *require) {
    	uint8 c = 0;
    	struct status_change *sc = NULL;
    
    	if (!require->status_count)
    		return true;
    
    	nullpo_ret(sd);
    
    	if (!require || !skill_get_index(skill_id))
    		return false;
    
    	if (!(sc = &sd->sc)) {
    		clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
    		return false;
    	}
    
    	/* May has multiple requirements */
    	for (c = 0; c < require->status_count; c++) {
    		enum sc_type req_sc = require->status[c];
    		if (req_sc == SC_NONE)
    			continue;
    
    		switch (req_sc) {
    			/* Official fail msg */
    			case SC_PUSH_CART:
    				if (!sc->data[SC_PUSH_CART]) {
    					clif_skill_fail(sd, skill_id, USESKILL_FAIL_CART, 0);
    					return false;
    				}
    				break;
    			case SC_POISONINGWEAPON:
    				if (!sc->data[SC_POISONINGWEAPON]) {
    					clif_skill_fail(sd, skill_id, USESKILL_FAIL_GC_POISONINGWEAPON, 0);
    					return false;
    				}
    				break;
    
    			default:
    				if (!sc->data[req_sc]) {
    					clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
    					return false;
    				}
    				break;
    		}
    	}
    	return true;
    }
    
    /** 
     * Check skill condition when cast begin
     * For ammo, only check if the skill need ammo
     * For checking ammo requirement (type and amount) will be skill_check_condition_castend
     * @param sd Player who uses skill
     * @param skill_id ID of used skill
     * @param skill_lv Level of used skill
     * @return true: All condition passed, false: Failed
     */
    bool skill_check_condition_castbegin(struct map_session_data* sd, uint16 skill_id, uint16 skill_lv)
    {
    	struct status_data *status;
    	struct status_change *sc;
    	struct skill_condition require;
    	int i;
    	uint32 inf2, inf3;
    
    	nullpo_retr(false,sd);
    
    	if (sd->chatID)
    		return false;
    
    	if( pc_has_permission(sd, PC_PERM_SKILL_UNCONDITIONAL) && sd->skillitem != skill_id )
    	{	//GMs don't override the skillItem check, otherwise they can use items without them being consumed! [Skotlex]
    		sd->state.arrow_atk = skill_get_ammotype(skill_id)?1:0; //Need to do arrow state check.
    		sd->spiritball_old = sd->spiritball; //Need to do Spiritball check.
    		return true;
    	}
    
    	switch( sd->menuskill_id ) {
    		case AM_PHARMACY:
    			switch( skill_id ) {
    				case AM_PHARMACY:
    				case AC_MAKINGARROW:
    				case BS_REPAIRWEAPON:
    				case AM_TWILIGHT1:
    				case AM_TWILIGHT2:
    				case AM_TWILIGHT3:
    					return false;
    			}
    			break;
    		case GN_MIX_COOKING:
    		case GN_MAKEBOMB:
    		case GN_S_PHARMACY:
    		case GN_CHANGEMATERIAL:
    			if( sd->menuskill_id != skill_id )
    				return false;
    			break;
    	}
    	status = &sd->battle_status;
    	sc = &sd->sc;
    	if( !sc->count )
    		sc = NULL;
    
    	if( sd->skillitem == skill_id )
    	{
    		if( sd->state.abra_flag ) // Hocus-Pocus was used. [Inkfish]
    			sd->state.abra_flag = 0;
    		else
    		{ // When a target was selected, consume items that were skipped in pc_use_item [Skotlex]
    			if( (i = sd->itemindex) == -1 ||
    				sd->status.inventory[i].nameid != sd->itemid ||
    				sd->inventory_data[i] == NULL ||
    				!sd->inventory_data[i]->flag.delay_consume ||
    				sd->status.inventory[i].amount < 1
    				)
    			{	//Something went wrong, item exploit?
    				sd->itemid = sd->itemindex = -1;
    				return false;
    			}
    			//Consume
    			sd->itemid = sd->itemindex = -1;
    			if( skill_id == WZ_EARTHSPIKE && sc && sc->data[SC_EARTHSCROLL] && rnd()%100 > sc->data[SC_EARTHSCROLL]->val2 ) // [marquis007]
    				; //Do not consume item.
    			else if( sd->status.inventory[i].expire_time == 0 )
    				pc_delitem(sd,i,1,0,0,LOG_TYPE_CONSUME); // Rental usable items are not consumed until expiration
    		}
    		return true;
    	}
    
    	if( pc_is90overweight(sd) ) {
    		clif_skill_fail(sd,skill_id,USESKILL_FAIL_WEIGHTOVER,0);
    		return false;
    	}
    
    	if( sc && ( sc->data[SC__SHADOWFORM] || sc->data[SC__IGNORANCE] ) )
    		return false;
    
    	//Checks if disabling skill - in which case no SP requirements are necessary
    	if( sc && skill_disable_check(sc,skill_id))
    		return true;
    
    	inf3 = skill_get_inf3(skill_id);
    
    	// Check the skills that can be used while mounted on a warg
    	if( pc_isridingwug(sd) ) {
    		if(!(inf3&INF3_USABLE_WARG))
    			return false; // in official there is no message.
    	}
    	if( pc_ismadogear(sd) ) {
    		//None Mado skills are unusable when Mado is equipped. [Jobbie]
    		//Only Mechanic exlcusive skill can be used.
    		if(inf3&INF3_DIS_MADO){
    			clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
    			return false;
    		}
    	}
    
    	//if (skill_lv < 1 || skill_lv > MAX_SKILL_LEVEL)
    	//	return false;
    
    	require = skill_get_requirement(sd,skill_id,skill_lv);
    
    	//Can only update state when weapon/arrow info is checked.
    	sd->state.arrow_atk = require.ammo?1:0;
    
    	// perform skill-group checks
    	inf2 = skill_get_inf2(skill_id);
    	if(inf2&INF2_CHORUS_SKILL) {
    		if (skill_check_pc_partner(sd, skill_id, &skill_lv, AREA_SIZE, 0) < 1) {
    		    clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
    		    return false;
    		}
    	}
    	else if(inf2&INF2_ENSEMBLE_SKILL) {
    	    if (skill_check_pc_partner(sd, skill_id, &skill_lv, 1, 0) < 1) {
    		    clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
    		    return false;
    	    }
    	}
    	// perform skill-specific checks (and actions)
    	switch( skill_id ) {
    		case RG_GRAFFITI:
    			if (map_foreachinmap(skill_graffitiremover,sd->bl.m,BL_SKILL,0)) { // If a previous Graffiti exists skill fails to cast.
    				clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
    				return false;
    			}
    			break;
    		case SO_SPELLFIST:
    			if(sd->skill_id_old != MG_FIREBOLT && sd->skill_id_old != MG_COLDBOLT && sd->skill_id_old != MG_LIGHTNINGBOLT) {
    				clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
    				return false;
    			}
    		case SA_CASTCANCEL:
    			if(sd->ud.skilltimer == INVALID_TIMER) {
    				clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
    				return false;
    			}
    			break;
    		case AS_CLOAKING:
    		{
    			if( skill_lv < 3 && ((sd->bl.type == BL_PC && battle_config.pc_cloak_check_type&1)
    			||	(sd->bl.type != BL_PC && battle_config.monster_cloak_check_type&1) )) { //Check for walls.
    				static int dx[] = { 0, 1, 0, -1, -1,  1, 1, -1};
    				static int dy[] = {-1, 0, 1,  0, -1, -1, 1,  1};
    				int di;
    				ARR_FIND( 0, 8, di, map_getcell(sd->bl.m, sd->bl.x+dx[di], sd->bl.y+dy[di], CELL_CHKNOPASS) != 0 );
    				if( di == 8 ) {
    					clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
    					return false;
    				}
    			}
    			break;
    		}
    		case AL_WARP:
    			if(!battle_config.duel_allow_teleport && sd->duel_group) { // duel restriction [LuzZza]
    				char output[128]; sprintf(output, msg_txt(sd,365), skill_get_name(AL_WARP));
    				clif_displaymessage(sd->fd, output); //"Duel: Can't use %s in duel."
    				return false;
    			}
    			break;
    		case MO_CALLSPIRITS:
    			if(sc && sc->data[SC_RAISINGDRAGON])
    				skill_lv += sc->data[SC_RAISINGDRAGON]->val1;
    			if(sd->spiritball >= skill_lv) {
    				clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
    				return false;
    			}
    			break;
    		case MO_FINGEROFFENSIVE:
    		case GS_FLING:
    		case SR_RAMPAGEBLASTER:
    		case SR_RIDEINLIGHTNING:
    			if( sd->spiritball > 0 && sd->spiritball < require.spiritball )
    				sd->spiritball_old = require.spiritball = sd->spiritball;
    			else
    				sd->spiritball_old = require.spiritball;
    			break;
    		case MO_CHAINCOMBO:
    			if(!sc)
    				return false;
    			if(sc->data[SC_BLADESTOP])
    				break;
    			if(sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == MO_TRIPLEATTACK)
    				break;
    			return false;
    		case MO_COMBOFINISH:
    			if(!(sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == MO_CHAINCOMBO))
    				return false;
    			break;
    		case CH_TIGERFIST:
    			if(!(sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == MO_COMBOFINISH))
    				return false;
    			break;
    		case CH_CHAINCRUSH:
    			if(!(sc && sc->data[SC_COMBO]))
    				return false;
    			if(sc->data[SC_COMBO]->val1 != MO_COMBOFINISH && sc->data[SC_COMBO]->val1 != CH_TIGERFIST)
    				return false;
    			break;
    		case MO_EXTREMITYFIST:
    	//		if(sc && sc->data[SC_EXTREMITYFIST]) //To disable Asura during the 5 min skill block uncomment this...
    	//			return false;
    			if( sc && (sc->data[SC_BLADESTOP] || sc->data[SC_CURSEDCIRCLE_ATKER]) )
    				break;
    			if( sc && sc->data[SC_COMBO] ) {
    				switch(sc->data[SC_COMBO]->val1) {
    					case MO_COMBOFINISH:
    					case CH_TIGERFIST:
    					case CH_CHAINCRUSH:
    						break;
    					default:
    						return false;
    				}
    			}
    			else if( !unit_can_move(&sd->bl) ) { //Placed here as ST_MOVE_ENABLE should not apply if rooted or on a combo. [Skotlex]
    				clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
    				return false;
    			}
    			break;
    		case TK_MISSION:
    			if( (sd->class_&MAPID_UPPERMASK) != MAPID_TAEKWON ) { // Cannot be used by Non-Taekwon classes
    				clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
    				return false;
    			}
    			break;
    		case TK_READYCOUNTER:
    		case TK_READYDOWN:
    		case TK_READYSTORM:
    		case TK_READYTURN:
    		case TK_JUMPKICK:
    			if( (sd->class_&MAPID_UPPERMASK) == MAPID_SOUL_LINKER ) { // Soul Linkers cannot use this skill
    				clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
    				return false;
    			}
    			break;
    		case TK_TURNKICK:
    		case TK_STORMKICK:
    		case TK_DOWNKICK:
    		case TK_COUNTER:
    			if ((sd->class_&MAPID_UPPERMASK) == MAPID_SOUL_LINKER)
    				return false; //Anti-Soul Linker check in case you job-changed with Stances active.
    			if(!(sc && sc->data[SC_COMBO]) || sc->data[SC_COMBO]->val1 == TK_JUMPKICK)
    				return false; //Combo needs to be ready
    
    			if (sc->data[SC_COMBO]->val3) {	//Kick chain
    				//Do not repeat a kick.
    				if (sc->data[SC_COMBO]->val3 != skill_id)
    					break;
    				status_change_end(&sd->bl, SC_COMBO, INVALID_TIMER);
    				return false;
    			}
    			if(sc->data[SC_COMBO]->val1 != skill_id && !pc_is_taekwon_ranker(sd)) {	//Cancel combo wait.
    				unit_cancel_combo(&sd->bl);
    				return false;
    			}
    			break; //Combo ready.
    		case BD_ADAPTATION:
    			{
    				int time;
    				if(!(sc && sc->data[SC_DANCING])) {
    					clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
    					return false;
    				}
    				time = 1000*(sc->data[SC_DANCING]->val3>>16);
    				if (skill_get_time(
    					(sc->data[SC_DANCING]->val1&0xFFFF), //Dance Skill ID
    					(sc->data[SC_DANCING]->val1>>16)) //Dance Skill LV
    					- time < skill_get_time2(skill_id,skill_lv))
    				{
    					clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
    					return false;
    				}
    			}
    			break;
    		case PR_BENEDICTIO:
    			if (skill_check_pc_partner(sd, skill_id, &skill_lv, 1, 0) < 2) {
    				clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
    				return false;
    			}
    			break;
    		case SL_SMA:
    			if(!(sc && sc->data[SC_SMA]))
    				return false;
    			break;
    		case HT_POWER:
    			if(!(sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == AC_DOUBLE))
    				return false;
    			break;
    		case CG_HERMODE:
    			if(!npc_check_areanpc(1,sd->bl.m,sd->bl.x,sd->bl.y,skill_get_splash(skill_id, skill_lv))) {
    				clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
    				return false;
    			}
    			break;
    		case CG_MOONLIT: //Check there's no wall in the range+1 area around the caster. [Skotlex]
    			{
    				int s,range = skill_get_splash(skill_id, skill_lv)+1;
    				int size = range*2+1;
    				for (s=0;s<size*size;s++) {
    					int x = sd->bl.x+(s%size-range);
    					int y = sd->bl.y+(s/size-range);
    					if (map_getcell(sd->bl.m,x,y,CELL_CHKWALL)) {
    						clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
    						return false;
    					}
    				}
    			}
    			break;
    		case PR_REDEMPTIO:
    		case LG_INSPIRATION:
    			{
    				unsigned int exp, exp_needp = 0;
    				switch (skill_id) {
    					case PR_REDEMPTIO:
    						exp_needp = battle_config.exp_cost_redemptio;
    						break;
    					case LG_INSPIRATION:
    						exp_needp = battle_config.exp_cost_inspiration;
    						break;
    				}
    				if (exp_needp && ((exp = pc_nextbaseexp(sd)) > 0 && get_percentage(sd->status.base_exp, exp) < exp_needp)) {
    					clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); //Not enough exp.
    					return false;
    				}
    				break;
    			}
    		case HP_BASILICA:
    			if( !sc || (sc && !sc->data[SC_BASILICA])) {
    				if( sd ) {
    					// When castbegin, needs 7x7 clear area
    					int s,range = skill_get_unit_layout_type(skill_id,skill_lv)+1;
    					int size = range*2+1;
    					for( s=0;s<size*size;s++ ) {
    						int x = sd->bl.x+(s%size-range);
    						int y = sd->bl.y+(s/size-range);
    						if( map_getcell(sd->bl.m,x,y,CELL_CHKWALL) ) {
    							clif_skill_fail(sd,skill_id,USESKILL_FAIL,0);
    							return false;
    						}
    					}
    					if( map_foreachinrange(skill_count_wos, &sd->bl, range, BL_ALL, &sd->bl) ) {
    						clif_skill_fail(sd,skill_id,USESKILL_FAIL,0);
    						return false;
    					}
    				}
    			}
    			break;
    		case AM_TWILIGHT2:
    		case AM_TWILIGHT3:
    			if (!party_skill_check(sd, sd->status.party_id, skill_id, skill_lv)) {
    				clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
    				return false;
    			}
    			break;
    		case SG_SUN_WARM:
    		case SG_MOON_WARM:
    		case SG_STAR_WARM:
    			if (sc && sc->data[SC_MIRACLE])
    				break;
    			i = skill_id-SG_SUN_WARM;
    			if (sd->bl.m == sd->feel_map[i].m)
    				break;
    			clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
    			return false;
    			break;
    		case SG_SUN_COMFORT:
    		case SG_MOON_COMFORT:
    		case SG_STAR_COMFORT:
    			if (sc && sc->data[SC_MIRACLE])
    				break;
    			i = skill_id-SG_SUN_COMFORT;
    			if (sd->bl.m == sd->feel_map[i].m &&
    				(battle_config.allow_skill_without_day || sg_info[i].day_func()))
    				break;
    			clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
    			return false;
    		case SG_FUSION:
    			if (sc && sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_STAR)
    				break;
    			//Auron insists we should implement SP consumption when you are not Soul Linked. [Skotlex]
    			//Only invoke on skill begin cast (instant cast skill). [Kevin]
    			if( require.sp > 0 ) {
    				if (status->sp < (unsigned int)require.sp)
    					clif_skill_fail(sd,skill_id,USESKILL_FAIL_SP_INSUFFICIENT,0);
    				else
    					status_zap(&sd->bl, 0, require.sp);
    			}
    			return false;
    		case GD_BATTLEORDER:
    		case GD_REGENERATION:
    		case GD_RESTORE:
    			if( !map_flag_gvg2(sd->bl.m) && !map[sd->bl.m].flag.battleground )
    			{
    				clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
    				return false;
    			}
    		case GD_EMERGENCYCALL:
    		case GD_ITEMEMERGENCYCALL:
    			// other checks were already done in skill_isNotOk()
    			if( map[sd->bl.m].flag.battleground )
    			{
    				if( !(sd->bg_id && sd->bmaster_flag) )
    					return false; // Not Team Leader on Battleground
    			}
    			else
    			{
    				if( !(sd->status.guild_id && sd->state.gmaster_flag) )
    					return false; // Not Guild Leader
    			}
    			break;
    
    		case GS_GLITTERING:
    			if(sd->spiritball >= 10) {
    				clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
    				return false;
    			}
    			break;
    		case NJ_ISSEN:
    #ifdef RENEWAL
    			if (status->hp < (status->hp/100)) {
    #else
    			if (status->hp < 2) {
    #endif
    				clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
    				return false;
    			}
    		case NJ_BUNSINJYUTSU:
    			if (!(sc && sc->data[SC_NEN])) {
    				clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
    				return false;
    			}
    			break;
    		case NJ_ZENYNAGE:
    		case KO_MUCHANAGE:
    			if(sd->status.zeny < require.zeny) {
    				clif_skill_fail(sd,skill_id,USESKILL_FAIL_MONEY,0);
    				return false;
    			}
    			break;
    		case PF_HPCONVERSION:
    			if (status->sp == status->max_sp)
    				return false; //Unusable when at full SP.
    			break;
    		case AM_CALLHOMUN: //Can't summon if a hom is already out
    			if (sd->status.hom_id && sd->hd && !sd->hd->homunculus.vaporize) {
    				clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
    				return false;
    			}
    			break;
    		case AM_REST: //Can't vapo homun if you don't have an active homunc or it's hp is < 80%
    			if (!hom_is_active(sd->hd) || sd->hd->battle_status.hp < (sd->hd->battle_status.max_hp*80/100)) {
    				clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
    				return false;
    			}
    			break;
    		case AB_ANCILLA: {
    				int count = 0;
    
    				for( i = 0; i < MAX_INVENTORY; i++ )
    					if( sd->status.inventory[i].nameid == ITEMID_ANCILLA )
    						count += sd->status.inventory[i].amount;
    				if( count >= 3 ) {
    					clif_skill_fail(sd, skill_id, USESKILL_FAIL_ANCILLA_NUMOVER, 0);
    					return false;
    				}
    			}
    			break;
    		/**
    		 * Keeping as a note:
    		 * Bug Report #17 provides a link to a sep-2011 changelog that shows this requirement was removed
    		 */
    		//case AB_LAUDAAGNUS:
    		//case AB_LAUDARAMUS:
    		//	if( !sd->status.party_id ) {
    		//		clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
    		//		return false;
    		//	}
    		//	break;
    
    
    		case AB_ADORAMUS: // bugreport:7647 mistress card DOES remove requirements for gemstones from Adoramus and Comet -helvetica
    		case WL_COMET:
    			if( skill_check_pc_partner(sd,skill_id,&skill_lv,1,0) <= 0 && require.itemid[0]
    				&& sd->special_state.no_gemstone == 0
    				&& ((i = pc_search_inventory(sd,require.itemid[0])) < 0 || sd->status.inventory[i].amount < require.amount[0]) ) {
    				//clif_skill_fail(sd,skill_id,USESKILL_FAIL_NEED_ITEM,require.amount[0],require.itemid[0]);
    				clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
    				return false;
    			}
    			break;
    		case WL_SUMMONFB:
    		case WL_SUMMONBL:
    		case WL_SUMMONWB:
    		case WL_SUMMONSTONE:
    			if( sc ) {
    				ARR_FIND(SC_SPHERE_1,SC_SPHERE_5+1,i,!sc->data[i]);
    				if( i == SC_SPHERE_5+1 ) { // No more free slots
    					clif_skill_fail(sd,skill_id,USESKILL_FAIL_SUMMON,0);
    					return false;
    				}
    			}
    			break;
    		case WL_TETRAVORTEX: // bugreport:7598 moved sphere check to precast to avoid triggering cooldown per official behavior -helvetica
    			if( sc ) {
    				int j = 0;
    
    				for( i = SC_SPHERE_1; i <= SC_SPHERE_5; i++ )
    					if( sc->data[i] ) {
    						j++;
    					}
    
    				if( j < 4 ) { // Need 4 spheres minimum
    					clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
    					return false;
    				}
    			}
    			else { // no status at all? no spheres present
    				clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
    				return false;
    			}
    			break;
    		case GC_HALLUCINATIONWALK:
    			if( sc && (sc->data[SC_HALLUCINATIONWALK] || sc->data[SC_HALLUCINATIONWALK_POSTDELAY]) ) {
    				clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
    				return false;
    			}
    			break;
    		case GC_COUNTERSLASH:
    		case GC_WEAPONCRUSH:
    			if( !(sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == GC_WEAPONBLOCKING) ) {
    				clif_skill_fail(sd, skill_id, USESKILL_FAIL_GC_WEAPONBLOCKING, 0);
    				return false;
    			}
    			break;
    		case RA_WUGMASTERY:
    			if( (pc_isfalcon(sd) && !battle_config.warg_can_falcon) || pc_isridingwug(sd) || sd->sc.data[SC__GROOMY]) {
    				clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
    				return false;
    			}
    			break;
    		case RA_WUGSTRIKE:
    			if( !pc_iswug(sd) && !pc_isridingwug(sd) ) {
    				clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
    				return false;
    			}
    			break;
    		case RA_WUGRIDER:
    			if( (pc_isfalcon(sd) && !battle_config.warg_can_falcon) || ( !pc_isridingwug(sd) && !pc_iswug(sd) ) ) {
    				clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
    				return false;
    			}
    			break;
    		case RA_WUGDASH:
    			if(!pc_isridingwug(sd)) {
    				clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
    				return false;
    			}
    			else {
    				int16 sx = sd->bl.x;
    				int16 sy = sd->bl.y;
    				uint8 dir = (unit_getdir(&sd->bl)) % 8;
    				
    				switch (dir) {
    					case 0: case 8: sy++; break;
    					case 1: sx--; sy++; break;
    					case 2: sx--; break;
    					case 3: sx--; sy--; break;
    					case 4: sy--; break;
    					case 5: sx++; sy--; break;
    					case 6: sx++; break;
    					case 7: sx++; sy++; break;
    				}
    				if (map_count_oncell(sd->bl.m, sx, sy, BL_CHAR, 1) > 0) {
    					return false;
    				}
    			}
    			break;
    		case LG_BANDING:
    			if( sc && sc->data[SC_INSPIRATION] ) {
    				clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
    				return false;
    			}
    			break;
    		case LG_PRESTIGE:
    			if( sc && (sc->data[SC_BANDING] || sc->data[SC_INSPIRATION]) ) {
    				clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
    				return false;
    			}
    			break;
    		case LG_RAGEBURST:
    			if( sd->spiritball == 0 ) {
    				clif_skill_fail(sd,skill_id,USESKILL_FAIL_SKILLINTERVAL,0);
    				return false;
    			}
    			sd->spiritball_old = require.spiritball = sd->spiritball;
    			break;
    		case LG_SHIELDSPELL: {
    				short index = sd->equip_index[EQI_HAND_L];
    				struct item_data *shield_data = NULL;
    	
    				if (index >= 0 && sd->inventory_data[index] && sd->inventory_data[index]->type == IT_ARMOR)
    					shield_data = sd->inventory_data[index];
    				if (!shield_data || shield_data->type != IT_ARMOR) { // Skill will first check if a shield is equipped. If none is found the skill will fail.
    					clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
    					break;
    				}
    			}
    			break;
    		case LG_RAYOFGENESIS:
    		case LG_HESPERUSLIT:
    			if (sc && sc->data[SC_INSPIRATION])
    				return true; // Don't check for partner.
    			if (!(sc && sc->data[SC_BANDING])) {
    				clif_skill_fail(sd,skill_id,USESKILL_FAIL,0);
    				return false;
    			}
    			if (sc->data[SC_BANDING] && sc->data[SC_BANDING]->val2 < (skill_id == LG_RAYOFGENESIS ? 2 : 3))
    				return false; // Just fails, no msg here.
    			break;
    		case SR_FALLENEMPIRE:
    			if( !(sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == SR_DRAGONCOMBO) )
    				return false;
    			break;
    
    		case SR_CRESCENTELBOW:
    			if( sc && sc->data[SC_CRESCENTELBOW] ) {
    				clif_skill_fail(sd, skill_id, USESKILL_FAIL_DUPLICATE, 0);
    				return false;
    			}
    			break;
    		case SR_CURSEDCIRCLE:
    			if (map_flag_gvg(sd->bl.m)) {
    				if (map_foreachinrange(mob_count_sub, &sd->bl, skill_get_splash(skill_id, skill_lv), BL_MOB,
    					MOBID_EMPERIUM, MOBID_GUARDIAN_STONE1, MOBID_GUARDIAN_STONE2)) {
    					char output[128];
    
    					sprintf(output,"%s",msg_txt(sd,382)); // You're too close to a stone or emperium to use this skill.
    					clif_colormes(sd->fd,color_table[COLOR_RED], output);
    					return false;
    				}
    			}
    			if( sd->spiritball > 0 )
    				sd->spiritball_old = require.spiritball = sd->spiritball;
    			else {
    				clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
    				return false;
    			}
    			break;
    		case SR_GATEOFHELL:
    			if( sd->spiritball > 0 )
    				sd->spiritball_old = require.spiritball;
    			break;
    		case SC_MANHOLE:
    		case SC_DIMENSIONDOOR:
    			if( sc && sc->data[SC_MAGNETICFIELD] ) {
    				clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
    				return false;
    			}
    			break;
    		case SC_FEINTBOMB:
    			if( map_getcell(sd->bl.m,sd->bl.x,sd->bl.y,CELL_CHKLANDPROTECTOR) ) {
    				clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
    				return false;
    			}
    			break;
    		case WM_GREAT_ECHO: {
    				int count;
    				count = skill_check_pc_partner(sd, skill_id, &skill_lv, AREA_SIZE, 0);
    				if( count < 1 ) {
    					clif_skill_fail(sd,skill_id,USESKILL_FAIL_NEED_HELPER,0);
    					return false;
    				} else
    					require.sp -= require.sp * 20 * count / 100; //  -20% each W/M in the party.
    			}
    			break;
    		case SO_FIREWALK:
    		case SO_ELECTRICWALK:	// Can't be casted until you've walked all cells.
    			if( sc && sc->data[SC_PROPERTYWALK] &&
    			   sc->data[SC_PROPERTYWALK]->val3 < skill_get_maxcount(sc->data[SC_PROPERTYWALK]->val1,sc->data[SC_PROPERTYWALK]->val2) ) {
    				clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
    				return false;
    			}
    			break;
    		case SO_EL_CONTROL:
    			if( !sd->status.ele_id || !sd->ed ) {
    				clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
    				return false;
    			}
    			break;
    		case RETURN_TO_ELDICASTES:
    			if( pc_ismadogear(sd) ) { //Cannot be used if Mado is equipped.
    				clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
    				return false;
    			}
    			break;
    		case KO_JYUMONJIKIRI:
    			if (sd->weapontype1 && (sd->weapontype2 || sd->status.shield))
    				return true;
    			else {
    				clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
    				return false;
    			}
    			break;
    		case KO_KAHU_ENTEN:
    		case KO_HYOUHU_HUBUKI:
    		case KO_KAZEHU_SEIRAN:
    		case KO_DOHU_KOUKAI:
    			if (sd->spiritcharm_type == skill_get_ele(skill_id,skill_lv) && sd->spiritcharm >= MAX_SPIRITCHARM) {
    				clif_skill_fail(sd,skill_id,USESKILL_FAIL_SUMMON,0);
    				return false;
    			}
    			break;
    		case KO_KAIHOU:
    		case KO_ZENKAI:
    			if (sd->spiritcharm_type == CHARM_TYPE_NONE || sd->spiritcharm <= 0) {
    				clif_skill_fail(sd,skill_id,USESKILL_FAIL_SUMMON_NONE,0);
    				return false;
    			}
    			break;
    	}
    
    	/* check state required */
    	switch (require.state) {
    		case ST_HIDDEN:
    			if(!pc_ishiding(sd)) {
    				clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
    				return false;
    			}
    			break;
    		case ST_RIDING:
    			if(!pc_isriding(sd) && !pc_isridingdragon(sd)) {
    				clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
    				return false;
    			}
    			break;
    		case ST_FALCON:
    			if(!pc_isfalcon(sd)) {
    				clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
    				return false;
    			}
    			break;
    		case ST_CART:
    			if(!pc_iscarton(sd)) {
    				clif_skill_fail(sd,skill_id,USESKILL_FAIL_CART,0);
    				return false;
    			}
    			break;
    		case ST_SHIELD:
    			if(sd->status.shield <= 0) {
    				clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
    				return false;
    			}
    			break;
    		case ST_RECOV_WEIGHT_RATE:
    			if(battle_config.natural_heal_weight_rate <= 100 && sd->weight*100/sd->max_weight >= (unsigned int)battle_config.natural_heal_weight_rate) {
    				clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
    				return false;
    			}
    			break;
    		case ST_MOVE_ENABLE:
    			if (sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == skill_id)
    				sd->ud.canmove_tick = gettick(); //When using a combo, cancel the can't move delay to enable the skill. [Skotlex]
    
    			if (!unit_can_move(&sd->bl)) {
    				clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
    				return false;
    			}
    			break;
    		case ST_WATER:
    			if (sc && (sc->data[SC_DELUGE] || sc->data[SC_SUITON]))
    				break;
    			if (map_getcell(sd->bl.m,sd->bl.x,sd->bl.y,CELL_CHKWATER) && !map_getcell(sd->bl.m,sd->bl.x,sd->bl.y,CELL_CHKLANDPROTECTOR))
    				break;
    			clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
    			return false;
    		case ST_RIDINGDRAGON:
    			if( !pc_isridingdragon(sd) ) {
    				clif_skill_fail(sd,skill_id,USESKILL_FAIL_DRAGON,0);
    				return false;
    			}
    			break;
    		case ST_WUG:
    			if( !pc_iswug(sd) ) {
    				clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
    				return false;
    			}
    			break;
    		case ST_RIDINGWUG:
    			if( !pc_isridingwug(sd) ) {
    				clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
    				return false;
    			}
    			break;
    		case ST_MADO:
    			if( !pc_ismadogear(sd) ) {
    				clif_skill_fail(sd,skill_id,USESKILL_FAIL_MADOGEAR,0);
    				return false;
    			}
    			break;
    		case ST_ELEMENTALSPIRIT:
    		case ST_ELEMENTALSPIRIT2:
    			if(!sd->ed) {
    				clif_skill_fail(sd,skill_id,USESKILL_FAIL_EL_SUMMON,0);
    				return false;
    			}
    			break;
    		case ST_PECO:
    			if(!pc_isriding(sd)) {
    				clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
    				return false;
    			}
    			break;
    	}
    
    	/* check the status required */
    	if (require.status_count) {
    		switch (skill_id) {
    			// Being checked later in skill_check_condition_castend()
    			case WZ_SIGHTRASHER:
    				break;
    			default:
    				if (!skill_check_condition_sc_required(sd, skill_id, &require))
    					return false;
    				break;
    		}
    	}
    
    	//check if equipped item
    	if (require.eqItem_count) {
    		for (i = 0; i < require.eqItem_count; i++) {
    			uint16 reqeqit = require.eqItem[i];
    
    			if (!reqeqit)
    				break; //no required item; get out of here
    			if (!pc_checkequip2(sd,reqeqit,EQI_ACC_L,EQI_MAX)) {
    				if (i == require.eqItem_count) {
    					clif_skill_fail(sd,skill_id,USESKILL_FAIL_THIS_WEAPON,0);
    					return false;
    				}
    			} else
    				break; // Wearing an applicable item.
    		}
    	}
    
    	if(require.mhp > 0 && get_percentage(status->hp, status->max_hp) > require.mhp) {
    		//mhp is the max-hp-requirement, that is,
    		//you must have this % or less of HP to cast it.
    		clif_skill_fail(sd,skill_id,USESKILL_FAIL_HP_INSUFFICIENT,0);
    		return false;
    	}
    
    	if( require.weapon && !pc_check_weapontype(sd,require.weapon) ) {
    		clif_skill_fail(sd,skill_id,USESKILL_FAIL_THIS_WEAPON,0);
    		return false;
    	}
    
    	if( require.sp > 0 && status->sp < (unsigned int)require.sp) {
    		clif_skill_fail(sd,skill_id,USESKILL_FAIL_SP_INSUFFICIENT,0);
    		return false;
    	}
    
    	if( require.zeny > 0 && sd->status.zeny < require.zeny )
    	{
    		if( !battle_config.skill_zeny2item || pc_search_inventory(sd,battle_config.skill_zeny2item) < 0 )
    		{ // Item Replacement of Zeny for Skills
    			clif_skill_fail(sd,skill_id,USESKILL_FAIL_MONEY,0);
    			return false;
    		}
    	}
    
    	if( (require.spiritball > 0 && sd->spiritball < require.spiritball) || 
    		(require.spiritball == -1 && sd->spiritball < 1) ) {
    		clif_skill_fail(sd,skill_id,USESKILL_FAIL_SPIRITS,(require.spiritball == -1)? 1: require.spiritball);
    		return false;
    	}
    
    	return true;
    }
    
    /**
     * Check skill condition when cast end.
     * Checking ammo requirement (type and amount) will be here, not at skill_check_condition_castbegin
     * @param sd Player who uses skill
     * @param skill_id ID of used skill
     * @param skill_lv Level of used skill
     * @return true: All condition passed, false: Failed
     */
    bool skill_check_condition_castend(struct map_session_data* sd, uint16 skill_id, uint16 skill_lv)
    {
    	struct skill_condition require;
    	struct status_data *status;
    	int i;
    	short index[MAX_SKILL_ITEM_REQUIRE];
    
    	nullpo_retr(false,sd);
    
    	if( sd->chatID )
    		return false;
    
    	if( pc_has_permission(sd, PC_PERM_SKILL_UNCONDITIONAL) && sd->skillitem != skill_id ) {
    		//GMs don't override the skillItem check, otherwise they can use items without them being consumed! [Skotlex]
    		sd->state.arrow_atk = skill_get_ammotype(skill_id)?1:0; //Need to do arrow state check.
    		sd->spiritball_old = sd->spiritball; //Need to do Spiritball check.
    		return true;
    	}
    
    	switch( sd->menuskill_id ) { // Cast start or cast end??
    		case AM_PHARMACY:
    			switch( skill_id ) {
    				case AM_PHARMACY:
    				case AC_MAKINGARROW:
    				case BS_REPAIRWEAPON:
    				case AM_TWILIGHT1:
    				case AM_TWILIGHT2:
    				case AM_TWILIGHT3:
    					return false;
    			}
    			break;
    		case GN_MIX_COOKING:
    		case GN_MAKEBOMB:
    		case GN_S_PHARMACY:
    		case GN_CHANGEMATERIAL:
    			if( sd->menuskill_id != skill_id )
    				return false;
    			break;
    	}
    
    	if( sd->skillitem == skill_id ) // Casting finished (Item skill or Hocus-Pocus)
    		return true;
    
    	if( pc_is90overweight(sd) ) {
    		clif_skill_fail(sd,skill_id,USESKILL_FAIL_WEIGHTOVER,0);
    		return false;
    	}
    
    	// perform skill-specific checks (and actions)
    	switch( skill_id ) {
    		case PR_BENEDICTIO:
    			skill_check_pc_partner(sd, skill_id, &skill_lv, 1, 1);
    			break;
    		case AM_CANNIBALIZE:
    		case AM_SPHEREMINE: {
    			int c=0;
    			int summons[5] = { MOBID_G_MANDRAGORA, MOBID_G_HYDRA, MOBID_G_FLORA, MOBID_G_PARASITE, MOBID_G_MANDRAGORA };
    			int maxcount = (skill_id==AM_CANNIBALIZE)? 6-skill_lv : skill_get_maxcount(skill_id,skill_lv);
    			int mob_class = (skill_id==AM_CANNIBALIZE)? summons[skill_lv-1] :MOBID_MARINE_SPHERE;
    			if(battle_config.land_skill_limit && maxcount>0 && (battle_config.land_skill_limit&BL_PC)) {
    				i = map_foreachinmap(skill_check_condition_mob_master_sub, sd->bl.m, BL_MOB, sd->bl.id, mob_class, skill_id, &c);
    				if(c >= maxcount ||
    					(skill_id==AM_CANNIBALIZE && c != i && battle_config.summon_flora&2))
    				{	//Fails when: exceed max limit. There are other plant types already out.
    					clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
    					return false;
    				}
    			}
    			break;
    		}
    		case NC_SILVERSNIPER:
    		case NC_MAGICDECOY: {
    				int c = 0;
    				int maxcount = skill_get_maxcount(skill_id,skill_lv);
    				int mob_class = MOBID_SILVERSNIPER;
    				if( skill_id == NC_MAGICDECOY )
    					mob_class = MOBID_MAGICDECOY_FIRE;
    
    				if( battle_config.land_skill_limit && maxcount > 0 && ( battle_config.land_skill_limit&BL_PC ) ) {
    					if( skill_id == NC_MAGICDECOY ) {
    						int j;
    						for( j = mob_class; j <= MOBID_MAGICDECOY_WIND; j++ )
    							map_foreachinmap(skill_check_condition_mob_master_sub, sd->bl.m, BL_MOB, sd->bl.id, j, skill_id, &c);
    					} else
    						map_foreachinmap(skill_check_condition_mob_master_sub, sd->bl.m, BL_MOB, sd->bl.id, mob_class, skill_id, &c);
    					if( c >= maxcount ) {
    						clif_skill_fail(sd , skill_id, USESKILL_FAIL_LEVEL, 0);
    						return false;
    					}
    				}
    			}
    			break;
    		case KO_ZANZOU: {
    				int c = 0;
    
    				i = map_foreachinmap(skill_check_condition_mob_master_sub, sd->bl.m, BL_MOB, sd->bl.id, MOBID_ZANZOU, skill_id, &c);
    				if( c >= skill_get_maxcount(skill_id,skill_lv) || c != i) {
    					clif_skill_fail(sd , skill_id, USESKILL_FAIL_LEVEL, 0);
    					return false;
    				}
    			}
    			break;
    	}
    
    	status = &sd->battle_status;
    
    	require = skill_get_requirement(sd,skill_id,skill_lv);
    
    	if( require.hp > 0 && status->hp <= (unsigned int)require.hp) {
    		clif_skill_fail(sd,skill_id,USESKILL_FAIL_HP_INSUFFICIENT,0);
    		return false;
    	}
    
    	if( require.weapon && !pc_check_weapontype(sd,require.weapon) ) {
    		clif_skill_fail(sd,skill_id,USESKILL_FAIL_THIS_WEAPON,0);
    		return false;
    	}
    
    	if( require.ammo ) { //Skill requires stuff equipped in the ammo slot.
    		if((i=sd->equip_index[EQI_AMMO]) < 0 || !sd->inventory_data[i] ) {
    			clif_arrow_fail(sd,0);
    			return false;
    		} else if( sd->status.inventory[i].amount < require.ammo_qty ) {
    			char e_msg[100];
    			if (require.ammo&(1<<AMMO_BULLET|1<<AMMO_GRENADE|1<<AMMO_SHELL)) {
    				clif_skill_fail(sd,skill_id,USESKILL_FAIL_NEED_MORE_BULLET,0);
    				return false;
    			}
    			else if (require.ammo&(1<<AMMO_KUNAI)) {
    				clif_skill_fail(sd,skill_id,USESKILL_FAIL_NEED_EQUIPMENT_KUNAI,0);
    				return false;
    			}
    			sprintf(e_msg,msg_txt(sd,381), //Skill Failed. [%s] requires %dx %s.
    						skill_get_desc(skill_id),
    						require.ammo_qty,
    						itemdb_jname(sd->status.inventory[i].nameid));
    			clif_colormes(sd->fd,color_table[COLOR_RED],e_msg);
    			return false;
    		}
    		if (!(require.ammo&1<<sd->inventory_data[i]->look)) { //Ammo type check. Send the "wrong weapon type" message
    			//which is the closest we have to wrong ammo type. [Skotlex]
    			clif_arrow_fail(sd,0); //Haplo suggested we just send the equip-arrows message instead. [Skotlex]
    			//clif_skill_fail(sd,skill_id,USESKILL_FAIL_THIS_WEAPON,0);
    			return false;
    		}
    	}
    
    	for( i = 0; i < MAX_SKILL_ITEM_REQUIRE; ++i ) {
    		if( !require.itemid[i] )
    			continue;
    		index[i] = pc_search_inventory(sd,require.itemid[i]);
    		if( index[i] < 0 || sd->status.inventory[index[i]].amount < require.amount[i] ) {
    			if( require.itemid[i] == ITEMID_HOLY_WATER )
    				clif_skill_fail(sd,skill_id,USESKILL_FAIL_HOLYWATER,0); //Holy water is required.
    			else if( require.itemid[i] == ITEMID_RED_GEMSTONE )
    				clif_skill_fail(sd,skill_id,USESKILL_FAIL_REDJAMSTONE,0); //Red gemstone is required.
    			else if( require.itemid[i] == ITEMID_BLUE_GEMSTONE )
    				clif_skill_fail(sd,skill_id,USESKILL_FAIL_BLUEJAMSTONE,0); //Blue gemstone is required.
    			else if( require.itemid[i] == ITEMID_PAINT_BRUSH )
    				clif_skill_fail(sd,skill_id,USESKILL_FAIL_PAINTBRUSH,0); //Paint brush is required.
    			else if( require.itemid[i] == ITEMID_ANCILLA )
    				clif_skill_fail(sd,skill_id,USESKILL_FAIL_ANCILLA,0); //Ancilla is required.
    			else {
    				char output[CHAT_SIZE_MAX];
    				//Official is using msgstringtable.txt for each requirement failure
    				//clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
    				sprintf(output, msg_txt(sd,720), itemdb_jname(require.itemid[i])); // %s is required.
    				clif_colormes(sd->fd,color_table[COLOR_RED],output);
    			}
    			return false;
    		}
    	}
    
    	/* check the status required */
    	if (require.status_count) {
    		switch (skill_id) {
    			case WZ_SIGHTRASHER:
    				if (!skill_check_condition_sc_required(sd, skill_id, &require))
    					return false;
    				break;
    			default:
    				break;
    		}
    	}
    
    	return true;
    }
    
    /** Consume skill requirement
     * @param sd Player who uses the skill
     * @param skill_id ID of used skill
     * @param skill_lv Level of used skill
     * @param type Consume type
     *  type&1: consume the others (before skill was used);
     *  type&2: consume items (after skill was used)
     */
    void skill_consume_requirement(struct map_session_data *sd, uint16 skill_id, uint16 skill_lv, short type)
    {
    	struct skill_condition require;
    	int rankFlag = 0;
    
    	nullpo_retv(sd);
    	if( map_allowed_woe(sd->bl.m) && sd->status.guild_id )
    		rankFlag = 1;
    	else if( map[sd->bl.m].flag.battleground && sd->bg_id )
    		rankFlag = 2;
    
    	require = skill_get_requirement(sd,skill_id,skill_lv);
    
    	if( type&1 ) {
    		switch( skill_id ) {
    			case CG_TAROTCARD: // TarotCard will consume sp in skill_cast_nodamage_id [Inkfish]
    			case MC_IDENTIFY:
    				require.sp = 0;
    				break;
    			case MO_KITRANSLATION:
    				//Spiritual Bestowment only uses spirit sphere when giving it to someone
    				require.spiritball = 0;
    				//Fall through
    			default:
    				if(sd->state.autocast)
    					require.sp = 0;
    			break;
    		}
    		if(require.hp || require.sp)
    			status_zap(&sd->bl, require.hp, require.sp);
    		if( require.sp )
    		{
    			if( rankFlag == 1 )
    				add2limit(sd->status.wstats.sp_used, require.sp, UINT_MAX);
    			else if( rankFlag == 2 )
    				add2limit(sd->status.bgstats.sp_used, require.sp, UINT_MAX);
    		}
    
    		if(require.spiritball > 0)
    			pc_delspiritball(sd,require.spiritball,0);
    		else if(require.spiritball == -1) {
    			sd->spiritball_old = sd->spiritball;
    			pc_delspiritball(sd,sd->spiritball,0);
    		}
    
    		if( rankFlag == 1 )
    			add2limit(sd->status.wstats.spiritb_used, require.spiritball, UINT_MAX);
    		else if( rankFlag == 2 )
    			add2limit(sd->status.bgstats.spiritb_used, require.spiritball, UINT_MAX);
    
    		if(require.zeny > 0 && skill_id != NJ_ZENYNAGE)
    		{
    			int j;
    			if( battle_config.skill_zeny2item && (j = pc_search_inventory(sd,battle_config.skill_zeny2item)) >= 0 )
    				pc_delitem(sd,j,1,0,0,LOG_TYPE_CONSUME);
    			else
    			{
    				if( sd->status.zeny < require.zeny )
    					require.zeny = sd->status.zeny;
    				pc_payzeny(sd,require.zeny,LOG_TYPE_CONSUME,NULL); //@Need proper type
    			}
    
    			if( rankFlag == 1 )
    				add2limit(sd->status.wstats.zeny_used, require.zeny, UINT_MAX);
    			else if( rankFlag == 2 )
    				add2limit(sd->status.bgstats.zeny_used, require.zeny, UINT_MAX);
    			achievement_validate_zeny(sd,ATZ_USE_SKILL,require.zeny);
    		}
    	}
    
    	if( type&2 ) {
    		struct status_change *sc = &sd->sc;
    		int n,i;
    
    		if( !sc->count )
    			sc = NULL;
    
    		for( i = 0; i < MAX_SKILL_ITEM_REQUIRE; ++i )
    		{
    			if( !require.itemid[i] )
    				continue;
    
    			if( itemid_isgemstone(require.itemid[i]) && skill_id != HW_GANBANTEIN && sc && sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_WIZARD )
    				continue; //Gemstones are checked, but not substracted from inventory.
    
    			switch( skill_id ){
    				case SA_SEISMICWEAPON:
    					if( sc && sc->data[SC_UPHEAVAL_OPTION] && rnd()%100 < 50 )
    						continue;
    					break;
    				case SA_FLAMELAUNCHER:
    				case SA_VOLCANO:
    					if( sc && sc->data[SC_TROPIC_OPTION] && rnd()%100 < 50 )
    						continue;
    					break;
    				case SA_FROSTWEAPON:
    				case SA_DELUGE:
    					if( sc && sc->data[SC_CHILLY_AIR_OPTION] && rnd()%100 < 50 )
    						continue;
    					break;
    				case SA_LIGHTNINGLOADER:
    				case SA_VIOLENTGALE:
    					if( sc && sc->data[SC_WILD_STORM_OPTION] && rnd()%100 < 50 )
    						continue;
    					break;
    			}
    
    			if( (n = pc_search_inventory(sd,require.itemid[i])) >= 0 )
    				pc_delitem(sd,n,require.amount[i],0,1,LOG_TYPE_CONSUME);
    
    			if( rankFlag )
    				switch( require.itemid[i] )
    				{
    				case ITEMID_POISONBOTTLE:
    					if( rankFlag == 1 )
    						add2limit(sd->status.wstats.poison_bottles, require.amount[i], UINT_MAX);
    					else
    						add2limit(sd->status.bgstats.poison_bottles, require.amount[i], UINT_MAX);
    					break;
    				case ITEMID_YELLOW_GEMSTONE:
    					if( rankFlag == 1 )
    						add2limit(sd->status.wstats.yellow_gemstones, require.amount[i], UINT_MAX);
    					else
    						add2limit(sd->status.bgstats.yellow_gemstones, require.amount[i], UINT_MAX);
    					break;
    				case ITEMID_RED_GEMSTONE:
    					if( rankFlag == 1 )
    						add2limit(sd->status.wstats.red_gemstones, require.amount[i], UINT_MAX);
    					else
    						add2limit(sd->status.bgstats.red_gemstones, require.amount[i], UINT_MAX);
    					break;
    				case ITEMID_BLUE_GEMSTONE:
    					if( rankFlag == 1 )
    						add2limit(sd->status.wstats.blue_gemstones, require.amount[i], UINT_MAX);
    					else
    						add2limit(sd->status.bgstats.blue_gemstones, require.amount[i], UINT_MAX);
    					break;
    				}
    
    			achievement_validate_item(sd,AT_ITEM_CONSUME,require.itemid[i],require.amount[i]);
    		}
    	}
    }
    
    /**
     * Get skill requirements and return the value after some additional/reduction condition (such item bonus and status change)
     * @param sd Player's that will be checked
     * @param skill_id Skill that's being used
     * @param skill_lv Skill level of used skill
     * @return skill_condition Struct 'skill_condition' that store the modified skill requirements
     */
    struct skill_condition skill_get_requirement(struct map_session_data* sd, uint16 skill_id, uint16 skill_lv)
    {
    	struct skill_condition req;
    	struct status_data *status;
    	struct status_change *sc;
    	int i,hp_rate,sp_rate, sp_skill_rate_bonus = 100;
    	uint16 idx;
    	bool level_dependent = false;
    
    	memset(&req,0,sizeof(req));
    
    	if( !sd )
    		return req;
    
    	if( sd->skillitem == skill_id )
    		return req; // Item skills and Hocus-Pocus don't have requirements.[Inkfish]
    
    	sc = &sd->sc;
    	if( !sc->count )
    		sc = NULL;
    
    	//Checks if disabling skill - in which case no SP requirements are necessary
    	if( sc && skill_disable_check(sc,skill_id) )
    		return req;
    
    	idx = skill_get_index(skill_id);
    	if( idx == 0 ) // invalid skill id
    		return req;
    
    	skill_lv = cap_value(skill_lv, 1, MAX_SKILL_LEVEL);
    
    	status = &sd->battle_status;
    
    	req.hp = skill_db[idx]->require.hp[skill_lv-1];
    	hp_rate = skill_db[idx]->require.hp_rate[skill_lv-1];
    	if(hp_rate > 0)
    		req.hp += (status->hp * hp_rate)/100;
    	else
    		req.hp += (status->max_hp * (-hp_rate))/100;
    
    	req.sp = skill_db[idx]->require.sp[skill_lv-1];
    	if((sd->skill_id_old == BD_ENCORE) && skill_id == sd->skill_id_dance)
    		req.sp /= 2;
    	sp_rate = skill_db[idx]->require.sp_rate[skill_lv-1];
    	if(sp_rate > 0)
    		req.sp += (status->sp * sp_rate)/100;
    	else
    		req.sp += (status->max_sp * (-sp_rate))/100;
    	if( sd->dsprate != 100 )
    		req.sp = req.sp * sd->dsprate / 100;
    
    	ARR_FIND(0, ARRAYLENGTH(sd->skillusesprate), i, sd->skillusesprate[i].id == skill_id);
    	if( i < ARRAYLENGTH(sd->skillusesprate) )
    		sp_skill_rate_bonus += sd->skillusesprate[i].val;
    	ARR_FIND(0, ARRAYLENGTH(sd->skillusesp), i, sd->skillusesp[i].id == skill_id);
    	if( i < ARRAYLENGTH(sd->skillusesp) )
    		req.sp -= sd->skillusesp[i].val;
    
    	req.sp = cap_value(req.sp * sp_skill_rate_bonus / 100, 0, SHRT_MAX);
    
    	if( sc ) {
    		if( sc->data[SC__LAZINESS] )
    			req.sp += req.sp + sc->data[SC__LAZINESS]->val1 * 10;
    		if (sc->data[SC_UNLIMITEDHUMMINGVOICE])
    			req.sp += req.sp * sc->data[SC_UNLIMITEDHUMMINGVOICE]->val3 / 100;
    		if( sc->data[SC_RECOGNIZEDSPELL] )
    			req.sp += req.sp / 4;
    		if( sc->data[SC_OFFERTORIUM])
    			req.sp += req.sp * sc->data[SC_OFFERTORIUM]->val3 / 100;
    		if( sc->data[SC_TELEKINESIS_INTENSE] && skill_get_ele(skill_id, skill_lv) == ELE_GHOST)
    			req.sp -= req.sp * sc->data[SC_TELEKINESIS_INTENSE]->val2 / 100;
    	}
    
    	req.zeny = skill_db[idx]->require.zeny[skill_lv-1];
    
    	if( sc && sc->data[SC__UNLUCKY] ) {
    		if(sc->data[SC__UNLUCKY]->val1 < 3)
    			req.zeny += sc->data[SC__UNLUCKY]->val1 * 250;
    		else
    			req.zeny += 1000;
    	}
    
    	req.spiritball = skill_db[idx]->require.spiritball[skill_lv-1];
    	req.state = skill_db[idx]->require.state;
    
    	req.mhp = skill_db[idx]->require.mhp[skill_lv-1];
    	req.weapon = skill_db[idx]->require.weapon;
    	req.ammo_qty = skill_db[idx]->require.ammo_qty[skill_lv-1];
    	if (req.ammo_qty)
    		req.ammo = skill_db[idx]->require.ammo;
    
    	if (!req.ammo && skill_id && skill_isammotype(sd, skill_id))
    	{	//Assume this skill is using the weapon, therefore it requires arrows.
    		req.ammo = AMMO_TYPE_ALL; //Enable use on all ammo types.
    		req.ammo_qty = 1;
    	}
    
    	req.status_count = skill_db[idx]->require.status_count;
    	req.status = skill_db[idx]->require.status;
    	req.eqItem_count = skill_db[idx]->require.eqItem_count;
    	req.eqItem = skill_db[idx]->require.eqItem;
    
    	switch( skill_id ) {
    		/* Skill level-dependent checks */
    		case NC_SHAPESHIFT: // NOTE: Please make sure Magic_Gear_Fuel in the last position in skill_require_db.txt
    		case NC_REPAIR: // NOTE: Please make sure Repair_Kit in the last position in skill_require_db.txt
    			req.itemid[1] = skill_db[idx]->require.itemid[MAX_SKILL_ITEM_REQUIRE-1];
    			req.amount[1] = skill_db[idx]->require.amount[MAX_SKILL_ITEM_REQUIRE-1];
    		case KO_MAKIBISHI:
    		case GN_FIRE_EXPANSION:
    		case SO_SUMMON_AGNI:
    		case SO_SUMMON_AQUA:
    		case SO_SUMMON_VENTUS:
    		case SO_SUMMON_TERA:
    		case SO_WATER_INSIGNIA:
    		case SO_FIRE_INSIGNIA:
    		case SO_WIND_INSIGNIA:
    		case SO_EARTH_INSIGNIA:
    		case WZ_FIREPILLAR: // no gems required at level 1-5 [celest]
    			req.itemid[0] = skill_db[idx]->require.itemid[min(skill_lv-1,MAX_SKILL_ITEM_REQUIRE-1)];
    			req.amount[0] = skill_db[idx]->require.amount[min(skill_lv-1,MAX_SKILL_ITEM_REQUIRE-1)];
    			level_dependent = true;
    
    		/* Normal skill requirements and gemstone checks */
    		default:
    			for( i = 0; i < ((!level_dependent) ? MAX_SKILL_ITEM_REQUIRE : 2); i++ ) {
    				// Skip this for level_dependent requirement, just looking forward for gemstone removal. Assumed if there is gemstone there.
    				if (!level_dependent) {
    					switch( skill_id ) {
    						case AM_POTIONPITCHER:
    						case CR_SLIMPITCHER:
    						case CR_CULTIVATION:
    							if (i != skill_lv%11 - 1)
    								continue;
    							break;
    						case AM_CALLHOMUN:
    							if (sd->status.hom_id) //Don't delete items when hom is already out.
    								continue;
    							break;
    						case AB_ADORAMUS:
    							if( itemid_isgemstone(skill_db[idx]->require.itemid[i]) && (sd->special_state.no_gemstone == 2 || skill_check_pc_partner(sd,skill_id,&skill_lv, 1, 2)) )
    								continue;
    							break;
    						case WL_COMET:
    							if( itemid_isgemstone(skill_db[idx]->require.itemid[i]) && (sd->special_state.no_gemstone == 2 || skill_check_pc_partner(sd,skill_id,&skill_lv, 1, 0)) )
    								continue;
    							break;
    					}
    
    					req.itemid[i] = skill_db[idx]->require.itemid[i];
    					req.amount[i] = skill_db[idx]->require.amount[i];
    
    					if ((skill_id >= HT_SKIDTRAP && skill_id <= HT_TALKIEBOX && pc_checkskill(sd, RA_RESEARCHTRAP) > 0) || skill_id == SC_ESCAPE) {
    						int16 itIndex;
    
    						if ((itIndex = pc_search_inventory(sd,req.itemid[i])) < 0 || ( itIndex >= 0 && sd->status.inventory[itIndex].amount < req.amount[i])) {
    							if (skill_id == SC_ESCAPE) // Alloy Trap has priority over normal Trap
    								req.itemid[i] = ITEMID_TRAP;
    							else
    								req.itemid[i] = ITEMID_TRAP_ALLOY;
    							req.amount[i] = 1;
    						}
    						break;
    					}
    				}
    
    				// Check requirement for gemstone.
    				if (itemid_isgemstone(req.itemid[i])) {
    					if( sd->special_state.no_gemstone == 2 ) // Remove all Magic Stone required for all skills for VIP.
    						req.itemid[i] = req.amount[i] = 0;
    					else {
    						if( sd->special_state.no_gemstone )
    						{	// All gem skills except Hocus Pocus and Ganbantein can cast for free with Mistress card -helvetica
    							if( skill_id != SA_ABRACADABRA )
    		 						req.itemid[i] = req.amount[i] = 0;
    							else if( --req.amount[i] < 1 )
    								req.amount[i] = 1; // Hocus Pocus always use at least 1 gem
    						}
    						if(sc && sc->data[SC_INTOABYSS])
    						{
    							if( skill_id != SA_ABRACADABRA )
    								req.itemid[i] = req.amount[i] = 0;
    							else if( --req.amount[i] < 1 )
    								req.amount[i] = 1; // Hocus Pocus always use at least 1 gem
    						}
    					}
    				}
    				// Check requirement for Magic Gear Fuel
    				if (req.itemid[i] == ITEMID_MAGIC_GEAR_FUEL) {
    					if (sd->special_state.no_mado_fuel)
    					{
    						req.itemid[i] = req.amount[i] = 0;
    					}
    				}
    			}
    			break;
    	}
    
    	// Check for cost reductions due to skills & SCs
    	switch(skill_id) {
    		case MC_MAMMONITE:
    			if(pc_checkskill(sd,BS_UNFAIRLYTRICK)>0)
    				req.zeny -= req.zeny*10/100;
    			break;
    		case AL_HOLYLIGHT:
    			if(sc && sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_PRIEST)
    				req.sp *= 5;
    			break;
    		case SL_SMA:
    		case SL_STUN:
    		case SL_STIN:
    		{
    			int kaina_lv = sd?pc_checkskill(sd,SL_KAINA):skill_get_max(SL_KAINA);
    
    			if(kaina_lv==0 || !sd || sd->status.base_level<70)
    				break;
    			if(sd->status.base_level>=90)
    				req.sp -= req.sp*7*kaina_lv/100;
    			else if(sd->status.base_level>=80)
    				req.sp -= req.sp*5*kaina_lv/100;
    			else if(sd->status.base_level>=70)
    				req.sp -= req.sp*3*kaina_lv/100;
    		}
    			break;
    		case MO_CHAINCOMBO:
    		case MO_COMBOFINISH:
    		case CH_TIGERFIST:
    		case CH_CHAINCRUSH:
    			if(sc && sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_MONK)
    				req.sp = 2; //Monk Spirit makes monk/champion combo skills cost 2 SP regardless of original cost
    			break;
    		case MO_BODYRELOCATION:
    			if( sc && sc->data[SC_EXPLOSIONSPIRITS] )
    				req.spiritball = 0;
    			break;
    		case MO_EXTREMITYFIST:
    			if( sc ) {
    				if( sc->data[SC_BLADESTOP] )
    					req.spiritball--;
    				else if( sc->data[SC_COMBO] ) {
    					switch( sc->data[SC_COMBO]->val1 ) {
    						case MO_COMBOFINISH:
    							req.spiritball = 4;
    							break;
    						case CH_TIGERFIST:
    							req.spiritball = 3;
    							break;
    						case CH_CHAINCRUSH:	//It should consume whatever is left as long as it's at least 1.
    							req.spiritball = sd->spiritball?sd->spiritball:1;
    							break;
    					}
    				} else if( sc->data[SC_RAISINGDRAGON] && sd->spiritball > 5)
    					req.spiritball = sd->spiritball; // must consume all regardless of the amount required
    			}
    			break;
    		case SR_RAMPAGEBLASTER:
    			req.spiritball = sd->spiritball?sd->spiritball:15;
    			break;
    		case LG_RAGEBURST:
    			req.spiritball = sd->spiritball?sd->spiritball:1;
    			break;
    		case SR_GATEOFHELL:
    			if( sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == SR_FALLENEMPIRE )
    				req.sp -= req.sp * 10 / 100;
    			break;
    		case SO_SUMMON_AGNI:
    		case SO_SUMMON_AQUA:
    		case SO_SUMMON_VENTUS:
    		case SO_SUMMON_TERA: {
    				int spirit_sympathy = pc_checkskill(sd,SO_EL_SYMPATHY);
    
    				if( spirit_sympathy )
    					req.sp -= req.sp * (5 + 5 * spirit_sympathy) / 100;
    			}
    			break;
    		case SO_PSYCHIC_WAVE:
    			if( sc && (sc->data[SC_HEATER_OPTION] || sc->data[SC_COOLER_OPTION] || sc->data[SC_CURSED_SOIL_OPTION] || sc->data[SC_BLAST_OPTION]) )
    				req.sp += req.sp / 2; // 1.5x SP cost
    			break;
    	}
    
    	//Check if player is using the copied skill [Cydh]
    	if (sd->status.skill[idx].flag == SKILL_FLAG_PLAGIARIZED) {
    		uint16 req_opt = skill_db[idx]->copyable.req_opt;
    
    		if (req_opt&0x0001) req.hp = 0;
    		if (req_opt&0x0002) req.mhp = 0;
    		if (req_opt&0x0004) req.sp = 0;
    		if (req_opt&0x0008) req.hp_rate = 0;
    		if (req_opt&0x0010) req.sp_rate = 0;
    		if (req_opt&0x0020) req.zeny = 0;
    		if (req_opt&0x0040) req.weapon = 0;
    		if (req_opt&0x0080) { req.ammo = 0; req.ammo_qty = 0; }
    		if (req_opt&0x0100) req.state = ST_NONE;
    		if (req_opt&0x0200) req.status_count = 0;
    		if (req_opt&0x0400) req.spiritball = 0;
    		if (req_opt&0x0800) { memset(req.itemid,0,sizeof(req.itemid)); memset(req.amount,0,sizeof(req.amount)); }
    		if (req_opt&0x1000) req.eqItem_count = 0;
    	}
    
    	return req;
    }
    
    /*==========================================
     * Does cast-time reductions based on dex, item bonuses and config setting
     *------------------------------------------*/
    int skill_castfix(struct block_list *bl, uint16 skill_id, uint16 skill_lv) {
    	double time = skill_get_cast(skill_id, skill_lv);
    	struct map_session_data *sd;
    
    	nullpo_ret(bl);
    	sd = BL_CAST(BL_PC, bl);
    #ifndef RENEWAL_CAST
    	{
    		struct status_change *sc = status_get_sc(bl);
    		int reduce_cast_rate = 0;
    		uint8 flag = skill_get_castnodex(skill_id);
    
    		// Calculate base cast time (reduced by dex)
    		if (!(flag&1)) {
    			int scale = battle_config.castrate_dex_scale - status_get_dex(bl);
    
    			if (scale > 0)	// not instant cast
    				time = time * (float)scale / battle_config.castrate_dex_scale;
    			else
    				return 0; // instant cast
    		}
    
    		// Calculate cast time reduced by item/card bonuses
    		if (sd) {
    			int i;
    
    			if (!(flag&4) && sd->castrate != 100)
    				reduce_cast_rate += 100 - sd->castrate;
    			// Skill-specific reductions work regardless of flag
    			for(i = 0; i < ARRAYLENGTH(sd->skillcastrate) && sd->skillcastrate[i].id; i++) {
    				if (sd->skillcastrate[i].id == skill_id) {
    					reduce_cast_rate -= sd->skillcastrate[i].val;
    					break;
    				}
    			}
    		}
    
    		// These cast time reductions are processed even if the skill fails
    		if (sc && sc->count) {
    			// Magic Strings stacks additively with item bonuses
    			if (!(flag&2) && sc->data[SC_POEMBRAGI])
    				reduce_cast_rate += sc->data[SC_POEMBRAGI]->val2;
    			// Foresight halves the cast time, it does not stack additively
    			if (sc->data[SC_MEMORIZE]) {
    				if(!(flag&2))
    					time -= time * 50 / 100;
    				// Foresight counter gets reduced even if the skill is not affected by it
    				if ((--sc->data[SC_MEMORIZE]->val2) <= 0)
    					status_change_end(bl, SC_MEMORIZE, INVALID_TIMER);
    			}
    		}
    
    		time = time * (1 - (float)reduce_cast_rate / 100);
    	}
    #endif
    
    	// config cast time multiplier
    	if (battle_config.cast_rate != 100)
    		time = time * battle_config.cast_rate / 100;
    
    	if( sd && sd->state.showcast )
    	{
    		char output[128];
    		sprintf(output, "- Casted in [%d] ms. -", (int)time);
    		clif_disp_onlyself(sd, output, strlen(output));
    		sd->state.showcast = 0;
    	}
    
    	// return final cast time
    	time = max(time, 0);
    	//ShowInfo("Castime castfix = %f\n",time);
    
    	return (int)time;
    }
    
    #ifndef RENEWAL_CAST
    /**
     * Get the skill cast time for Pre-Re cast
     * @param bl: The caster
     * @param time: Cast time before Status Change addition or reduction
     * @return time: Modified castime after status change addition or reduction
     */
    int skill_castfix_sc(struct block_list *bl, double time, uint8 flag)
    {
    	struct status_change *sc = status_get_sc(bl);
    
    	if (time < 0)
    		return 0;
    
    	if (bl->type == BL_MOB)
    		return (int)time;
    
    	if (sc && sc->count) {
    		if (!(flag&2)) {
    			if (sc->data[SC_SLOWCAST])
    				time += time * sc->data[SC_SLOWCAST]->val2 / 100;
    			if (sc->data[SC_PARALYSIS])
    				time += sc->data[SC_PARALYSIS]->val3;
    			if (sc->data[SC_IZAYOI])
    				time -= time * 50 / 100;
    		}
    		if (sc->data[SC_SUFFRAGIUM]) {
    			if(!(flag&2))
    				time -= time * sc->data[SC_SUFFRAGIUM]->val2 / 100;
    			//Suffragium ends even if the skill is not affected by it
    			status_change_end(bl, SC_SUFFRAGIUM, INVALID_TIMER);
    		}
    	}
    
    	time = max(time, 0);
    	//ShowInfo("Castime castfix_sc = %f\n",time);
    
    	return (int)time;
    }
    #else
    /**
     * Get the skill cast time for RENEWAL_CAST.
     * FixedRate reduction never be stacked, always get the HIGHEST VALUE TO REDUCE (-20% vs 10%, -20% wins!)
     * Additive value:
     *    Variable CastTime : time  += value
     *    Fixed CastTime    : fixed += value
     * Multipicative value
     *    Variable CastTime : VARCAST_REDUCTION(value)
     *    Fixed CastTime    : FIXEDCASTRATE2(value)
     * @param bl: The caster
     * @param time: Cast time without reduction
     * @param skill_id: Skill ID of the casted skill
     * @param skill_lv: Skill level of the casted skill
     * @return time: Modified castime after status and bonus addition or reduction
     */
    int skill_vfcastfix(struct block_list *bl, double time, uint16 skill_id, uint16 skill_lv)
    {
    	struct status_change *sc = status_get_sc(bl);
    	struct map_session_data *sd = BL_CAST(BL_PC,bl);
    	int fixed = skill_get_fixed_cast(skill_id, skill_lv), fixcast_r = 0, varcast_r = 0, reduce_cast_rate = 0;
    	uint8 i = 0, flag = skill_get_castnodex(skill_id);
    
    	nullpo_ret(bl);
    
    	if (time < 0)
    		return 0;
    
    	if (bl->type == BL_MOB)
    		return (int)time;
    
    	if (fixed < 0 || !battle_config.default_fixed_castrate) // no fixed cast time
    		fixed = 0;
    	else if (fixed == 0) {
    		fixed = (int)time * battle_config.default_fixed_castrate / 100; // fixed time
    		time = time * (100 - battle_config.default_fixed_castrate) / 100; // variable time
    	}
    
    	// Additive Variable Cast bonus adjustments by items
    	if (sd && !(flag&4)) {
    		if (sd->bonus.varcastrate != 0)
    			reduce_cast_rate += sd->bonus.varcastrate; // bonus bVariableCastrate
    		if (sd->bonus.fixcastrate != 0)
    			fixcast_r -= sd->bonus.fixcastrate; // bonus bFixedCastrate
    		if (sd->bonus.add_varcast != 0)
    			time += sd->bonus.add_varcast; // bonus bVariableCast
    		if (sd->bonus.add_fixcast != 0)
    			fixed += sd->bonus.add_fixcast; // bonus bFixedCast
    		for (i = 0; i < ARRAYLENGTH(sd->skillfixcast) && sd->skillfixcast[i].id; i++) {
    			if (sd->skillfixcast[i].id == skill_id) { // bonus2 bSkillFixedCast
    				fixed += sd->skillfixcast[i].val;
    				break;
    			}
    		}
    		for (i = 0; i < ARRAYLENGTH(sd->skillvarcast) && sd->skillvarcast[i].id; i++) {
    			if (sd->skillvarcast[i].id == skill_id) { // bonus2 bSkillVariableCast
    				time += sd->skillvarcast[i].val;
    				break;
    			}
    		}
    		for (i = 0; i < ARRAYLENGTH(sd->skillcastrate) && sd->skillcastrate[i].id; i++) {
    			if (sd->skillcastrate[i].id == skill_id) { // bonus2 bVariableCastrate
    				reduce_cast_rate += sd->skillcastrate[i].val;
    				break;
    			}
    		}
    		for (i = 0; i < ARRAYLENGTH(sd->skillfixcastrate) && sd->skillfixcastrate[i].id; i++) {
    			if (sd->skillfixcastrate[i].id == skill_id) { // bonus2 bFixedCastrate
    				fixcast_r = max(fixcast_r, sd->skillfixcastrate[i].val);
    				break;
    			}
    		}
    	}
    
    	// Adjusted by active statuses
    	if (sc && sc->count && !(flag&2)) {
    		// Multiplicative Variable CastTime values
    		if (sc->data[SC_SLOWCAST])
    			VARCAST_REDUCTION(-sc->data[SC_SLOWCAST]->val2);
    		if (sc->data[SC__LAZINESS])
    			VARCAST_REDUCTION(-sc->data[SC__LAZINESS]->val2);
    		if (sc->data[SC_SUFFRAGIUM]) {
    			VARCAST_REDUCTION(sc->data[SC_SUFFRAGIUM]->val2);
    			status_change_end(bl, SC_SUFFRAGIUM, INVALID_TIMER);
    		}
    		if (sc->data[SC_MEMORIZE]) {
    			reduce_cast_rate += 50;
    			if ((--sc->data[SC_MEMORIZE]->val2) <= 0)
    				status_change_end(bl, SC_MEMORIZE, INVALID_TIMER);
    		}
    		if (sc->data[SC_POEMBRAGI])
    			reduce_cast_rate += sc->data[SC_POEMBRAGI]->val2;
    		if (sc->data[SC_IZAYOI])
    			VARCAST_REDUCTION(50);
    		if (sc->data[SC_WATER_INSIGNIA] && sc->data[SC_WATER_INSIGNIA]->val1 == 3 && skill_get_type(skill_id) == BF_MAGIC && skill_get_ele(skill_id, skill_lv) == ELE_WATER)
    			VARCAST_REDUCTION(30); //Reduces 30% Variable Cast Time of magic Water spells.
    		if (sc->data[SC_TELEKINESIS_INTENSE])
    			VARCAST_REDUCTION(sc->data[SC_TELEKINESIS_INTENSE]->val2);
    		// Multiplicative Fixed CastTime values
    		if (sc->data[SC_SECRAMENT])
    			fixcast_r = max(fixcast_r, sc->data[SC_SECRAMENT]->val2);
    		if (sd && (skill_lv = pc_checkskill(sd, WL_RADIUS) ) && skill_id >= WL_WHITEIMPRISON && skill_id <= WL_FREEZE_SP)
    			fixcast_r = max(fixcast_r, ((status_get_int(bl) + status_get_lv(bl)) / 15 + skill_lv * 5));
    		if (sc->data[SC_DANCEWITHWUG])
    			fixcast_r = max(fixcast_r, sc->data[SC_DANCEWITHWUG]->val4);
    		if (sc->data[SC_HEAT_BARREL])
    			fixcast_r = max(fixcast_r, sc->data[SC_HEAT_BARREL]->val2);
    		// Additive Fixed CastTime values
    		if (sc->data[SC_MANDRAGORA])
    			fixed += sc->data[SC_MANDRAGORA]->val1 * 500;
    		if (sc->data[SC_GUST_OPTION] || sc->data[SC_BLAST_OPTION] || sc->data[SC_WILD_STORM_OPTION])
    			fixed -= 1000;
    		if (sc->data[SC_IZAYOI])
    			fixed = 0;
    	}
    	if (sc && sc->data[SC_SECRAMENT] && skill_id == HW_MAGICPOWER && (flag&2)) // Sacrament lowers Mystical Amplification cast time
    		fixcast_r = max(fixcast_r, sc->data[SC_SECRAMENT]->val2);
    
    	if (varcast_r < 0)
    		time = time * (1 - (float)min(varcast_r, 100) / 100);
    
    	// Apply Variable CastTime calculation by INT & DEX
    	if (!(flag&1))
    		time = time * (1 - sqrt(((float)(status_get_dex(bl) * 2 + status_get_int(bl)) / battle_config.vcast_stat_scale)));
    
    	time = time * (1 - (float)min(reduce_cast_rate, 100) / 100);
    	time = max(time, 0) + (1 - (float)min(fixcast_r, 100) / 100) * max(fixed, 0); //Underflow checking/capping
    
    	return (int)time;
    }
    #endif
    
    /*==========================================
     * Does delay reductions based on dex/agi, sc data, item bonuses, ...
     *------------------------------------------*/
    int skill_delayfix(struct block_list *bl, uint16 skill_id, uint16 skill_lv)
    {
    	int delaynodex = skill_get_delaynodex(skill_id);
    	int time = skill_get_delay(skill_id, skill_lv);
    	struct map_session_data *sd;
    	struct status_change *sc = status_get_sc(bl);
    
    	nullpo_ret(bl);
    	sd = BL_CAST(BL_PC, bl);
    
    	if (skill_id == SA_ABRACADABRA || skill_id == WM_RANDOMIZESPELL)
    		return 0; //Will use picked skill's delay.
    
    	if (bl->type&battle_config.no_skill_delay)
    		return battle_config.min_skill_delay_limit;
    
    	if (time < 0)
    		time = -time + status_get_amotion(bl);	// If set to <0, add to attack motion.
    
    	// Delay reductions
    	switch (skill_id) {	//Monk combo skills have their delay reduced by agi/dex.
    		case MO_TRIPLEATTACK:
    		case MO_CHAINCOMBO:
    		case MO_COMBOFINISH:
    		case CH_TIGERFIST:
    		case CH_CHAINCRUSH:
    		case SR_DRAGONCOMBO:
    		case SR_FALLENEMPIRE:
    			//If delay not specified, it will be 1 - 4*agi - 2*dex
    			if (time == 0)
    				time = 0;
    			time -= (4 * status_get_agi(bl) + 2 * status_get_dex(bl));
    			break;
    		case HP_BASILICA:
    			if (sc && !sc->data[SC_BASILICA])
    				time = 0; // There is no Delay on Basilica creation, only on cancel
    			break;
    		default:
    			if (battle_config.delay_dependon_dex && !(delaynodex&1)) { // if skill delay is allowed to be reduced by dex
    				int scale = battle_config.castrate_dex_scale - status_get_dex(bl);
    
    				if (scale > 0)
    					time = time * scale / battle_config.castrate_dex_scale;
    				else //To be capped later to minimum.
    					time = 0;
    			}
    			if (battle_config.delay_dependon_agi && !(delaynodex&1)) { // if skill delay is allowed to be reduced by agi
    				int scale = battle_config.castrate_dex_scale - status_get_agi(bl);
    
    				if (scale > 0)
    					time = time * scale / battle_config.castrate_dex_scale;
    				else //To be capped later to minimum.
    					time = 0;
    			}
    	}
    
    	if (sc && sc->data[SC_SPIRIT]) {
    		switch (skill_id) {
    			case CR_SHIELDBOOMERANG:
    				if (sc->data[SC_SPIRIT]->val2 == SL_CRUSADER)
    					time /= 2;
    				break;
    			case AS_SONICBLOW:
    				if (!map_flag_gvg3(bl->m) && sc->data[SC_SPIRIT]->val2 == SL_ASSASIN)
    					time /= 2;
    				break;
    		}
    	}
    
    	if (!(delaynodex&2)) {
    		if (sc && sc->count) {
    			if (sc->data[SC_POEMBRAGI])
    				time -= time * sc->data[SC_POEMBRAGI]->val3 / 100;
    			if (sc->data[SC_WIND_INSIGNIA] && sc->data[SC_WIND_INSIGNIA]->val1 == 3 && skill_get_type(skill_id) == BF_MAGIC && skill_get_ele(skill_id, skill_lv) == ELE_WIND)
    				time /= 2; // After Delay of Wind element spells reduced by 50%.
    		}
    	}
    
    	if (!(delaynodex&4) && sd && sd->delayrate != 100)
    		time = time * sd->delayrate / 100;
    
    	if (battle_config.delay_rate != 100)
    		time = time * battle_config.delay_rate / 100;
    
    	//ShowInfo("Delay delayfix = %d\n",time);
    
    	if( sd && sd->state.showcastdelay )
    	{
    		char output[128];
    		sprintf(output, "Calculated delay is [ %d ] milliseconds for level %d %s...", time, skill_lv, skill_get_desc(skill_id));
    		clif_disp_onlyself(sd, output, strlen(output));
    		sd->state.showcastdelay = 0;
    	}
    
    	return max(time,0);
    }
    
    
    /*==========================================
     * Weapon Repair [Celest/DracoRPG]
     *------------------------------------------*/
    void skill_repairweapon(struct map_session_data *sd, int idx) {
    	unsigned short material, materials[4] = { ITEMID_IRON_ORE, ITEMID_IRON, ITEMID_STEEL, ITEMID_ORIDECON_STONE };
    	struct item *item;
    	struct map_session_data *target_sd;
    
    	nullpo_retv(sd);
    
    	if ( !( target_sd = map_id2sd(sd->menuskill_val) ) ) //Failed....
    		return;
    
    	if( idx == 0xFFFF ) // No item selected ('Cancel' clicked)
    		return;
    	if( idx < 0 || idx >= MAX_INVENTORY )
    		return; //Invalid index??
    
    	item = &target_sd->status.inventory[idx];
    	if( !item->nameid || !item->attribute )
    		return; //Again invalid item....
    
    	if (sd != target_sd && !battle_check_range(&sd->bl, &target_sd->bl, skill_get_range2(&sd->bl, sd->menuskill_id, sd->menuskill_val2, true))) {
    		clif_item_repaireffect(sd, idx, 1);
    		return;
    	}
    
    	if ( target_sd->inventory_data[idx]->type == IT_WEAPON )
    		material = materials [ target_sd->inventory_data[idx]->wlv - 1 ]; // Lv1/2/3/4 weapons consume 1 Iron Ore/Iron/Steel/Rough Oridecon
    	else
    		material = materials [2]; // Armors consume 1 Steel
    	if ( pc_search_inventory(sd,material) < 0 ) {
    		clif_skill_fail(sd,sd->menuskill_id,USESKILL_FAIL_LEVEL,0);
    		return;
    	}
    
    	clif_skill_nodamage(&sd->bl,&target_sd->bl,sd->menuskill_id,1,1);
    
    	item->attribute = 0;/* clear broken state */
    
    	clif_equiplist(target_sd);
    
    	pc_delitem(sd,pc_search_inventory(sd,material),1,0,0,LOG_TYPE_CONSUME);
    
    	clif_item_repaireffect(sd,idx,0);
    
    	if( sd != target_sd )
    		clif_item_repaireffect(target_sd,idx,0);
    }
    
    /*==========================================
     * Item Appraisal
     *------------------------------------------*/
    void skill_identify(struct map_session_data *sd, int idx)
    {
    	int flag=1;
    
    	nullpo_retv(sd);
    
    	sd->state.workinprogress = WIP_DISABLE_NONE;
    
    	if(idx >= 0 && idx < MAX_INVENTORY) {
    		if(sd->status.inventory[idx].nameid > 0 && sd->status.inventory[idx].identify == 0 ){
    			flag=0;
    			sd->status.inventory[idx].identify=1;
    		}
    	}
    	clif_item_identified(sd,idx,flag);
    }
    
    /*==========================================
     * Weapon Refine [Celest]
     *------------------------------------------*/
    void skill_weaponrefine(struct map_session_data *sd, int idx)
    {
    	nullpo_retv(sd);
    
    	if (idx >= 0 && idx < MAX_INVENTORY)
    	{
    		struct item *item;
    		struct item_data *ditem = sd->inventory_data[idx];
    		item = &sd->status.inventory[idx];
    
    		if(item->nameid > 0 && ditem->type == IT_WEAPON) {
    			int i = 0, per;
    			unsigned short material[5] = { 0, ITEMID_PHRACON, ITEMID_EMVERETARCON, ITEMID_ORIDECON, ITEMID_ORIDECON };
    			if( ditem->flag.no_refine ) { 	// if the item isn't refinable
    				clif_skill_fail(sd,sd->menuskill_id,USESKILL_FAIL_LEVEL,0);
    				return;
    			}
    			if( item->refine >= sd->menuskill_val || item->refine >= 10 ) {
    				clif_upgrademessage(sd->fd, 2, item->nameid);
    				return;
    			}
    			if( (i = pc_search_inventory(sd, material [ditem->wlv])) < 0 ) {
    				clif_upgrademessage(sd->fd, 3, material[ditem->wlv]);
    				return;
    			}
    			per = status_get_refine_chance(ditem->wlv, (int)item->refine);
    			if( sd->class_&JOBL_THIRD )
    				per += 10;
    			else
    				per += (((signed int)sd->status.job_level)-50)/2; //Updated per the new kro descriptions. [Skotlex]
    
    			pc_delitem(sd, i, 1, 0, 0, LOG_TYPE_OTHER);
    			if (per > rnd() % 100) {
    				int ep=0;
    				log_pick_pc(sd, LOG_TYPE_OTHER, -1, item);
    				item->refine++;
    				log_pick_pc(sd, LOG_TYPE_OTHER,  1, item);
    				if(item->equip) {
    					ep = item->equip;
    					pc_unequipitem(sd,idx,3);
    				}
    				clif_delitem(sd,idx,1,3);
    				clif_upgrademessage(sd->fd, 0, item->nameid);
    				clif_inventorylist(sd);
    				clif_refine(sd->fd,0,idx,item->refine);
    				if (ep)
    					pc_equipitem(sd,idx,ep);
    				clif_misceffect(&sd->bl,3);
    				if(item->refine == 10 &&
    					item->card[0] == CARD0_FORGE &&
    					(int)MakeDWord(item->card[2],item->card[3]) == sd->status.char_id)
    				{ // Fame point system [DracoRPG]
    					switch(ditem->wlv){
    						case 1:
    							pc_addfame(sd, battle_config.fame_refine_lv1,0); // Success to refine to +10 a lv1 weapon you forged = +1 fame point
    							break;
    						case 2:
    							pc_addfame(sd, battle_config.fame_refine_lv2,0); // Success to refine to +10 a lv2 weapon you forged = +25 fame point
    							break;
    						case 3:
    							pc_addfame(sd, battle_config.fame_refine_lv3,0); // Success to refine to +10 a lv3 weapon you forged = +1000 fame point
    							break;
    					}
    				}
    			} else {
    				item->refine = 0;
    				if(item->equip)
    					pc_unequipitem(sd,idx,3);
    				clif_upgrademessage(sd->fd, 1, item->nameid);
    				clif_refine(sd->fd,1,idx,item->refine);
    				pc_delitem(sd,idx,1,0,2, LOG_TYPE_OTHER);
    				clif_misceffect(&sd->bl,2);
    				clif_emotion(&sd->bl, E_OMG);
    			}
    		}
    	}
    }
    
    /*==========================================
     *
     *------------------------------------------*/
    int skill_autospell(struct map_session_data *sd, uint16 skill_id)
    {
    	uint16 skill_lv;
    	uint16 idx = 0;
    	int maxlv=1,lv;
    
    	nullpo_ret(sd);
    
    	skill_lv = sd->menuskill_val;
    
    	if ((idx = skill_get_index2(skill_id)) == 0)
    		return 0;
    	if (SKILL_CHK_GUILD(skill_id))
    		return 0;
    	lv = (sd->status.skill[idx].id == skill_id) ? sd->status.skill[idx].lv : 0;
    
    	if(!skill_lv || !lv) return 0; // Player must learn the skill before doing auto-spell [Lance]
    
    	if(skill_id==MG_NAPALMBEAT)	maxlv=3;
    	else if(skill_id==MG_COLDBOLT || skill_id==MG_FIREBOLT || skill_id==MG_LIGHTNINGBOLT){
    		if (sd->sc.data[SC_SPIRIT] && sd->sc.data[SC_SPIRIT]->val2 == SL_SAGE)
    			maxlv = 10; //Soul Linker bonus. [Skotlex]
    		else if(skill_lv==2) maxlv=1;
    		else if(skill_lv==3) maxlv=2;
    		else if(skill_lv>=4) maxlv=3;
    	}
    	else if(skill_id==MG_SOULSTRIKE){
    		if(skill_lv==5) maxlv=1;
    		else if(skill_lv==6) maxlv=2;
    		else if(skill_lv>=7) maxlv=3;
    	}
    	else if(skill_id==MG_FIREBALL){
    		if(skill_lv==8) maxlv=1;
    		else if(skill_lv>=9) maxlv=2;
    	}
    	else if(skill_id==MG_FROSTDIVER) maxlv=1;
    	else return 0;
    
    	if(maxlv > lv)
    		maxlv = lv;
    
    	sc_start4(&sd->bl,&sd->bl,SC_AUTOSPELL,100,skill_lv,skill_id,maxlv,0,
    		skill_get_time(SA_AUTOSPELL,skill_lv));
    	return 0;
    }
    
    /*==========================================
     * Sitting skills functions.
     *------------------------------------------*/
    static int skill_sit_count(struct block_list *bl, va_list ap)
    {
    	struct map_session_data *sd;
    	int type =va_arg(ap,int);
    	sd=(struct map_session_data*)bl;
    
    	if(!pc_issit(sd))
    		return 0;
    
    	if(type&1 && pc_checkskill(sd,RG_GANGSTER) > 0)
    		return 1;
    
    	if(type&2 && (pc_checkskill(sd,TK_HPTIME) > 0 || pc_checkskill(sd,TK_SPTIME) > 0))
    		return 1;
    
    	return 0;
    }
    
    static int skill_sit_in (struct block_list *bl, va_list ap)
    {
    	struct map_session_data *sd;
    	int type = va_arg(ap,int);
    
    	sd = (struct map_session_data*)bl;
    
    	if(!pc_issit(sd))
    		return 0;
    
    	if(type&1 && pc_checkskill(sd,RG_GANGSTER) > 0)
    		sd->state.gangsterparadise = 1;
    
    	if(type&2 && (pc_checkskill(sd,TK_HPTIME) > 0 || pc_checkskill(sd,TK_SPTIME) > 0 )) {
    		sd->state.rest = 1;
    		status_calc_regen(bl, &sd->battle_status, &sd->regen);
    		status_calc_regen_rate(bl, &sd->regen, &sd->sc);
    	}
    
    	return 0;
    }
    
    static int skill_sit_out (struct block_list *bl, va_list ap)
    {
    	struct map_session_data *sd;
    	int type = va_arg(ap,int);
    
    	sd = (struct map_session_data*)bl;
    
    	if(sd->state.gangsterparadise && type&1)
    		sd->state.gangsterparadise = 0;
    	if(sd->state.rest && type&2) {
    		sd->state.rest = 0;
    		status_calc_regen(bl, &sd->battle_status, &sd->regen);
    		status_calc_regen_rate(bl, &sd->regen, &sd->sc);
    	}
    	return 0;
    }
    
    int skill_sit (struct map_session_data *sd, int type)
    {
    	int flag = 0;
    	int range = 0, lv;
    	nullpo_ret(sd);
    
    	if((lv = pc_checkskill(sd, RG_GANGSTER)) > 0) {
    		flag |= 1;
    		range = skill_get_splash(RG_GANGSTER, lv);
    	}
    	if((lv = pc_checkskill(sd, TK_HPTIME)) > 0) {
    		flag |= 2;
    		range = skill_get_splash(TK_HPTIME, lv);
    	} else if ((lv = pc_checkskill(sd, TK_SPTIME)) > 0) {
    		flag |= 2;
    		range = skill_get_splash(TK_SPTIME, lv);
    	}
    
    	if (type)
    		clif_status_load(&sd->bl, SI_SIT, 1);
    	else
    		clif_status_load(&sd->bl, SI_SIT, 0);
    
    	if (!flag) return 0;
    
    	if(type) {
    		if (map_foreachinrange(skill_sit_count,&sd->bl, range, BL_PC, flag) > 1)
    			map_foreachinrange(skill_sit_in,&sd->bl, range, BL_PC, flag);
    	} else {
    		if (map_foreachinrange(skill_sit_count,&sd->bl, range, BL_PC, flag) < 2)
    			map_foreachinrange(skill_sit_out,&sd->bl, range, BL_PC, flag);
    	}
    	return 0;
    }
    
    /*==========================================
     * Do Forstjoke/Scream effect
     *------------------------------------------*/
    int skill_frostjoke_scream(struct block_list *bl, va_list ap)
    {
    	struct block_list *src;
    	uint16 skill_id,skill_lv;
    	unsigned int tick;
    
    	nullpo_ret(bl);
    	nullpo_ret(src = va_arg(ap,struct block_list*));
    
    	skill_id = va_arg(ap,int);
    	skill_lv = va_arg(ap,int);
    	if(!skill_lv)
    		return 0;
    	tick = va_arg(ap,unsigned int);
    
    	if (src == bl || status_isdead(bl))
    		return 0;
    	if (bl->type == BL_PC) {
    		struct map_session_data *sd = (struct map_session_data *)bl;
    		if ( sd && sd->sc.option&(OPTION_INVISIBLE|OPTION_MADOGEAR) )
    			return 0;//Frost Joke / Scream cannot target invisible or MADO Gear characters [Ind]
    	}
    	//It has been reported that Scream/Joke works the same regardless of woe-setting. [Skotlex]
    	if(battle_check_target(src,bl,BCT_ENEMY) > 0)
    		skill_additional_effect(src,bl,skill_id,skill_lv,BF_MISC,ATK_DEF,tick);
    	else if(battle_check_target(src,bl,BCT_PARTY) > 0 && rnd()%100 < 10)
    		skill_additional_effect(src,bl,skill_id,skill_lv,BF_MISC,ATK_DEF,tick);
    
    	return 0;
    }
    
    /**
     * Set map cell flag as skill unit effect
     * @param src Skill unit
     * @param skill_id
     * @param skill_lv
     * @param cell Cell type cell_t
     * @param flag 0/1
     */
    static void skill_unitsetmapcell(struct skill_unit *src, uint16 skill_id, uint16 skill_lv, cell_t cell, bool flag)
    {
    	int range = skill_get_unit_range(skill_id,skill_lv);
    	int x, y;
    
    	for( y = src->bl.y - range; y <= src->bl.y + range; ++y )
    		for( x = src->bl.x - range; x <= src->bl.x + range; ++x )
    			map_setcell(src->bl.m, x, y, cell, flag);
    }
    
    /**
     * Do skill attack area (such splash effect) around the 'first' target.
     * First target will skip skill condition, always receive damage. But,
     * around it, still need target/condition validation by
     * battle_check_target and status_check_skilluse
     * @param bl
     * @param ap { atk_type, src, dsrc, skill_id, skill_lv, tick, flag, type }
     */
    int skill_attack_area(struct block_list *bl, va_list ap)
    {
    	struct block_list *src,*dsrc;
    	int atk_type,skill_id,skill_lv,flag,type;
    	unsigned int tick;
    
    	if(status_isdead(bl))
    		return 0;
    
    	atk_type = va_arg(ap,int);
    	src = va_arg(ap,struct block_list*);
    	dsrc = va_arg(ap,struct block_list*);
    	skill_id = va_arg(ap,int);
    	skill_lv = va_arg(ap,int);
    	tick = va_arg(ap,unsigned int);
    	flag = va_arg(ap,int);
    	type = va_arg(ap,int);
    
    	if (skill_area_temp[1] == bl->id) { //This is the target of the skill, do a full attack and skip target checks.
    		switch (skill_id) {
    			case LG_CANNONSPEAR:
    				return (int)skill_attack(atk_type,src,dsrc,bl,skill_id,skill_lv,tick,flag|SD_ANIMATION);
    			default:
    				return (int)skill_attack(atk_type,src,dsrc,bl,skill_id,skill_lv,tick,flag);
    		}
    	}
    
    	if(battle_check_target(dsrc,bl,type) <= 0 ||
    		!status_check_skilluse(NULL, bl, skill_id, 2))
    		return 0;
    
    	switch (skill_id) {
    		case WZ_FROSTNOVA: //Skills that don't require the animation to be removed
    		case NPC_ACIDBREATH:
    		case NPC_DARKNESSBREATH:
    		case NPC_FIREBREATH:
    		case NPC_ICEBREATH:
    		case NPC_THUNDERBREATH:
    			return (int)skill_attack(atk_type,src,dsrc,bl,skill_id,skill_lv,tick,flag);
    		default:
    			//Area-splash, disable skill animation.
    			return (int)skill_attack(atk_type,src,dsrc,bl,skill_id,skill_lv,tick,flag|SD_ANIMATION);
    	}
    }
    
    /**
     * Clear skill unit group
     * @param bl
     * @param flag &1
     */
    int skill_clear_group(struct block_list *bl, int flag)
    {
    	struct unit_data *ud = NULL;
    	struct skill_unit_group *group[MAX_SKILLUNITGROUP];
    	int i, count = 0;
    
    	nullpo_ret(bl);
    
    	if (!(ud = unit_bl2ud(bl)))
    		return 0;
    
    	// All groups to be deleted are first stored on an array since the array elements shift around when you delete them. [Skotlex]
    	for (i = 0; i < MAX_SKILLUNITGROUP && ud->skillunit[i]; i++) {
    		switch (ud->skillunit[i]->skill_id) {
    			case SA_DELUGE:
    			case SA_VOLCANO:
    			case SA_VIOLENTGALE:
    			case SA_LANDPROTECTOR:
    			case NJ_SUITON:
    			case NJ_KAENSIN:
    			case SC_CHAOSPANIC:
    				if (flag&1)
    					group[count++] = ud->skillunit[i];
    				break;
    			case SO_CLOUD_KILL:
    				if( flag&4 )
    					group[count++] = ud->skillunit[i];
    				break;
    			case SO_WARMER:
    				if( flag&8 )
    					group[count++] = ud->skillunit[i];
    				break;
    			default:
    				if (flag&2 && skill_get_inf2(ud->skillunit[i]->skill_id)&INF2_TRAP)
    					group[count++] = ud->skillunit[i];
    				break;
    		}
    
    	}
    	for (i = 0; i < count; i++)
    		skill_delunitgroup(group[i]);
    	return count;
    }
    
    /**
     * Returns the first element field found [Skotlex]
     * @param bl
     * @return skill_unit_group
     */
    struct skill_unit_group *skill_locate_element_field(struct block_list *bl)
    {
    	struct unit_data *ud = NULL;
    	int i;
    
    	nullpo_ret(bl);
    
    	if (!(ud = unit_bl2ud(bl)))
    		return NULL;
    
    	for (i = 0; i < MAX_SKILLUNITGROUP && ud->skillunit[i]; i++) {
    		switch (ud->skillunit[i]->skill_id) {
    			case SA_DELUGE:
    			case SA_VOLCANO:
    			case SA_VIOLENTGALE:
    			case SA_LANDPROTECTOR:
    			case NJ_SUITON:
    			case SO_CLOUD_KILL:
    			case SO_WARMER:
    			case SC_CHAOSPANIC:
    				return ud->skillunit[i];
    		}
    	}
    	return NULL;
    }
    
    /// Graffiti cleaner [Valaris]
    int skill_graffitiremover(struct block_list *bl, va_list ap)
    {
    	struct skill_unit *unit = NULL;
    	int remove = va_arg(ap, int);
    
    	nullpo_retr(0, bl);
    	nullpo_retr(0, ap);
    
    	if (bl->type != BL_SKILL || (unit = (struct skill_unit *)bl) == NULL)
    		return 0;
    
    	if ((unit->group) && (unit->group->unit_id == UNT_GRAFFITI)) {
    		if (remove == 1)
    			skill_delunit(unit);
    		return 1;
    	}
    
    	return 0;
    }
    
    /// Greed effect
    int skill_greed(struct block_list *bl, va_list ap)
    {
    	struct block_list *src;
    	struct map_session_data *sd = NULL;
    	struct flooritem_data *fitem = NULL;
    
    	nullpo_ret(bl);
    	nullpo_ret(src = va_arg(ap, struct block_list *));
    
    	if(src->type == BL_PC && (sd = (struct map_session_data *)src) && bl->type == BL_ITEM && (fitem = (struct flooritem_data *)bl) && !fitem->no_bsgreed)
    		pc_takeitem(sd, fitem);
    
    	return 0;
    }
    
    /// Ranger's Detonator [Jobbie/3CeAM]
    int skill_detonator(struct block_list *bl, va_list ap)
    {
    	struct skill_unit *unit = NULL;
    	struct block_list *src;
    	int unit_id;
    
    	nullpo_ret(bl);
    	nullpo_ret(ap);
    
    	src = va_arg(ap,struct block_list *);
    
    	if( bl->type != BL_SKILL || (unit = (struct skill_unit *)bl) == NULL || !unit->group )
    		return 0;
    	if( unit->group->src_id != src->id )
    		return 0;
    
    	unit_id = unit->group->unit_id;
    	switch( unit_id )
    	{ //List of Hunter and Ranger Traps that can be detonate.
    		case UNT_BLASTMINE:
    		case UNT_SANDMAN:
    		case UNT_CLAYMORETRAP:
    		case UNT_TALKIEBOX:
    		case UNT_CLUSTERBOMB:
    		case UNT_FIRINGTRAP:
    		case UNT_ICEBOUNDTRAP:
    			switch(unit_id) {
    				case UNT_TALKIEBOX:
    					clif_talkiebox(bl,unit->group->valstr);
    					unit->group->val2 = -1;
    					break;
    				case UNT_CLAYMORETRAP:
    				case UNT_FIRINGTRAP:
    				case UNT_ICEBOUNDTRAP:
    					if (battle_config.skill_wall_check)
    						map_foreachinshootrange(skill_trap_splash,bl,skill_get_splash(unit->group->skill_id,unit->group->skill_lv),unit->group->bl_flag|BL_SKILL|~BCT_SELF,bl,unit->group->tick);
    					else
    						map_foreachinrange(skill_trap_splash,bl,skill_get_splash(unit->group->skill_id,unit->group->skill_lv),unit->group->bl_flag|BL_SKILL|~BCT_SELF,bl,unit->group->tick);
    					break;
    				default:
    					if(battle_config.skill_wall_check && !(skill_get_nk(unit->group->skill_id)&NK_NO_DAMAGE))
    						map_foreachinshootrange(skill_trap_splash,bl,skill_get_splash(unit->group->skill_id,unit->group->skill_lv),unit->group->bl_flag,bl,unit->group->tick);
    					else
    						map_foreachinrange(skill_trap_splash,bl,skill_get_splash(unit->group->skill_id,unit->group->skill_lv),unit->group->bl_flag,bl,unit->group->tick);
    					break;
    			}
    			clif_changetraplook(bl, UNT_USED_TRAPS);
    			unit->group->unit_id = UNT_USED_TRAPS;
    			unit->group->limit = DIFF_TICK(gettick(),unit->group->tick) +
    				(unit_id == UNT_TALKIEBOX ? 5000 : (unit_id == UNT_CLUSTERBOMB || unit_id == UNT_ICEBOUNDTRAP? 2500 : (unit_id == UNT_FIRINGTRAP ? 0 : 1500)) );
    			break;
    	}
    	return 0;
    }
    
    /**
    * Rebellion's Bind Trap explosion
    * @author [Cydh]
    **/
    static int skill_bind_trap(struct block_list *bl, va_list ap) {
    	struct skill_unit *su = NULL;
    	struct block_list *src = NULL;
    
    	nullpo_ret(bl);
    	nullpo_ret(ap);
    
    	src = va_arg(ap,struct block_list *);
    
    	if (bl->type != BL_SKILL || !(su = (struct skill_unit *)bl) || !(su->group))
    		return 0;
    	if (su->group->unit_id != UNT_B_TRAP || su->group->src_id != src->id )
    		return 0;
    
    	map_foreachinrange(skill_trap_splash, bl, su->range, BL_CHAR, bl,su->group->tick);
    	clif_changetraplook(bl, UNT_USED_TRAPS);
    	su->group->unit_id = UNT_USED_TRAPS;
    	su->group->limit = DIFF_TICK(gettick(), su->group->tick) + 500;
    	return 1;
    }
    
    /*==========================================
     * Check new skill unit cell when overlapping in other skill unit cell.
     * Catched skill in cell value pushed to *unit pointer.
     * Set (*alive) to 0 will ends 'new unit' check
     *------------------------------------------*/
    static int skill_cell_overlap(struct block_list *bl, va_list ap)
    {
    	uint16 skill_id;
    	int *alive;
    	struct skill_unit *unit;
    
    	skill_id = va_arg(ap,int);
    	alive = va_arg(ap,int *);
    	unit = (struct skill_unit *)bl;
    
    	if (unit == NULL || unit->group == NULL || (*alive) == 0)
    		return 0;
    
    	if (unit->group->state.guildaura) /* guild auras are not cancelled! */
    		return 0;
    
    	switch (skill_id) {
    		case SA_LANDPROTECTOR:
    			if( unit->group->skill_id == SA_LANDPROTECTOR ) {//Check for offensive Land Protector to delete both. [Skotlex]
    				(*alive) = 0;
    				skill_delunit(unit);
    				return 1;
    			}
    			//It deletes everything except traps and barriers
    			if ((!(skill_get_inf2(unit->group->skill_id)&(INF2_TRAP)) && !(skill_get_inf3(unit->group->skill_id)&(INF3_NOLP))) || unit->group->skill_id == WZ_FIREPILLAR || unit->group->skill_id == GN_HELLS_PLANT) {
    				skill_delunit(unit);
    				return 1;
    			}
    			break;
    		case HW_GANBANTEIN:
    		case LG_EARTHDRIVE:
    			// Officially songs/dances are removed
    			skill_delunit(unit);
    			return 1;
    		case SA_VOLCANO:
    		case SA_DELUGE:
    		case SA_VIOLENTGALE:
    // The official implementation makes them fail to appear when casted on top of ANYTHING
    // but I wonder if they didn't actually meant to fail when casted on top of each other?
    // hence, I leave the alternate implementation here, commented. [Skotlex]
    			if (unit->range <= 0 && skill_get_unit_id(unit->group->skill_id, 0) != UNT_DUMMYSKILL)
    			{
    				(*alive) = 0;
    				return 1;
    			}
    /*
    			switch (unit->group->skill_id)
    			{	//These cannot override each other.
    				case SA_VOLCANO:
    				case SA_DELUGE:
    				case SA_VIOLENTGALE:
    					(*alive) = 0;
    					return 1;
    			}
    */
    			break;
    		case PF_FOGWALL:
    			switch(unit->group->skill_id) {
    				case SA_VOLCANO: //Can't be placed on top of these
    				case SA_VIOLENTGALE:
    					(*alive) = 0;
    					return 1;
    				case SA_DELUGE:
    				case NJ_SUITON:
    				//Cheap 'hack' to notify the calling function that duration should be doubled [Skotlex]
    					(*alive) = 2;
    					break;
    			}
    			break;
    		case WZ_WATERBALL:
    			switch (unit->group->skill_id) {
    				case SA_DELUGE:
    				case NJ_SUITON:
    					//Consumes deluge/suiton
    					skill_delunit(unit);
    					return 1;
    			}
    			break;
    		case WZ_ICEWALL:
    		case HP_BASILICA:
    		case HW_GRAVITATION:
    			//These can't be placed on top of themselves (duration can't be refreshed)
    			if (unit->group->skill_id == skill_id)
    			{
    				(*alive) = 0;
    				return 1;
    			}
    			break;
    		case GN_CRAZYWEED_ATK:
    			if (unit->group->skill_id == WZ_FIREPILLAR && unit->group->unit_id != UNT_FIREPILLAR_ACTIVE)
    				break;
    			if (skill_get_unit_flag(unit->group->skill_id)&UF_REM_CRAZYWEED) {
    				skill_delunit(unit);
    				return 1;
    			}
    			break;
    		case RL_FIRE_RAIN:
    			if (skill_get_unit_flag(unit->group->skill_id)&UF_REM_FIRERAIN) {
    				skill_delunit(unit);
    				return 1;
    			}
    			break;
    	}
    
    	if (unit->group->skill_id == SA_LANDPROTECTOR && !(skill_get_inf2(skill_id)&(INF2_TRAP)) && !(skill_get_inf3(skill_id)&(INF3_NOLP) ) ) { //It deletes everything except traps and barriers
    		(*alive) = 0;
    		return 1;
    	}
    
    	return 0;
    }
    
    /*==========================================
     * Splash effect for skill unit 'trap type'.
     * Chance triggered when damaged, timeout, or char step on it.
     *------------------------------------------*/
    static int skill_trap_splash(struct block_list *bl, va_list ap)
    {
    	struct block_list *src = va_arg(ap,struct block_list *);
    	struct skill_unit *unit = NULL;
    	int tick = va_arg(ap,int);
    	struct skill_unit_group *sg;
    	struct block_list *ss; //Skill src bl
    
    	nullpo_ret(src);
    
    	unit = (struct skill_unit *)src;
    
    	if (!unit || !unit->alive || bl->prev == NULL)
    		return 0;
    
    	nullpo_ret(sg = unit->group);
    	nullpo_ret(ss = map_id2bl(sg->src_id));
    
    	if (battle_check_target(src,bl,sg->target_flag) <= 0)
    		return 0;
    
    	switch (sg->unit_id) {
    		case UNT_B_TRAP:
    			if (battle_check_target(ss, bl, sg->target_flag&~BCT_SELF) > 0)
    				skill_castend_damage_id(ss, bl, sg->skill_id, sg->skill_lv, tick, SD_ANIMATION|SD_LEVEL|SD_SPLASH|1);
    			break;
    		case UNT_SHOCKWAVE:
    		case UNT_SANDMAN:
    		case UNT_FLASHER:
    			skill_additional_effect(ss,bl,sg->skill_id,sg->skill_lv,BF_MISC,ATK_DEF,tick);
    			break;
    		case UNT_GROUNDDRIFT_WIND:
    			if(skill_attack(skill_get_type(sg->skill_id),ss,src,bl,sg->skill_id,sg->skill_lv,tick,sg->val1))
    				sc_start(ss,bl,SC_STUN,50,sg->skill_lv,skill_get_time2(sg->skill_id, 1));
    			break;
    		case UNT_GROUNDDRIFT_DARK:
    			if(skill_attack(skill_get_type(sg->skill_id),ss,src,bl,sg->skill_id,sg->skill_lv,tick,sg->val1))
    				sc_start(ss,bl,SC_BLIND,50,sg->skill_lv,skill_get_time2(sg->skill_id, 2));
    			break;
    		case UNT_GROUNDDRIFT_POISON:
    			if(skill_attack(skill_get_type(sg->skill_id),ss,src,bl,sg->skill_id,sg->skill_lv,tick,sg->val1))
    				sc_start2(ss,bl,SC_POISON,50,sg->skill_lv,ss->id,skill_get_time2(sg->skill_id, 3));
    			break;
    		case UNT_GROUNDDRIFT_WATER:
    			if(skill_attack(skill_get_type(sg->skill_id),ss,src,bl,sg->skill_id,sg->skill_lv,tick,sg->val1))
    				sc_start(ss,bl,SC_FREEZE,50,sg->skill_lv,skill_get_time2(sg->skill_id, 4));
    			break;
    		case UNT_GROUNDDRIFT_FIRE:
    			if(skill_attack(skill_get_type(sg->skill_id),ss,src,bl,sg->skill_id,sg->skill_lv,tick,sg->val1))
    				skill_blown(src,bl,skill_get_blewcount(sg->skill_id,sg->skill_lv),-1,0);
    			break;
    		case UNT_ELECTRICSHOCKER:
    			if (bl->id != ss->id) {
    				if (status_bl_has_mode(bl,MD_STATUS_IMMUNE))
    					break;
    				if (status_change_start(ss, bl, SC_ELECTRICSHOCKER, 10000, sg->skill_lv, sg->group_id, 0, 0, skill_get_time2(sg->skill_id, sg->skill_lv), SCSTART_NORATEDEF)) {
    					map_moveblock(bl, unit->bl.x, unit->bl.y, tick);
    					clif_fixpos(bl);
    					clif_skill_damage(src, bl, tick, 0, 0, -30000, 1, sg->skill_id, sg->skill_lv, DMG_SPLASH);
    				}
    			}
    			break;
    		case UNT_MAGENTATRAP:
    		case UNT_COBALTTRAP:
    		case UNT_MAIZETRAP:
    		case UNT_VERDURETRAP:
    			if( bl->type != BL_PC && status_get_class_(bl) != CLASS_BOSS )
    				sc_start2(ss,bl,SC_ELEMENTALCHANGE,100,sg->skill_lv,skill_get_ele(sg->skill_id,sg->skill_lv),skill_get_time2(sg->skill_id,sg->skill_lv));
    			break;
    		case UNT_REVERBERATION: // For proper skill delay animation when used with Dominion Impulse
    			skill_addtimerskill(ss, tick + status_get_amotion(ss), bl->id, 0, 0, WM_REVERBERATION_MELEE, sg->skill_lv, BF_WEAPON, 0);
    			skill_addtimerskill(ss, tick + status_get_amotion(ss) * 2, bl->id, 0, 0, WM_REVERBERATION_MAGIC, sg->skill_lv, BF_MAGIC, 0);
    			break;
    		case UNT_FIRINGTRAP:
    		case UNT_ICEBOUNDTRAP:
    			if( src->id == bl->id ) break;
    			if( bl->type == BL_SKILL ) {
    				struct skill_unit *su = (struct skill_unit *)bl;
    
    				if (su && su->group->unit_id == UNT_USED_TRAPS)
    					break;
    			}
    		case UNT_CLUSTERBOMB:
    			if( ss != bl )
    				skill_attack(BF_MISC,ss,src,bl,sg->skill_id,sg->skill_lv,tick,sg->val1|SD_LEVEL);
    			break;
    		case UNT_CLAYMORETRAP:
    			if( src->id == bl->id ) break;
    			if( bl->type == BL_SKILL ) {
    				struct skill_unit *su = (struct skill_unit *)bl;
    
    				if (!su)
    					return 0;
    
    				switch(su->group->unit_id) {
    					case UNT_CLAYMORETRAP:
    					case UNT_LANDMINE:
    					case UNT_BLASTMINE:
    					case UNT_SHOCKWAVE:
    					case UNT_SANDMAN:
    					case UNT_FLASHER:
    					case UNT_FREEZINGTRAP:
    					case UNT_FIRINGTRAP:
    					case UNT_ICEBOUNDTRAP:
    						clif_changetraplook(bl, UNT_USED_TRAPS);
    						su->group->limit = DIFF_TICK(gettick(),su->group->tick) + 1500;
    						su->group->unit_id = UNT_USED_TRAPS;
    						break;
    				}
    			}
    		default:
    			skill_attack(skill_get_type(sg->skill_id),ss,src,bl,sg->skill_id,sg->skill_lv,tick,0);
    			break;
    	}
    	return 1;
    }
    
    int skill_maelstrom_suction(struct block_list *bl, va_list ap)
    {
    	uint16 skill_id, skill_lv;
    	struct skill_unit *unit;
    
    	nullpo_ret(bl);
    
    	skill_id = va_arg(ap,int);
    	skill_lv = va_arg(ap,int);
    	unit = (struct skill_unit *)bl;
    
    	if( unit == NULL || unit->group == NULL )
    		return 0;
    
    	if( skill_get_inf2(skill_id)&INF2_TRAP )
    		return 0;
    
    	if( unit->group->skill_id == SC_MAELSTROM ) {
    		struct block_list *src;
    
    		if( (src = map_id2bl(unit->group->src_id)) ){
    			int sp = unit->group->skill_lv * skill_lv;
    
    			if( src->type == BL_PC )
    				sp += ((TBL_PC*)src)->status.job_level / 5;
    			status_heal(src, 0, sp/2, 1);
    		}
    	}
    
    	return 0;
    }
    
    /**
     * Remove current enchanted element for new element
     * @param bl Char
     * @param type New element
     */
    void skill_enchant_elemental_end(struct block_list *bl, int type)
    {
    	struct status_change *sc;
    	const enum sc_type scs[] = { SC_ENCPOISON, SC_ASPERSIO, SC_FIREWEAPON, SC_WATERWEAPON, SC_WINDWEAPON, SC_EARTHWEAPON, SC_SHADOWWEAPON, SC_GHOSTWEAPON, SC_ENCHANTARMS };
    	int i;
    
    	nullpo_retv(bl);
    	nullpo_retv(sc= status_get_sc(bl));
    
    	if (!sc->count)
    		return;
    
    	for (i = 0; i < ARRAYLENGTH(scs); i++)
    		if (type != scs[i] && sc->data[scs[i]])
    			status_change_end(bl, scs[i], INVALID_TIMER);
    }
    
    /**
     * Check cloaking condition
     * @param bl
     * @param sce
     * @return True if near wall; False otherwise
     */
    bool skill_check_cloaking(struct block_list *bl, struct status_change_entry *sce)
    {
    	bool wall = true;
    
    	if( (bl->type == BL_PC && battle_config.pc_cloak_check_type&1)
    	||	(bl->type != BL_PC && battle_config.monster_cloak_check_type&1) )
    	{	//Check for walls.
    		static int dx[] = { 0, 1, 0, -1, -1,  1, 1, -1};
    		static int dy[] = {-1, 0, 1,  0, -1, -1, 1,  1};
    		int i;
    		ARR_FIND( 0, 8, i, map_getcell(bl->m, bl->x+dx[i], bl->y+dy[i], CELL_CHKNOPASS) != 0 );
    		if( i == 8 )
    			wall = false;
    	}
    
    	if( sce ) {
    		if( !wall ) {
    			if( sce->val1 < 3 ) //End cloaking.
    				status_change_end(bl, SC_CLOAKING, INVALID_TIMER);
    			else if( sce->val4&1 ) { //Remove wall bonus
    				sce->val4&=~1;
    				status_calc_bl(bl,SCB_SPEED);
    			}
    		} else {
    			if( !(sce->val4&1) ) { //Add wall speed bonus
    				sce->val4|=1;
    				status_calc_bl(bl,SCB_SPEED);
    			}
    		}
    	}
    
    	return wall;
    }
    
    /** Check Shadow Form on the target
     * @param bl: Target
     * @param damage: Damage amount
     * @param hit
     * @return true - in Shadow Form state; false - otherwise
     */
    bool skill_check_shadowform(struct block_list *bl, int64 damage, int hit)
    {
    	struct status_change *sc;
    
    	nullpo_retr(false,bl);
    
    	if (!damage)
    		return false;
    
    	sc = status_get_sc(bl);
    
    	if( sc && sc->data[SC__SHADOWFORM] ) {
    		struct block_list *src = map_id2bl(sc->data[SC__SHADOWFORM]->val2);
    
    		if( !src || src->m != bl->m ) { 
    			status_change_end(bl, SC__SHADOWFORM, INVALID_TIMER);
    			return false;
    		}
    
    		if( src && (status_isdead(src) || !battle_check_target(bl,src,BCT_ENEMY)) ) {
    			if( src->type == BL_PC )
    				((TBL_PC*)src)->shadowform_id = 0;
    			status_change_end(bl, SC__SHADOWFORM, INVALID_TIMER);
    			return false;
    		}
    
    		status_damage(bl, src, damage, 0, clif_damage(src, src, gettick(), 500, 500, damage, hit, (hit > 1 ? DMG_MULTI_HIT : DMG_NORMAL), 0, false), 0);
    		if( sc && sc->data[SC__SHADOWFORM] && (--sc->data[SC__SHADOWFORM]->val3) <= 0 ) {
    			status_change_end(bl, SC__SHADOWFORM, INVALID_TIMER);
    			if( src->type == BL_PC )
    				((TBL_PC*)src)->shadowform_id = 0;
    		}
    		return true;
    	}
    	return false;
    }
    
    /**
     * Check camouflage condition
     * @param bl
     * @param sce
     * @return True if near wall; False otherwise
     * @TODO: Seems wrong
     */
    bool skill_check_camouflage(struct block_list *bl, struct status_change_entry *sce)
    {
    	bool wall = true;
    
    	if( bl->type == BL_PC ) { //Check for walls.
    		static int dx[] = { 0, 1, 0, -1, -1,  1, 1, -1};
    		static int dy[] = {-1, 0, 1,  0, -1, -1, 1,  1};
    		int i;
    		ARR_FIND( 0, 8, i, map_getcell(bl->m, bl->x+dx[i], bl->y+dy[i], CELL_CHKNOPASS) != 0 );
    		if( i == 8 )
    			wall = false;
    	}
    
    	if( sce ) {
    		if( !wall && sce->val1 < 3 ) //End camouflage.
    			status_change_end(bl, SC_CAMOUFLAGE, INVALID_TIMER);
    		status_calc_bl(bl,SCB_SPEED);
    	}
    
    	return wall;
    }
    
    /**
     * Process skill unit visibilty for single BL in area
     * @param bl
     * @param ap
     * @author [Cydh]
     **/
    int skill_getareachar_skillunit_visibilty_sub(struct block_list *bl, va_list ap) {
    	struct skill_unit *su = NULL;
    	struct block_list *src = NULL;
    	unsigned int party1 = 0;
    	bool visible = true;
    
    	nullpo_ret(bl);
    	nullpo_ret((su = va_arg(ap, struct skill_unit*)));
    	nullpo_ret((src = va_arg(ap, struct block_list*)));
    	party1 = va_arg(ap, unsigned int);
    
    	if (src != bl) {
    		unsigned int party2 = status_get_party_id(bl);
    		if (!party1 || !party2 || party1 != party2)
    			visible = false;
    	}
    
    	clif_getareachar_skillunit(bl, su, SELF, visible);
    	return 1;
    }
    
    /**
     * Check for skill unit visibilty in area on
     * - skill first placement
     * - skill moved (knocked back, moved dance)
     * @param su Skill unit
     * @param target Affected target for this visibility @see enum send_target
     * @author [Cydh]
     **/
    void skill_getareachar_skillunit_visibilty(struct skill_unit *su, enum send_target target) {
    	nullpo_retv(su);
    
    	if (!su->hidden) // It's not hidden, just do this!
    		clif_getareachar_skillunit(&su->bl, su, target, true);
    	else {
    		struct block_list *src = battle_get_master(&su->bl);
    		map_foreachinarea(skill_getareachar_skillunit_visibilty_sub, su->bl.m, su->bl.x-AREA_SIZE, su->bl.y-AREA_SIZE,
    			su->bl.x+AREA_SIZE, su->bl.y+AREA_SIZE, BL_PC, su, src, status_get_party_id(src));
    	}
    }
    
    /**
     * Check for skill unit visibilty on single BL on insight/spawn action
     * @param su Skill unit
     * @param bl Block list
     * @author [Cydh]
     **/
    void skill_getareachar_skillunit_visibilty_single(struct skill_unit *su, struct block_list *bl) {
    	bool visible = true;
    	struct block_list *src = NULL;
    
    	nullpo_retv(bl);
    	nullpo_retv(su);
    	nullpo_retv((src = battle_get_master(&su->bl)));
    
    	if (su->hidden && src != bl) {
    		unsigned int party1 = status_get_party_id(src);
    		unsigned int party2 = status_get_party_id(bl);
    		if (!party1 || !party2 || party1 != party2)
    			visible = false;
    	}
    
    	clif_getareachar_skillunit(bl, su, SELF, visible);
    }
    
    /**
     * Initialize new skill unit for skill unit group.
     * Overall, Skill Unit makes skill unit group which each group holds their cell datas (skill unit)
     * @param group Skill unit group
     * @param idx
     * @param x
     * @param y
     * @param val1
     * @param val2
     */
    struct skill_unit *skill_initunit(struct skill_unit_group *group, int idx, int x, int y, int val1, int val2, bool hidden)
    {
    	struct skill_unit *unit;
    
    	nullpo_retr(NULL, group);
    	nullpo_retr(NULL, group->unit); // crash-protection against poor coding
    	nullpo_retr(NULL, (unit = &group->unit[idx]));
    
    	if( map_getcell(map_id2bl(group->src_id)->m, x, y, CELL_CHKMAELSTROM) )
    		return unit;
    
    	if(!unit->alive)
    		group->alive_count++;
    
    	unit->bl.id = map_get_new_object_id();
    	unit->bl.type = BL_SKILL;
    	unit->bl.m = group->map;
    	unit->bl.x = x;
    	unit->bl.y = y;
    	unit->group = group;
    	unit->alive = 1;
    	unit->val1 = val1;
    	unit->val2 = val2;
    	unit->hidden = hidden;
    
    	// Stores new skill unit
    	idb_put(skillunit_db, unit->bl.id, unit);
    	map_addiddb(&unit->bl);
    	if(map_addblock(&unit->bl))
    		return NULL;
    
    	// Perform oninit actions
    	switch (group->skill_id) {
    		case WZ_ICEWALL:
    			map_setgatcell(unit->bl.m,unit->bl.x,unit->bl.y,5);
    			clif_changemapcell(0,unit->bl.m,unit->bl.x,unit->bl.y,5,AREA);
    			skill_unitsetmapcell(unit,WZ_ICEWALL,group->skill_lv,CELL_ICEWALL,true);
    			break;
    		case SA_LANDPROTECTOR:
    			skill_unitsetmapcell(unit,SA_LANDPROTECTOR,group->skill_lv,CELL_LANDPROTECTOR,true);
    			break;
    		case SC_MAELSTROM:
    			skill_unitsetmapcell(unit,SC_MAELSTROM,group->skill_lv,CELL_MAELSTROM,true);
    			break;
    		default:
    			if (group->state.song_dance&0x1) //Check for dissonance.
    				skill_dance_overlap(unit, 1);
    			break;
    	}
    
    	skill_getareachar_skillunit_visibilty(unit, AREA);
    	return unit;
    }
    
    /**
     * Remove unit
     * @param unit
     */
    int skill_delunit(struct skill_unit* unit)
    {
    	struct skill_unit_group *group;
    
    	nullpo_ret(unit);
    
    	if( !unit->alive )
    		return 0;
    
    	unit->alive = 0;
    
    	nullpo_ret(group = unit->group);
    
    	if( group->state.song_dance&0x1 ) //Cancel dissonance effect.
    		skill_dance_overlap(unit, 0);
    
    	// invoke onout event
    	if( !unit->range )
    		map_foreachincell(skill_unit_effect,unit->bl.m,unit->bl.x,unit->bl.y,group->bl_flag,&unit->bl,gettick(),4);
    
    	// perform ondelete actions
    	switch (group->skill_id) {
    		case HT_ANKLESNARE:
    		case SC_ESCAPE:
    			{
    				struct block_list* target = map_id2bl(group->val2);
    				enum sc_type type = status_skill2sc(group->skill_id);
    
    				if( target )
    					status_change_end(target, type, INVALID_TIMER);
    			}
    			break;
    		case WZ_ICEWALL:
    			map_setgatcell(unit->bl.m,unit->bl.x,unit->bl.y,unit->val2);
    			clif_changemapcell(0,unit->bl.m,unit->bl.x,unit->bl.y,unit->val2,ALL_SAMEMAP); // hack to avoid clientside cell bug
    			skill_unitsetmapcell(unit,WZ_ICEWALL,group->skill_lv,CELL_ICEWALL,false);
    			break;
    		case SA_LANDPROTECTOR:
    			skill_unitsetmapcell(unit,SA_LANDPROTECTOR,group->skill_lv,CELL_LANDPROTECTOR,false);
    			break;
    		case HP_BASILICA:
    			skill_unitsetmapcell(unit,HP_BASILICA,group->skill_lv,CELL_BASILICA,false);
    			break;
    		case RA_ELECTRICSHOCKER: {
    				struct block_list* target = map_id2bl(group->val2);
    
    				if( target )
    					status_change_end(target, SC_ELECTRICSHOCKER, INVALID_TIMER);
    			}
    			break;
    		case SC_MAELSTROM:
    			skill_unitsetmapcell(unit,SC_MAELSTROM,group->skill_lv,CELL_MAELSTROM,false);
    			break;
    		case SC_MANHOLE: // Note : Removing the unit don't remove the status (official info)
    			if( group->val2 ) { // Someone Traped
    				struct status_change *tsc = status_get_sc( map_id2bl(group->val2));
    				if( tsc && tsc->data[SC__MANHOLE] )
    					tsc->data[SC__MANHOLE]->val4 = 0; // Remove the Unit ID
    			}
    			break;
    	}
    
    	clif_skill_delunit(unit);
    
    	unit->group=NULL;
    	map_delblock(&unit->bl); // don't free yet
    	map_deliddb(&unit->bl);
    	idb_remove(skillunit_db, unit->bl.id);
    	if(--group->alive_count==0)
    		skill_delunitgroup(group);
    
    	return 0;
    }
    
    
    static DBMap* skillunit_group_db = NULL; /// Skill unit group DB. Key int group_id -> struct skill_unit_group*
    
    /// Returns the target skill_unit_group or NULL if not found.
    struct skill_unit_group* skill_id2group(int group_id) {
    	return (struct skill_unit_group*)idb_get(skillunit_group_db, group_id);
    }
    
    static int skill_unit_group_newid = MAX_SKILL; /// Skill Unit Group ID
    
    /**
     * Returns a new group_id that isn't being used in skillunit_group_db.
     * Fatal error if nothing is available.
     */
    static int skill_get_new_group_id(void)
    {
    	if( skill_unit_group_newid >= MAX_SKILL && skill_id2group(skill_unit_group_newid) == NULL )
    		return skill_unit_group_newid++;// available
    	{// find next id
    		int base_id = skill_unit_group_newid;
    		while( base_id != ++skill_unit_group_newid )
    		{
    			if( skill_unit_group_newid < MAX_SKILL )
    				skill_unit_group_newid = MAX_SKILL;
    			if( skill_id2group(skill_unit_group_newid) == NULL )
    				return skill_unit_group_newid++;// available
    		}
    		// full loop, nothing available
    		ShowFatalError("skill_get_new_group_id: All ids are taken. Exiting...");
    		exit(1);
    	}
    }
    
    /**
     * Initialize skill unit group called while setting new unit (skill unit/ground skill) in skill_unitsetting()
     * @param src Object that cast the skill
     * @param count How many 'cells' used that needed. Related with skill layout
     * @param skill_id ID of used skill
     * @param skill_lv Skill level of used skill
     * @param unit_id Unit ID (look at skill_unit_db.txt)
     * @param limit Lifetime for skill unit, uses skill_get_time(skill_id, skill_lv)
     * @param interval Time interval
     * @return skill_unit_group
     */
    struct skill_unit_group* skill_initunitgroup(struct block_list* src, int count, uint16 skill_id, uint16 skill_lv, int unit_id, int limit, int interval)
    {
    	struct unit_data* ud = unit_bl2ud( src );
    	struct skill_unit_group* group;
    	int i;
    
    	if(!(skill_id && skill_lv)) return 0;
    
    	nullpo_retr(NULL, src);
    	nullpo_retr(NULL, ud);
    
    	// Find a free spot to store the new unit group
    	// TODO: Make this flexible maybe by changing this fixed array?
    	ARR_FIND( 0, MAX_SKILLUNITGROUP, i, ud->skillunit[i] == NULL );
    	if(i == MAX_SKILLUNITGROUP) {
    		// Array is full, make room by discarding oldest group
    		int j = 0;
    		unsigned maxdiff = 0, tick = gettick();
    		for(i = 0; i < MAX_SKILLUNITGROUP && ud->skillunit[i];i++){
    			unsigned int x = DIFF_TICK(tick,ud->skillunit[i]->tick);
    			if(x > maxdiff){
    				maxdiff = x;
    				j = i;
    			}
    		}
    		skill_delunitgroup(ud->skillunit[j]);
    		// Since elements must have shifted, we use the last slot.
    		i = MAX_SKILLUNITGROUP-1;
    	}
    
    	group             = ers_alloc(skill_unit_ers, struct skill_unit_group);
    	group->src_id     = src->id;
    	group->party_id   = status_get_party_id(src);
    	group->guild_id   = status_get_guild_id(src);
    	group->bg_id      = bg_team_get_id(src);
    	group->faction_id = status_get_faction_id(src);
    	group->group_id   = skill_get_new_group_id();
    	group->link_group_id = 0;
    	group->unit       = (struct skill_unit *)aCalloc(count,sizeof(struct skill_unit));
    	group->unit_count = count;
    	group->alive_count = 0;
    	group->val1       = 0;
    	group->val2       = 0;
    	group->val3       = 0;
    	group->skill_id   = skill_id;
    	group->skill_lv   = skill_lv;
    	group->unit_id    = unit_id;
    	group->map        = src->m;
    	group->limit      = limit;
    	group->interval   = interval;
    	group->tick       = gettick();
    	group->valstr     = NULL;
    
    	ud->skillunit[i] = group;
    
    	// Stores this new group to DBMap
    	idb_put(skillunit_group_db, group->group_id, group);
    	return group;
    }
    
    /**
     * Remove skill unit group
     * @param group
     * @param file
     * @param line
     * @param *func
     */
    int skill_delunitgroup_(struct skill_unit_group *group, const char* file, int line, const char* func)
    {
    	struct block_list* src;
    	struct unit_data *ud;
    	short i, j;
    	int link_group_id;
    
    	if( group == NULL ) {
    		ShowDebug("skill_delunitgroup: group is NULL (source=%s:%d, %s)! Please report this! (#3504)\n", file, line, func);
    		return 0;
    	}
    
    	src = map_id2bl(group->src_id);
    	ud = unit_bl2ud(src);
    	if (!src || !ud) {
    		ShowError("skill_delunitgroup: Group's source not found! (src_id: %d skill_id: %d)\n", group->src_id, group->skill_id);
    		return 0;
    	}
    
    	// Removed Usave by eAmod
    
    	if (skill_get_unit_flag(group->skill_id)&(UF_DANCE|UF_SONG|UF_ENSEMBLE)) {
    		struct status_change* sc = status_get_sc(src);
    		if (sc && sc->data[SC_DANCING]) {
    			sc->data[SC_DANCING]->val2 = 0 ; //This prevents status_change_end attempting to redelete the group. [Skotlex]
    			status_change_end(src, SC_DANCING, INVALID_TIMER);
    		}
    	}
    
    	// End SC from the master when the skill group is deleted
    	i = SC_NONE;
    	switch (group->unit_id) {
    		case UNT_GOSPEL:	i = SC_GOSPEL;		break;
    		case UNT_BASILICA:	i = SC_BASILICA;	break;
    	}
    	if (i != SC_NONE) {
    		struct status_change *sc = status_get_sc(src);
    		if (sc && sc->data[i]) {
    			sc->data[i]->val3 = 0; //Remove reference to this group. [Skotlex]
    			status_change_end(src, (sc_type)i, INVALID_TIMER);
    		}
    	}
    
    	switch( group->skill_id ) {
    		case SG_SUN_WARM:
    		case SG_MOON_WARM:
    		case SG_STAR_WARM:
    			{
    				struct status_change *sc = NULL;
    				if( (sc = status_get_sc(src)) != NULL  && sc->data[SC_WARM] ) {
    					sc->data[SC_WARM]->val4 = 0;
    					status_change_end(src, SC_WARM, INVALID_TIMER);
    				}
    			}
    			break;
    		case NC_NEUTRALBARRIER:
    			{
    				struct status_change *sc = NULL;
    				if( (sc = status_get_sc(src)) != NULL && sc->data[SC_NEUTRALBARRIER_MASTER] ) {
    					sc->data[SC_NEUTRALBARRIER_MASTER]->val2 = 0;
    					status_change_end(src,SC_NEUTRALBARRIER_MASTER,INVALID_TIMER);
    				}
    			}
    			break;
    		case NC_STEALTHFIELD:
    			{
    				struct status_change *sc = NULL;
    				if( (sc = status_get_sc(src)) != NULL && sc->data[SC_STEALTHFIELD_MASTER] ) {
    					sc->data[SC_STEALTHFIELD_MASTER]->val2 = 0;
    					status_change_end(src,SC_STEALTHFIELD_MASTER,INVALID_TIMER);
    				}
    			}
    			break;
    		case LG_BANDING:
    			{
    				struct status_change *sc = NULL;
    				if( (sc = status_get_sc(src)) && sc->data[SC_BANDING] ) {
    					sc->data[SC_BANDING]->val4 = 0;
    					status_change_end(src,SC_BANDING,INVALID_TIMER);
    				}
    			}
    			break;
    	}
    
    	if (src->type==BL_PC && group->state.ammo_consume)
    		battle_consume_ammo((TBL_PC*)src, group->skill_id, group->skill_lv);
    
    	group->alive_count=0;
    
    	// remove all unit cells
    	if(group->unit != NULL)
    		for( i = 0; i < group->unit_count; i++ )
    			skill_delunit(&group->unit[i]);
    
    	// clear Talkie-box string
    	if( group->valstr != NULL ) {
    		aFree(group->valstr);
    		group->valstr = NULL;
    	}
    
    	idb_remove(skillunit_group_db, group->group_id);
    	map_freeblock(&group->unit->bl); // schedules deallocation of whole array (HACK)
    	group->unit = NULL;
    	group->group_id = 0;
    	group->unit_count = 0;
    
    	link_group_id = group->link_group_id;
    	group->link_group_id = 0;
    
    	// locate this group, swap with the last entry and delete it
    	ARR_FIND( 0, MAX_SKILLUNITGROUP, i, ud->skillunit[i] == group );
    	ARR_FIND( i, MAX_SKILLUNITGROUP, j, ud->skillunit[j] == NULL );
    	 j--;
    	if( i < MAX_SKILLUNITGROUP ) {
    		ud->skillunit[i] = ud->skillunit[j];
    		ud->skillunit[j] = NULL;
    		ers_free(skill_unit_ers, group);
    	} else
    		ShowError("skill_delunitgroup: Group not found! (src_id: %d skill_id: %d)\n", group->src_id, group->skill_id);
    
    	if(link_group_id) {
    		struct skill_unit_group* group_cur = skill_id2group(link_group_id);
    		if(group_cur)
    			skill_delunitgroup(group_cur);
    	}
    
    	return 1;
    }
    
    /**
     * Clear all Skill Unit Group from an Object, example usage when player logged off or dead
     * @param src
     */
    void skill_clear_unitgroup(struct block_list *src)
    {
    	struct unit_data *ud;
    
    	nullpo_retv(src);
    	nullpo_retv((ud = unit_bl2ud(src)));
    
    	while (ud->skillunit[0])
    		skill_delunitgroup(ud->skillunit[0]);
    }
    
    /**
     * Search tickset for skill unit in skill unit group
     * @param bl Block List for skill_unit
     * @param group Skill unit group
     * @param tick
     * @return skill_unit_group_tickset if found
     */
    struct skill_unit_group_tickset *skill_unitgrouptickset_search(struct block_list *bl, struct skill_unit_group *group, int tick)
    {
    	int i, j = -1, s, id;
    	struct unit_data *ud;
    	struct skill_unit_group_tickset *set;
    
    	nullpo_ret(bl);
    	if (group->interval == -1)
    		return NULL;
    
    	ud = unit_bl2ud(bl);
    	if (!ud)
    		return NULL;
    
    	set = ud->skillunittick;
    
    	if (skill_get_unit_flag(group->skill_id)&UF_NOOVERLAP)
    		id = s = group->skill_id;
    	else
    		id = s = group->group_id;
    
    	for (i=0; i<MAX_SKILLUNITGROUPTICKSET; i++) {
    		int 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) {
    		ShowWarning ("skill_unitgrouptickset_search: tickset is full\n");
    		j = id % MAX_SKILLUNITGROUPTICKSET;
    	}
    
    	set[j].id = id;
    	set[j].tick = tick;
    	return &set[j];
    }
    
    /*==========================================
     * Check for validity skill unit that triggered by skill_unit_timer_sub
     * And trigger skill_unit_onplace_timer for object that maybe stands there (catched object is *bl)
     *------------------------------------------*/
    int skill_unit_timer_sub_onplace(struct block_list* bl, va_list ap)
    {
    	struct skill_unit* unit = va_arg(ap,struct skill_unit *);
    	struct skill_unit_group* group = NULL;
    	unsigned int tick = va_arg(ap,unsigned int);
    
    	nullpo_ret(unit);
    
    	if( !unit->alive || bl->prev == NULL )
    		return 0;
    
    	nullpo_ret(group = unit->group);
    
    	if( !(skill_get_inf2(group->skill_id)&(INF2_SONG_DANCE|INF2_TRAP)) && !(skill_get_inf3(group->skill_id)&(INF3_NOLP)) && group->skill_id != NC_NEUTRALBARRIER && map_getcell(unit->bl.m, unit->bl.x, unit->bl.y, CELL_CHKLANDPROTECTOR) )
    		return 0; //AoE skills are ineffective. [Skotlex]
    
    	if( battle_check_target(&unit->bl,bl,group->target_flag) <= 0 )
    		return 0;
    
    	skill_unit_onplace_timer(unit,bl,tick);
    	return 1;
    }
    
    /**
     * @see DBApply
     * Sub function of skill_unit_timer for executing each skill unit from skillunit_db
     */
    static int skill_unit_timer_sub(DBKey key, DBData *data, va_list ap)
    {
    	struct skill_unit* unit = (struct skill_unit*)db_data2ptr(data);
    	struct skill_unit_group* group = NULL;
    	unsigned int tick = va_arg(ap,unsigned int);
    	bool dissonance;
    	struct block_list* bl = &unit->bl;
    
    	nullpo_ret(unit);
    
    	if( !unit->alive )
    		return 0;
    
    	nullpo_ret(group = unit->group);
    
    	// Check for expiration
    	if( !group->state.guildaura && (DIFF_TICK(tick,group->tick) >= group->limit || DIFF_TICK(tick,group->tick) >= unit->limit) )
    	{// skill unit expired (inlined from skill_unit_onlimit())
    		switch( group->unit_id ) {
    			case UNT_BLASTMINE:
    #ifdef RENEWAL
    			case UNT_CLAYMORETRAP:
    #endif
    			case UNT_GROUNDDRIFT_WIND:
    			case UNT_GROUNDDRIFT_DARK:
    			case UNT_GROUNDDRIFT_POISON:
    			case UNT_GROUNDDRIFT_WATER:
    			case UNT_GROUNDDRIFT_FIRE:
    				group->unit_id = UNT_USED_TRAPS;
    				//clif_changetraplook(bl, UNT_FIREPILLAR_ACTIVE);
    				group->limit=DIFF_TICK(tick+1500,group->tick);
    				unit->limit=DIFF_TICK(tick+1500,group->tick);
    			break;
    
    			case UNT_ANKLESNARE:
    			case UNT_ELECTRICSHOCKER:
    				if (group->val2 > 0) { //Used Trap doesn't return back to item
    					skill_delunit(unit);
    					break;
    				}
    			case UNT_SKIDTRAP:
    			case UNT_LANDMINE:
    			case UNT_SHOCKWAVE:
    			case UNT_SANDMAN:
    			case UNT_FLASHER:
    			case UNT_FREEZINGTRAP:
    #ifndef RENEWAL
    			case UNT_CLAYMORETRAP:
    #endif
    			case UNT_TALKIEBOX:
    			case UNT_CLUSTERBOMB:
    			case UNT_MAGENTATRAP:
    			case UNT_COBALTTRAP:
    			case UNT_MAIZETRAP:
    			case UNT_VERDURETRAP:
    			case UNT_FIRINGTRAP:
    			case UNT_ICEBOUNDTRAP:
    			{
    				struct block_list* src;
    				if( unit->val1 > 0 && (src = map_id2bl(group->src_id)) != NULL && src->type == BL_PC )
    				{ // revert unit back into a trap
    					struct item item_tmp;
    					memset(&item_tmp,0,sizeof(item_tmp));
    					item_tmp.nameid = group->item_id?group->item_id:ITEMID_TRAP;
    					item_tmp.identify = 1;
    					map_addflooritem(&item_tmp,1,bl->m,bl->x,bl->y,0,0,0,4,0,0);
    				}
    				skill_delunit(unit);
    			}
    			break;
    
    			case UNT_WARP_ACTIVE:
    				// warp portal opens (morph to a UNT_WARP_WAITING cell)
    				group->unit_id = skill_get_unit_id(group->skill_id, 1); // UNT_WARP_WAITING
    				clif_changelook(&unit->bl, LOOK_BASE, group->unit_id);
    				// restart timers
    				group->limit = skill_get_time(group->skill_id,group->skill_lv);
    				unit->limit = skill_get_time(group->skill_id,group->skill_lv);
    				// apply effect to all units standing on it
    				map_foreachincell(skill_unit_effect,unit->bl.m,unit->bl.x,unit->bl.y,group->bl_flag,&unit->bl,gettick(),1);
    			break;
    
    			case UNT_CALLFAMILY:
    			{
    				struct map_session_data *sd = NULL;
    				if(group->val1) {
    					sd = map_charid2sd(group->val1);
    					group->val1 = 0;
    					if (sd && !map[sd->bl.m].flag.nowarp)
    						pc_setpos(sd,map_id2index(unit->bl.m),unit->bl.x,unit->bl.y,CLR_TELEPORT);
    				}
    				if(group->val2) {
    					sd = map_charid2sd(group->val2);
    					group->val2 = 0;
    					if (sd && !map[sd->bl.m].flag.nowarp)
    						pc_setpos(sd,map_id2index(unit->bl.m),unit->bl.x,unit->bl.y,CLR_TELEPORT);
    				}
    				skill_delunit(unit);
    			}
    			break;
    
    			case UNT_REVERBERATION:
    			case UNT_NETHERWORLD:
    				if( unit->val1 <= 0 ) { // If it was deactivated.
    					skill_delunit(unit);
    					break;
    				}
    				clif_changetraplook(bl,UNT_USED_TRAPS);
    				if (group->unit_id == UNT_REVERBERATION)
    					map_foreachinrange(skill_trap_splash, bl, skill_get_splash(group->skill_id, group->skill_lv), group->bl_flag, bl, tick);
    				group->limit = DIFF_TICK(tick,group->tick) + 1000;
    				unit->limit = DIFF_TICK(tick,group->tick) + 1000;
    				group->unit_id = UNT_USED_TRAPS;
    				break;
    
    			case UNT_FEINTBOMB: {
    				struct block_list *src = map_id2bl(group->src_id);
    				struct status_change *sc;
    				if (src && (sc = status_get_sc(src)) != NULL && sc->data[SC__FEINTBOMB]) { // Copycat explodes if caster is still hidden.
    					map_foreachinrange(skill_area_sub, &unit->bl, unit->range, BL_CHAR|BL_SKILL, src, SC_FEINTBOMB, group->skill_lv, tick, BCT_ENEMY|SD_ANIMATION|5, skill_castend_damage_id);
    					status_change_end(bl, SC__FEINTBOMB, INVALID_TIMER);
    				}
    				skill_delunit(unit);
    			}
    			break;
    
    			case UNT_BANDING:
    			{
    				struct block_list *src = map_id2bl(group->src_id);
    				struct status_change *sc;
    				if( !src || (sc = status_get_sc(src)) == NULL || !sc->data[SC_BANDING] ) {
    					skill_delunit(unit);
    					break;
    				}
    				// This unit isn't removed while SC_BANDING is active.
    				group->limit = DIFF_TICK(tick+group->interval,group->tick);
    				unit->limit = DIFF_TICK(tick+group->interval,group->tick);
    			}
    			break;
    
    			case UNT_B_TRAP:
    				{
    					struct block_list* src;
    					if (group->item_id && unit->val2 <= 0 && (src = map_id2bl(group->src_id)) && src->type == BL_PC) {
    						struct item item_tmp;
    						memset(&item_tmp, 0, sizeof(item_tmp));
    						item_tmp.nameid = group->item_id;
    						item_tmp.identify = 1;
    						map_addflooritem(&item_tmp, 1, bl->m, bl->x, bl->y, 0, 0, 0, 4, 0, 0);
    					}
    					skill_delunit(unit);
    				}
    				break;
    
    			default:
    				if (group->val2 == 1 && ( group->skill_id == SU_CN_METEOR)) {
    					// Deal damage before expiration
    					break;
    				}
    				skill_delunit(unit);
    				break;
    		}
    	} else {// skill unit is still active
    		switch( group->unit_id ) {
    			case UNT_ICEWALL:
    				// icewall loses 50 hp every second
    				unit->val1 -= SKILLUNITTIMER_INTERVAL/20; // trap's hp
    				if( unit->val1 <= 0 && unit->limit + group->tick > tick + 700 )
    					unit->limit = DIFF_TICK(tick+700,group->tick);
    				break;
    			case UNT_BLASTMINE:
    			case UNT_SKIDTRAP:
    			case UNT_LANDMINE:
    			case UNT_SHOCKWAVE:
    			case UNT_SANDMAN:
    			case UNT_FLASHER:
    			case UNT_CLAYMORETRAP:
    			case UNT_FREEZINGTRAP:
    			case UNT_TALKIEBOX:
    			case UNT_ANKLESNARE:
    			case UNT_B_TRAP:
    				if( unit->val1 <= 0 ) {
    					if( group->unit_id == UNT_ANKLESNARE && group->val2 > 0 )
    						skill_delunit(unit);
    					else {
    						clif_changetraplook(bl, group->unit_id == UNT_LANDMINE ? UNT_FIREPILLAR_ACTIVE : UNT_USED_TRAPS);
    						group->limit = DIFF_TICK(tick, group->tick) + 1500;
    						group->unit_id = UNT_USED_TRAPS;
    					}
    				}
    				break;
    			case UNT_REVERBERATION:
    			case UNT_NETHERWORLD:
    				if (unit->val1 <= 0) {
    					clif_changetraplook(bl,UNT_USED_TRAPS);
    					if (group->unit_id == UNT_REVERBERATION)
    						map_foreachinrange(skill_trap_splash, bl, skill_get_splash(group->skill_id, group->skill_lv), group->bl_flag, bl, tick);
    					group->limit = DIFF_TICK(tick,group->tick) + 1000;
    					unit->limit = DIFF_TICK(tick,group->tick) + 1000;
    					group->unit_id = UNT_USED_TRAPS;
    				}
    				break;
    			case UNT_WALLOFTHORN:
    				if (group->val3 < 0) { // Remove if attacked by fire element, turned to Fire Wall
    					skill_delunitgroup(group);
    					break;
    				}
    				if (unit->val1 <= 0 || unit->val2 <= 0) // Remove the unit only if no HP or hit limit is reached
    					skill_delunit(unit);
    				break;
    			case UNT_SANCTUARY:
    				if (group->val1 <= 0) {
    					skill_delunitgroup(group);
    				}
    				break;
    			default:
    				if (group->skill_id == SU_CN_METEOR) {
    					if (group->val2 == 0 && (DIFF_TICK(tick, group->tick) >= group->limit - group->interval || DIFF_TICK(tick, group->tick) >= unit->limit - group->interval)) {
    						// Unit will expire the next interval, start dropping Meteor
    						struct block_list* src;
    						if ((src = map_id2bl(group->src_id)) != NULL) {
    							clif_skill_poseffect(src, group->skill_id, group->skill_lv, bl->x, bl->y, tick);
    							group->val2 = 1;
    						}
    					}
    					// No damage until expiration
    					return 0;
    				}
    				break;
    		}
    	}
    
    	//Don't continue if unit or even group is expired and has been deleted.
    	if( !group || !unit->alive )
    		return 0;
    
    	dissonance = skill_dance_switch(unit, 0);
    
    	if( unit->range >= 0 && group->interval != -1 )
    	{
    		if( battle_config.skill_wall_check )
    			map_foreachinshootrange(skill_unit_timer_sub_onplace, bl, unit->range, group->bl_flag, bl,tick);
    		else
    			map_foreachinrange(skill_unit_timer_sub_onplace, bl, unit->range, group->bl_flag, bl,tick);
    
    		if(unit->range == -1) //Unit disabled, but it should not be deleted yet.
    			group->unit_id = UNT_USED_TRAPS;
    		else if( group->unit_id == UNT_TATAMIGAESHI ) {
    			unit->range = -1; //Disable processed cell.
    			if (--group->val1 <= 0) { // number of live cells
    				//All tiles were processed, disable skill.
    				group->target_flag=BCT_NOONE;
    				group->bl_flag= BL_NUL;
    			}
    		}
    		else if (group->skill_id == SU_CN_METEOR) {
    			skill_delunit(unit);
    			return 0;
    		}
    	}
    
    	if( dissonance )
    		skill_dance_switch(unit, 1);
    
    	return 0;
    }
    
    /*==========================================
     * Executes on all skill units every SKILLUNITTIMER_INTERVAL miliseconds.
     *------------------------------------------*/
    int skill_unit_timer(int tid, unsigned int tick, int id, intptr_t data)
    {
    	map_freeblock_lock();
    
    	skillunit_db->foreach(skillunit_db, skill_unit_timer_sub, tick);
    
    	map_freeblock_unlock();
    	return 0;
    }
    
    static int skill_unit_temp[20];  // temporary storage for tracking skill unit skill ids as players move in/out of them
    /*==========================================
     * flag :
     *	1 : store that skill_unit in array
     *	2 : clear that skill_unit
     *	4 : call_on_left
     *------------------------------------------*/
    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 = NULL;
    
    	struct block_list* target = va_arg(ap,struct block_list*);
    	unsigned int tick = va_arg(ap,unsigned int);
    	int flag = va_arg(ap,int);
    	bool dissonance;
    	uint16 skill_id;
    	int i;
    
    	nullpo_ret(unit);
    	nullpo_ret(target);
    
    	if( !unit->alive || target->prev == NULL )
    		return 0;
    
    	nullpo_ret(group = unit->group);
    
    	if( flag&1 && ( group->skill_id == PF_SPIDERWEB || group->skill_id == GN_THORNS_TRAP ) )
    		return 0; // Fiberlock is never supposed to trigger on skill_unit_move. [Inkfish]
    
    	dissonance = skill_dance_switch(unit, 0);
    
    	//Necessary in case the group is deleted after calling on_place/on_out [Skotlex]
    	skill_id = group->skill_id;
    
    	if( group->interval != -1 && !(skill_get_unit_flag(skill_id)&UF_DUALMODE) && skill_id != BD_LULLABY ) //Lullaby is the exception, bugreport:411
    	{	//Non-dualmode unit skills with a timer don't trigger when walking, so just return
    		if( dissonance ) {
    			skill_dance_switch(unit, 1);
    			skill_unit_onleft(skill_unit_onout(unit,target,tick),target,tick); //we placed a dissonance, let's update
    		}
    		return 0;
    	}
    
    	//Target-type check.
    	if( !(group->bl_flag&target->type && battle_check_target(&unit->bl,target,group->target_flag) > 0) ) {
    		if( group->src_id == target->id && group->state.song_dance&0x2 ) { //Ensemble check to see if they went out/in of the area [Skotlex]
    			if( flag&1 ) {
    				if( flag&2 ) { //Clear this skill id.
    					ARR_FIND( 0, ARRAYLENGTH(skill_unit_temp), i, skill_unit_temp[i] == skill_id );
    					if( i < ARRAYLENGTH(skill_unit_temp) )
    						skill_unit_temp[i] = 0;
    				}
    			} else {
    				if( flag&2 ) { //Store this skill id.
    					ARR_FIND( 0, ARRAYLENGTH(skill_unit_temp), i, skill_unit_temp[i] == 0 );
    					if( i < ARRAYLENGTH(skill_unit_temp) )
    						skill_unit_temp[i] = skill_id;
    					else
    						ShowError("skill_unit_move_sub: Reached limit of unit objects per cell! (skill_id: %hu)\n", skill_id );
    				}
    			}
    
    			if( flag&4 )
    				skill_unit_onleft(skill_id,target,tick);
    		}
    
    		if( dissonance )
    			skill_dance_switch(unit, 1);
    
    		return 0;
    	} else {
    		if( flag&1 ) {
    			int result = skill_unit_onplace(unit,target,tick);
    
    			if( flag&2 && result ) { //Clear skill ids we have stored in onout.
    				ARR_FIND( 0, ARRAYLENGTH(skill_unit_temp), i, skill_unit_temp[i] == result );
    				if( i < ARRAYLENGTH(skill_unit_temp) )
    					skill_unit_temp[i] = 0;
    			}
    		} else {
    			int result = skill_unit_onout(unit,target,tick);
    
    			if( flag&2 && result ) { //Store this unit id.
    				ARR_FIND( 0, ARRAYLENGTH(skill_unit_temp), i, skill_unit_temp[i] == 0 );
    				if( i < ARRAYLENGTH(skill_unit_temp) )
    					skill_unit_temp[i] = skill_id;
    				else
    					ShowError("skill_unit_move_sub: Reached limit of unit objects per cell! (skill_id: %hu)\n", skill_id );
    			}
    		}
    
    		//TODO: Normally, this is dangerous since the unit and group could be freed
    		//inside the onout/onplace functions. Currently it is safe because we know song/dance
    		//cells do not get deleted within them. [Skotlex]
    		if( dissonance )
    			skill_dance_switch(unit, 1);
    
    		if( flag&4 )
    			skill_unit_onleft(skill_id,target,tick);
    
    		return 1;
    	}
    }
    
    /*==========================================
     * Invoked when a char has moved and unit cells must be invoked (onplace, onout, onleft)
     * Flag values:
     * flag&1: invoke skill_unit_onplace (otherwise invoke skill_unit_onout)
     * flag&2: this function is being invoked twice as a bl moves, store in memory the affected
     * units to figure out when they have left a group.
     * flag&4: Force a onleft event (triggered when the bl is killed, for example)
     *------------------------------------------*/
    int skill_unit_move(struct block_list *bl, unsigned int tick, int flag)
    {
    	nullpo_ret(bl);
    
    	if( bl->prev == NULL )
    		return 0;
    
    	if( flag&2 && !(flag&1) ) //Onout, clear data
    		memset(skill_unit_temp, 0, sizeof(skill_unit_temp));
    
    	map_foreachincell(skill_unit_move_sub,bl->m,bl->x,bl->y,BL_SKILL,bl,tick,flag);
    
    	if( flag&2 && flag&1 ) { //Onplace, check any skill units you have left.
    		int i;
    
    		for( i = 0; i < ARRAYLENGTH(skill_unit_temp); i++ )
    			if( skill_unit_temp[i] )
    				skill_unit_onleft(skill_unit_temp[i], bl, tick);
    	}
    
    	return 0;
    }
    
    /*==========================================
     * Moves skill unit to map m with coordinates x & y (example when knocked back)
     * @param bl Skill unit
     * @param m Map
     * @param dx
     * @param dy
     *------------------------------------------*/
    void skill_unit_move_unit(struct block_list *bl, int dx, int dy) {
    	unsigned int tick = gettick();
    	struct skill_unit *su;
    
    	if (bl->type != BL_SKILL)
    		return;
    	if (!(su = (struct skill_unit *)bl))
    		return;
    	if (!su->alive)
    		return;
    
    	if (su->group && skill_get_unit_flag(su->group->skill_id)&UF_ENSEMBLE)
    		return; //Ensembles may not be moved around.
    
    	if (!bl->prev) {
    		bl->x = dx;
    		bl->y = dy;
    		return;
    	}
    
    	map_moveblock(bl, dx, dy, tick);
    	map_foreachincell(skill_unit_effect,bl->m,bl->x,bl->y,su->group->bl_flag,bl,tick,1);
    	skill_getareachar_skillunit_visibilty(su, AREA);
    	return;
    }
    
    /**
     * Moves skill unit group to map m with coordinates x & y (example when knocked back)
     * @param group Skill Group
     * @param m Map
     * @param dx
     * @param dy
     */
    void skill_unit_move_unit_group(struct skill_unit_group *group, int16 m, int16 dx, int16 dy)
    {
    	int i, j;
    	unsigned int tick = gettick();
    	int *m_flag;
    	struct skill_unit *unit1;
    	struct skill_unit *unit2;
    
    	if (group == NULL)
    		return;
    
    	if (group->unit_count <= 0)
    		return;
    
    	if (group->unit == NULL)
    		return;
    
    	if (skill_get_unit_flag(group->skill_id)&UF_ENSEMBLE)
    		return; //Ensembles may not be moved around.
    
    	m_flag = (int *) aCalloc(group->unit_count, sizeof(int));
    	//    m_flag
    	//		0: Neither of the following (skill_unit_onplace & skill_unit_onout are needed)
    	//		1: Unit will move to a slot that had another unit of the same group (skill_unit_onplace not needed)
    	//		2: Another unit from same group will end up positioned on this unit (skill_unit_onout not needed)
    	//		3: Both 1+2.
    	for(i = 0; i < group->unit_count; i++) {
    		unit1 =& group->unit[i];
    		if (!unit1->alive || unit1->bl.m != m)
    			continue;
    		for(j = 0; j < group->unit_count; j++) {
    			unit2 = &group->unit[j];
    			if (!unit2->alive)
    				continue;
    			if (unit1->bl.x+dx == unit2->bl.x && unit1->bl.y+dy == unit2->bl.y)
    				m_flag[i] |= 0x1;
    			if (unit1->bl.x-dx == unit2->bl.x && unit1->bl.y-dy == unit2->bl.y)
    				m_flag[i] |= 0x2;
    		}
    	}
    
    	j = 0;
    
    	for (i = 0; i < group->unit_count; i++) {
    		unit1 = &group->unit[i];
    		if (!unit1->alive)
    			continue;
    		if (!(m_flag[i]&0x2)) {
    			if (group->state.song_dance&0x1) //Cancel dissonance effect.
    				skill_dance_overlap(unit1, 0);
    			map_foreachincell(skill_unit_effect,unit1->bl.m,unit1->bl.x,unit1->bl.y,group->bl_flag,&unit1->bl,tick,4);
    		}
    		//Move Cell using "smart" criteria (avoid useless moving around)
    		switch(m_flag[i]) {
    			case 0:
    			//Cell moves independently, safely move it.
    				map_foreachinmovearea(clif_outsight, &unit1->bl, AREA_SIZE, dx, dy, BL_PC, &unit1->bl);
    				map_moveblock(&unit1->bl, unit1->bl.x+dx, unit1->bl.y+dy, tick);
    				break;
    			case 1:
    			//Cell moves unto another cell, look for a replacement cell that won't collide
    			//and has no cell moving into it (flag == 2)
    				for(; j < group->unit_count; j++) {
    					int dx2, dy2;
    					if(m_flag[j] != 2 || !group->unit[j].alive)
    						continue;
    					//Move to where this cell would had moved.
    					unit2 = &group->unit[j];
    					dx2 = unit2->bl.x + dx - unit1->bl.x;
    					dy2 = unit2->bl.y + dy - unit1->bl.y;
    					map_foreachinmovearea(clif_outsight, &unit1->bl, AREA_SIZE, dx2, dy2, BL_PC, &unit1->bl);
    					map_moveblock(&unit1->bl, unit2->bl.x+dx, unit2->bl.y+dy, tick);
    					j++; //Skip this cell as we have used it.
    					break;
    				}
    				break;
    			case 2:
    			case 3:
    				break; //Don't move the cell as a cell will end on this tile anyway.
    		}
    		if (!(m_flag[i]&0x2)) { //We only moved the cell in 0-1
    			if (group->state.song_dance&0x1) //Check for dissonance effect.
    				skill_dance_overlap(unit1, 1);
    			skill_getareachar_skillunit_visibilty(unit1, AREA);
    			map_foreachincell(skill_unit_effect,unit1->bl.m,unit1->bl.x,unit1->bl.y,group->bl_flag,&unit1->bl,tick,1);
    		}
    	}
    
    	aFree(m_flag);
    }
    
    /**
     * Checking product requirement in player's inventory.
     * Checking if player has the item or not, the amount, and the weight limit.
     * @param sd Player
     * @param nameid Product requested
     * @param trigger Trigger criteria to match will 'ItemLv'
     * @param qty Amount of item will be created
     * @return 0 If failed or Index+1 of item found on skill_produce_db[]
     */
    short skill_can_produce_mix(struct map_session_data *sd, unsigned short nameid, int trigger, int qty)
    {
    	short i, j;
    
    	nullpo_ret(sd);
    
    	if (!nameid || !itemdb_exists(nameid))
    		return 0;
    
    	for (i = 0; i < MAX_SKILL_PRODUCE_DB; i++) {
    		if (skill_produce_db[i].nameid == nameid) {
    			if ((j = skill_produce_db[i].req_skill) > 0 &&
    				pc_checkskill(sd,j) < skill_produce_db[i].req_skill_lv)
    				continue; // must iterate again to check other skills that produce it. [malufett]
    			if (j > 0 && sd->menuskill_id > 0 && sd->menuskill_id != j)
    				continue; // special case
    			break;
    		}
    	}
    
    	if (i >= MAX_SKILL_PRODUCE_DB)
    		return 0;
    
    	// Cannot carry the produced stuff
    	if (pc_checkadditem(sd, nameid, qty) == CHKADDITEM_OVERAMOUNT)
    		return 0;
    
    	// Matching the requested produce list
    	if (trigger >= 0) {
    		if (trigger > 20) { // Non-weapon, non-food item (itemlv must match)
    			if (skill_produce_db[i].itemlv != trigger)
    				return 0;
    		} else if (trigger > 10) { // Food (any item level between 10 and 20 will do)
    			if (skill_produce_db[i].itemlv <= 10 || skill_produce_db[i].itemlv > 20)
    				return 0;
    		} else { // Weapon (itemlv must be higher or equal)
    			if (skill_produce_db[i].itemlv > trigger)
    				return 0;
    		}
    	}
    
    	// Check on player's inventory
    	for (j = 0; j < MAX_PRODUCE_RESOURCE; j++) {
    		unsigned short nameid_produce;
    
    		if (!(nameid_produce = skill_produce_db[i].mat_id[j]))
    			continue;
    		if (skill_produce_db[i].mat_amount[j] == 0) {
    			if (pc_search_inventory(sd,nameid_produce) < 0)
    				return 0;
    		} else {
    			unsigned short idx, amt;
    
    			for (idx = 0, amt = 0; idx < MAX_INVENTORY; idx++)
    				if (sd->status.inventory[idx].nameid == nameid_produce)
    					amt += sd->status.inventory[idx].amount;
    			if (amt < qty * skill_produce_db[i].mat_amount[j])
    				return 0;
    		}
    	}
    	return i + 1;
    }
    
    /**
     * Attempt to produce an item
     * @param sd Player
     * @param skill_id Skill used
     * @param nameid Requested product
     * @param slot1
     * @param slot2
     * @param slot3
     * @param qty Amount of requested item
     * @param produce_idx Index of produce entry in skill_produce_db[]. (Optional. Assumed the requirements are complete, checked somewhere)
     * @return True is success, False if failed
     */
    bool skill_produce_mix(struct map_session_data *sd, uint16 skill_id, unsigned short nameid, int slot1, int slot2, int slot3, int qty, short produce_idx)
    {
    	int slot[3];
    	int i, sc, ele, idx, equip, wlv, make_per = 0, flag = 0, skill_lv = 0;
    	int num = -1; // exclude the recipe
    	struct status_data *status;
    	struct item_data* data;
    
    	nullpo_ret(sd);
    
    	status = status_get_status_data(&sd->bl);
    
    	if( sd->skill_id_old == skill_id )
    		skill_lv = sd->skill_lv_old;
    
    	if (produce_idx == -1) {
    		if( !(idx = skill_can_produce_mix(sd,nameid,-1, qty)) )
    			return false;
    
    		idx--;
    	}
    	else
    		idx = produce_idx;
    
    	if (qty < 1)
    		qty = 1;
    
    	if (!skill_id) //A skill can be specified for some override cases.
    		skill_id = skill_produce_db[idx].req_skill;
    
    	if( skill_id == GC_RESEARCHNEWPOISON )
    		skill_id = GC_CREATENEWPOISON;
    
    	slot[0] = slot1;
    	slot[1] = slot2;
    	slot[2] = slot3;
    
    	for (i = 0, sc = 0, ele = 0; i < 3; i++) { //Note that qty should always be one if you are using these!
    		short j;
    		if (slot[i] <= 0)
    			continue;
    		j = pc_search_inventory(sd,slot[i]);
    		if (j < 0)
    			continue;
    		if (slot[i] == ITEMID_STAR_CRUMB) {
    			pc_delitem(sd,j,1,1,0,LOG_TYPE_PRODUCE);
    			sc++;
    		}
    		if (slot[i] >= ITEMID_FLAME_HEART && slot[i] <= ITEMID_GREAT_NATURE && ele == 0) {
    			static const int ele_table[4] = { ELE_FIRE, ELE_WATER, ELE_WIND, ELE_EARTH };
    			pc_delitem(sd,j,1,1,0,LOG_TYPE_PRODUCE);
    			ele = ele_table[slot[i]-ITEMID_FLAME_HEART];
    		}
    	}
    
    	if (skill_id == RK_RUNEMASTERY) {
    		int temp_qty, runemastery_skill_lv = pc_checkskill(sd,skill_id);
    		data = itemdb_search(nameid);
    
    		if (runemastery_skill_lv >= 10) temp_qty = 1 + rnd()%3;
    		else if (runemastery_skill_lv > 5) temp_qty = 1 + rnd()%2;
    		else temp_qty = 1;
    
    		if (data->stack.inventory) {
    			for (i = 0; i < MAX_INVENTORY; i++) {
    				if (sd->status.inventory[i].nameid == nameid) {
    					if (sd->status.inventory[i].amount >= data->stack.amount) {
    						clif_msg(sd,RUNE_CANT_CREATE);
    						return 0;
    					} else {
    						// The amount fits, say we got temp_qty 4 and 19 runes, we trim temp_qty to 1.
    						if (temp_qty + sd->status.inventory[i].amount >= data->stack.amount)
    							temp_qty = data->stack.amount - sd->status.inventory[i].amount;
    					}
    					break;
    				}
    			}
    		}
    		qty = temp_qty;
    	}
    
    	for (i = 0; i < MAX_PRODUCE_RESOURCE; i++) {
    		short id, x, j;
    
    		if (!(id = skill_produce_db[idx].mat_id[i]) || !itemdb_exists(id))
    			continue;
    		num++;
    		x = (skill_id == RK_RUNEMASTERY ? 1 : qty) * skill_produce_db[idx].mat_amount[i];
    		do {
    			int y = 0;
    
    			j = pc_search_inventory(sd,id);
    
    			if (j >= 0) {
    				y = sd->status.inventory[j].amount;
    				if (y > x)
    					y = x;
    				pc_delitem(sd,j,y,0,0,LOG_TYPE_PRODUCE);
    			} else {
    				ShowError("skill_produce_mix: material item error\n");
    				return false;
    			}
    			x -= y;
    		} while( j >= 0 && x > 0 );
    	}
    
    	if ((equip = (itemdb_isequip(nameid) && skill_id != GN_CHANGEMATERIAL && skill_id != GN_MAKEBOMB )))
    		wlv = itemdb_wlv(nameid);
    
    	if (!equip) {
    		switch (skill_id) {
    			case BS_IRON:
    			case BS_STEEL:
    			case BS_ENCHANTEDSTONE:
    				// Ores & Metals Refining - skill bonuses are straight from kRO website [DracoRPG]
    				i = pc_checkskill(sd,skill_id);
    				make_per = sd->status.job_level*20 + status->dex*10 + status->luk*10; //Base chance
    				switch (nameid) {
    					case ITEMID_IRON:
    						make_per += 4000+i*500; // Temper Iron bonus: +26/+32/+38/+44/+50
    						break;
    					case ITEMID_STEEL:
    						make_per += 3000+i*500; // Temper Steel bonus: +35/+40/+45/+50/+55
    						break;
    					case ITEMID_STAR_CRUMB:
    						make_per = 100000; // Star Crumbs are 100% success crafting rate? (made 1000% so it succeeds even after penalties) [Skotlex]
    						break;
    					default: // Enchanted Stones
    						make_per += 1000+i*500; // Enchanted stone Craft bonus: +15/+20/+25/+30/+35
    						break;
    				}
    				break;
    			case ASC_CDP:
    				make_per = (2000 + 40*status->dex + 20*status->luk);
    				break;
    			case AL_HOLYWATER:
    			case AB_ANCILLA:
    				make_per = 100000; //100% success
    				break;
    			case AM_PHARMACY: // Potion Preparation - reviewed with the help of various Ragnainfo sources [DracoRPG]
    			case AM_TWILIGHT1:
    			case AM_TWILIGHT2:
    			case AM_TWILIGHT3:
    				make_per = pc_checkskill(sd,AM_LEARNINGPOTION)*50
    					+ pc_checkskill(sd,AM_PHARMACY)*300 + sd->status.job_level*20
    					+ (status->int_/2)*10 + status->dex*10+status->luk*10;
    				if (hom_is_active(sd->hd)) {//Player got a homun
    					int skill;
    					if ((skill = hom_checkskill(sd->hd,HVAN_INSTRUCT)) > 0) //His homun is a vanil with instruction change
    						make_per += skill*100; //+1% bonus per level
    				}
    				switch(nameid){
    					case ITEMID_RED_POTION:
    					case ITEMID_YELLOW_POTION:
    					case ITEMID_WHITE_POTION:
    						make_per += (1+rnd()%100)*10 + 2000;
    						break;
    					case ITEMID_ALCOHOL:
    						make_per += (1+rnd()%100)*10 + 1000;
    						break;
    					case ITEMID_FIRE_BOTTLE:
    					case ITEMID_ACID_BOTTLE:
    					case ITEMID_MAN_EATER_BOTTLE:
    					case ITEMID_MINI_BOTTLE:
    						make_per += (1+rnd()%100)*10;
    						break;
    					case ITEMID_YELLOW_SLIM_POTION:
    						make_per -= (1+rnd()%50)*10;
    						break;
    					case ITEMID_WHITE_SLIM_POTION:
    					case ITEMID_COATING_BOTTLE:
    						make_per -= (1+rnd()%100)*10;
    						break;
    					//Common items, receive no bonus or penalty, listed just because they are commonly produced
    					case ITEMID_BLUE_POTION:
    					case ITEMID_RED_SLIM_POTION:
    					case ITEMID_ANODYNE:
    					case ITEMID_ALOEBERA:
    					default:
    						break;
    				}
    				if (battle_config.pp_rate != 100)
    					make_per = make_per * battle_config.pp_rate / 100;
    				break;
    			case SA_CREATECON: // Elemental Converter Creation
    				make_per = 100000; // should be 100% success rate
    				break;
    
    			case RK_RUNEMASTERY: {
    					int A = 100 * (51 + 2 * pc_checkskill(sd, skill_id));
    					int B = 100 * status->dex / 30 + 10 * (status->luk + sd->status.job_level);
    					int C = 100 * cap_value(sd->itemid,0,100); //itemid depend on makerune()
    					int D = 0;
    
    					switch (nameid) { //rune rank it_diff 9 craftable rune
    						case ITEMID_BERKANA:
    							D = -2000;
    							break; //Rank S
    						case ITEMID_NAUTHIZ:
    						case ITEMID_URUZ:
    							D = -1500;
    							break; //Rank A
    						case ITEMID_ISA:
    						case ITEMID_WYRD:
    							D = -1000;
    						break; //Rank B
    						case ITEMID_RAIDO:
    						case ITEMID_THURISAZ:
    						case ITEMID_HAGALAZ:
    						case ITEMID_OTHILA:
    							D = -500;
    							break; //Rank C
    						default:
    							D = -1500;
    							break; //not specified =-15%
    					}
    					make_per = A + B + C + D;
    				}
    				break;
    
    			case GC_CREATENEWPOISON:
    				make_per = 3000 + 500 * pc_checkskill(sd,GC_RESEARCHNEWPOISON);
    				qty = 1+rnd()%pc_checkskill(sd,GC_RESEARCHNEWPOISON);
    				break;
    			case GN_CHANGEMATERIAL:
    				for (i = 0; i < MAX_SKILL_CHANGEMATERIAL_DB; i++) {
    					if (skill_changematerial_db[i].nameid == nameid) {
    						make_per = skill_changematerial_db[i].rate * 10;
    						break;
    					}
    				}
    				break;
    			case GN_S_PHARMACY:
    				{
    					int difficulty = (620 - 20 * skill_lv);// (620 - 20 * Skill Level)
    
    					make_per = status->int_ + status->dex/2 + status->luk + sd->status.job_level + (30+rnd()%120) + // (Caster?s INT) + (Caster?s DEX / 2) + (Caster?s LUK) + (Caster?s Job Level) + Random number between (30 ~ 150) +
    								(sd->status.base_level-100) + pc_checkskill(sd, AM_LEARNINGPOTION) + pc_checkskill(sd, CR_FULLPROTECTION)*(4+rnd()%6); // (Caster?s Base Level - 100) + (Potion Research x 5) + (Full Chemical Protection Skill Level) x (Random number between 4 ~ 10)
    
    					switch(nameid){// difficulty factor
    						case ITEMID_HP_INCREASE_POTION_SMALL:
    						case ITEMID_SP_INCREASE_POTION_SMALL:
    						case ITEMID_CONCENTRATED_WHITE_POTION_Z:
    							difficulty += 10;
    							break;
    						case ITEMID_BOMB_MUSHROOM_SPORE:
    						case ITEMID_SP_INCREASE_POTION_MEDIUM:
    							difficulty += 15;
    							break;
    						case ITEMID_BANANA_BOMB:
    						case ITEMID_HP_INCREASE_POTION_MEDIUM:
    						case ITEMID_SP_INCREASE_POTION_LARGE:
    						case ITEMID_VITATA500:
    							difficulty += 20;
    							break;
    						case ITEMID_SEED_OF_HORNY_PLANT:
    						case ITEMID_BLOODSUCK_PLANT_SEED:
    						case ITEMID_CONCENTRATED_CEROMAIN_SOUP:
    							difficulty += 30;
    							break;
    						case ITEMID_HP_INCREASE_POTION_LARGE:
    						case ITEMID_CURE_FREE:
    							difficulty += 40;
    							break;
    					}
    
    					if( make_per >= 400 && make_per > difficulty)
    						qty = 10;
    					else if( make_per >= 300 && make_per > difficulty)
    						qty = 7;
    					else if( make_per >= 100 && make_per > difficulty)
    						qty = 6;
    					else if( make_per >= 1 && make_per > difficulty)
    						qty = 5;
    					else
    						qty = 4;
    					make_per = 10000;
    				}
    				break;
    			case GN_MAKEBOMB:
    			case GN_MIX_COOKING:
    				{
    					int difficulty = 30 + rnd()%120; // Random number between (30 ~ 150)
    
    					make_per = sd->status.job_level / 4 + status->luk / 2 + status->dex / 3; // (Caster?s Job Level / 4) + (Caster?s LUK / 2) + (Caster?s DEX / 3)
    					qty = ~(5 + rnd()%5) + 1;
    
    					switch(nameid){// difficulty factor
    						case ITEMID_APPLE_BOMB:
    							difficulty += 5;
    							break;
    						case ITEMID_COCONUT_BOMB:
    						case ITEMID_MELON_BOMB:
    							difficulty += 10;
    							break;
    						case ITEMID_SAVAGE_FULL_ROAST:
    						case ITEMID_COCKTAIL_WARG_BLOOD:
    						case ITEMID_MINOR_STEW:
    						case ITEMID_SIROMA_ICED_TEA:
    						case ITEMID_DROSERA_HERB_SALAD:
    						case ITEMID_PETITE_TAIL_NOODLES:
    						case ITEMID_PINEAPPLE_BOMB:
    							difficulty += 15;
    							break;
    						case ITEMID_BANANA_BOMB:
    							difficulty += 20;
    							break;
    					}
    
    					if( make_per >= 30 && make_per > difficulty)
    						qty = 10 + rnd()%2;
    					else if( make_per >= 10 && make_per > difficulty)
    						qty = 10;
    					else if( make_per == 10 && make_per > difficulty)
    						qty = 8;
    					else if( (make_per >= 50 || make_per < 30) && make_per < difficulty)
    						;// Food/Bomb creation fails.
    					else if( make_per >= 30 && make_per < difficulty)
    						qty = 5;
    
    					if( qty < 0 || (skill_lv == 1 && make_per < difficulty)){
    						qty = ~qty + 1;
    						make_per = 0;
    					}
    					else
    						make_per = 10000;
    					qty = (skill_lv > 1 ? qty : 1);
    				}
    				break;
    			default:
    				if (sd->menuskill_id == AM_PHARMACY &&
    					sd->menuskill_val > 10 && sd->menuskill_val <= 20)
    				{	//Assume Cooking Dish
    					if (sd->menuskill_val >= 15) //Legendary Cooking Set.
    						make_per = 10000; //100% Success
    					else
    						make_per = 1200 * (sd->menuskill_val - 10)
    							+ 20  * (sd->status.base_level + 1)
    							+ 20  * (status->dex + 1)
    							+ 100 * (rnd()%(30+5*(sd->cook_mastery/400) - (6+sd->cook_mastery/80)) + (6+sd->cook_mastery/80))
    							- 400 * (skill_produce_db[idx].itemlv - 11 + 1)
    							- 10  * (100 - status->luk + 1)
    							- 500 * (num - 1)
    							- 100 * (rnd()%4 + 1);
    					break;
    				}
    				make_per = 5000;
    				break;
    		}
    	} else { // Weapon Forging - skill bonuses are straight from kRO website, other things from a jRO calculator [DracoRPG]
    		make_per = 5000 + ((sd->class_&JOBL_THIRD)?1400:sd->status.job_level*20) + status->dex*10 + status->luk*10; // Base
    		make_per += pc_checkskill(sd,skill_id)*500; // Smithing skills bonus: +5/+10/+15
    		make_per += pc_checkskill(sd,BS_WEAPONRESEARCH)*100 +((wlv >= 3)? pc_checkskill(sd,BS_ORIDEOCON)*100:0); // Weaponry Research bonus: +1/+2/+3/+4/+5/+6/+7/+8/+9/+10, Oridecon Research bonus (custom): +1/+2/+3/+4/+5
    		make_per -= (ele?2000:0) + sc*1500 + (wlv>1?wlv*1000:0); // Element Stone: -20%, Star Crumb: -15% each, Weapon level malus: -0/-20/-30
    		if      (pc_search_inventory(sd,ITEMID_EMPERIUM_ANVIL) > 0) make_per+= 1000; // Emperium Anvil: +10
    		else if (pc_search_inventory(sd,ITEMID_GOLDEN_ANVIL) > 0)   make_per+= 500; // Golden Anvil: +5
    		else if (pc_search_inventory(sd,ITEMID_ORIDECON_ANVIL) > 0) make_per+= 300; // Oridecon Anvil: +3
    		else if (pc_search_inventory(sd,ITEMID_ANVIL) > 0)          make_per+= 0; // Anvil: +0?
    		if (battle_config.wp_rate != 100)
    			make_per = make_per * battle_config.wp_rate / 100;
    	}
    
    	if (sd->class_&JOBL_BABY) //if it's a Baby Class
    		make_per = (make_per * 50) / 100; //Baby penalty is 50% (bugreport:4847)
    
    	if (make_per < 1) make_per = 1;
    
    	if (qty > 1 || rnd()%10000 < make_per){ //Success, or crafting multiple items.
    		struct item tmp_item;
    		memset(&tmp_item,0,sizeof(tmp_item));
    		tmp_item.nameid = nameid;
    		tmp_item.amount = 1;
    		tmp_item.identify = 1;
    		if (equip) {
    			tmp_item.card[0] = CARD0_FORGE;
    			tmp_item.card[1] = ((sc*5)<<8)+ele;
    			tmp_item.card[2] = GetWord(sd->status.char_id,0); // CharId
    			tmp_item.card[3] = GetWord(sd->status.char_id,1);
    		} else {
    			//Flag is only used on the end, so it can be used here. [Skotlex]
    			switch (skill_id) {
    				case BS_DAGGER:
    				case BS_SWORD:
    				case BS_TWOHANDSWORD:
    				case BS_AXE:
    				case BS_MACE:
    				case BS_KNUCKLE:
    				case BS_SPEAR:
    					flag = battle_config.produce_item_name_input&0x1;
    					break;
    				case AM_PHARMACY:
    				case AM_TWILIGHT1:
    				case AM_TWILIGHT2:
    				case AM_TWILIGHT3:
    					flag = battle_config.produce_item_name_input&0x2;
    					break;
    				case AL_HOLYWATER:
    				case AB_ANCILLA:
    					flag = battle_config.produce_item_name_input&0x8;
    					break;
    				case ASC_CDP:
    					flag = battle_config.produce_item_name_input&0x10;
    					break;
    				default:
    					flag = battle_config.produce_item_name_input&0x80;
    					break;
    			}
    			if (flag) {
    				tmp_item.card[0] = CARD0_CREATE;
    				tmp_item.card[1] = 0;
    				tmp_item.card[2] = GetWord(sd->status.char_id,0); // CharId
    				tmp_item.card[3] = GetWord(sd->status.char_id,1);
    			}
    		}
    
    //		if(log_config.produce > 0)
    //			log_produce(sd,nameid,slot1,slot2,slot3,1);
    //TODO update PICKLOG
    
    		if (equip) {
    			clif_produceeffect(sd,0,nameid);
    			clif_misceffect(&sd->bl,3);
    			if (itemdb_wlv(nameid) >= 3 && ((ele? 1 : 0) + sc) >= 3) // Fame point system [DracoRPG]
    				pc_addfame(sd, battle_config.fame_forge,0); // Success to forge a lv3 weapon with 3 additional ingredients = +10 fame point
    		} else {
    			int fame = 0;
    			tmp_item.amount = 0;
    
    			for (i = 0; i < qty; i++) {	//Apply quantity modifiers.
    				if ((skill_id == GN_MIX_COOKING || skill_id == GN_MAKEBOMB || skill_id == GN_S_PHARMACY) && make_per > 1) {
    					tmp_item.amount = qty;
    					break;
    				}
    				if (qty == 1 || rnd()%10000 < make_per) { //Success
    					tmp_item.amount++;
    					if (nameid < ITEMID_RED_SLIM_POTION || nameid > ITEMID_WHITE_SLIM_POTION)
    						continue;
    					if (skill_id != AM_PHARMACY &&
    						skill_id != AM_TWILIGHT1 &&
    						skill_id != AM_TWILIGHT2 &&
    						skill_id != AM_TWILIGHT3)
    						continue;
    					//Add fame as needed.
    					switch(++sd->potion_success_counter) {
    						case 3:
    							fame += battle_config.fame_pharmacy_3; // Success to prepare 3 Condensed Potions in a row
    							break;
    						case 5:
    							fame += battle_config.fame_pharmacy_5; // Success to prepare 5 Condensed Potions in a row
    							break;
    						case 7:
    							fame += battle_config.fame_pharmacy_7; // Success to prepare 7 Condensed Potions in a row
    							break;
    						case 10:
    							fame += battle_config.fame_pharmacy_10; // Success to prepare 10 Condensed Potions in a row
    							sd->potion_success_counter = 0;
    							break;
    					}
    				} else //Failure
    					sd->potion_success_counter = 0;
    			}
    
    			if (fame)
    				pc_addfame(sd,fame,0);
    			//Visual effects and the like.
    			switch (skill_id) {
    				case AM_PHARMACY:
    				case AM_TWILIGHT1:
    				case AM_TWILIGHT2:
    				case AM_TWILIGHT3:
    				case ASC_CDP:
    				case GC_CREATENEWPOISON:
    					clif_produceeffect(sd,2,nameid);
    					clif_misceffect(&sd->bl,5);
    					break;
    				case BS_IRON:
    				case BS_STEEL:
    				case BS_ENCHANTEDSTONE:
    					clif_produceeffect(sd,0,nameid);
    					clif_misceffect(&sd->bl,3);
    					break;
    				case RK_RUNEMASTERY:
    					clif_produceeffect(sd,4,nameid);
    					clif_misceffect(&sd->bl,5);
    					break;
    				default: //Those that don't require a skill?
    					if (skill_produce_db[idx].itemlv > 10 && skill_produce_db[idx].itemlv <= 20) { //Cooking items.
    						clif_specialeffect(&sd->bl, 608, AREA);
    						if (sd->cook_mastery < 1999)
    							pc_setglobalreg(sd, add_str("COOK_MASTERY"), sd->cook_mastery + ( 1 << ( (skill_produce_db[idx].itemlv - 11) / 2 ) ) * 5);
    					}
    					break;
    			}
    		}
    
    		if (skill_id == GN_CHANGEMATERIAL && tmp_item.amount) { //Success
    			int j, k = 0, l;
    			bool isStackable = itemdb_isstackable(tmp_item.nameid);
    
    			for (i = 0; i < MAX_SKILL_CHANGEMATERIAL_DB; i++) {
    				if (skill_changematerial_db[i].nameid == nameid){
    					for (j = 0; j < MAX_SKILL_CHANGEMATERIAL_SET; j++){
    						if (rnd()%1000 < skill_changematerial_db[i].qty_rate[j]){
    							uint16 total_qty = qty * skill_changematerial_db[i].qty[j];
    							tmp_item.amount = (isStackable ? total_qty : 1);
    							for (l = 0; l < total_qty; l += tmp_item.amount) {
    								if ((flag = pc_additem(sd,&tmp_item,tmp_item.amount,LOG_TYPE_PRODUCE))) {
    									clif_additem(sd,0,0,flag);
    									map_addflooritem(&tmp_item,tmp_item.amount,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,0,0,0);
    								}
    							}
    							k++;
    						}
    					}
    					break;
    				}
    			}
    			if (k) {
    				clif_produceeffect(sd,6,nameid);
    				clif_misceffect(&sd->bl,5);
    				clif_msg_skill(sd,skill_id,ITEM_PRODUCE_SUCCESS);
    				return true;
    			}
    		} else if (tmp_item.amount) { //Success
    			if ((flag = pc_additem(sd,&tmp_item,tmp_item.amount,LOG_TYPE_PRODUCE))) {
    				clif_additem(sd,0,0,flag);
    				map_addflooritem(&tmp_item,tmp_item.amount,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,0,0,0);
    			}
    			if (skill_id == GN_MIX_COOKING || skill_id == GN_MAKEBOMB || skill_id ==  GN_S_PHARMACY) {
    				clif_produceeffect(sd,6,nameid);
    				clif_misceffect(&sd->bl,5);
    				clif_msg_skill(sd,skill_id,ITEM_PRODUCE_SUCCESS);
    			}
    			return true;
    		}
    	}
    
    	//Failure
    //	if(log_config.produce)
    //		log_produce(sd,nameid,slot1,slot2,slot3,0);
    //TODO update PICKLOG
    
    	if (equip) {
    		clif_produceeffect(sd,1,nameid);
    		clif_misceffect(&sd->bl,2);
    	} else {
    		switch (skill_id) {
    			case ASC_CDP: //25% Damage yourself, and display same effect as failed potion.
    				status_percent_damage(NULL, &sd->bl, -25, 0, true);
    			case AM_PHARMACY:
    			case AM_TWILIGHT1:
    			case AM_TWILIGHT2:
    			case AM_TWILIGHT3:
    			case GC_CREATENEWPOISON:
    				clif_produceeffect(sd,3,nameid);
    				clif_misceffect(&sd->bl,6);
    				sd->potion_success_counter = 0; // Fame point system [DracoRPG]
    				break;
    			case BS_IRON:
    			case BS_STEEL:
    			case BS_ENCHANTEDSTONE:
    				clif_produceeffect(sd,1,nameid);
    				clif_misceffect(&sd->bl,2);
    				break;
    			case RK_RUNEMASTERY:
    				clif_produceeffect(sd,5,nameid);
    				clif_misceffect(&sd->bl,6);
    				break;
    			case GN_MIX_COOKING:
    				{
    					struct item tmp_item;
    					const int compensation[5] = {ITEMID_BLACK_LUMP, ITEMID_BLACK_HARD_LUMP, ITEMID_VERY_HARD_LUMP, ITEMID_BLACK_MASS, ITEMID_MYSTERIOUS_POWDER};
    					int rate = rnd()%500;
    					memset(&tmp_item,0,sizeof(tmp_item));
    					if (rate < 50) i = 4;
    					else if (rate < 100) i = 2+rnd()%1;
    					else if (rate < 250) i = 1;
    					else if (rate < 500) i = 0;
    					tmp_item.nameid = compensation[i];
    					tmp_item.amount = qty;
    					tmp_item.identify = 1;
    					if ((flag = pc_additem(sd,&tmp_item,tmp_item.amount,LOG_TYPE_PRODUCE))) {
    						clif_additem(sd,0,0,flag);
    						map_addflooritem(&tmp_item,tmp_item.amount,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,0,0,0);
    					}
    					clif_produceeffect(sd,7,nameid);
    					clif_misceffect(&sd->bl,6);
    					clif_msg_skill(sd,skill_id,ITEM_PRODUCE_FAIL);
    				}
    				break;
    			case GN_MAKEBOMB:
    			case GN_S_PHARMACY:
    			case GN_CHANGEMATERIAL:
    				clif_produceeffect(sd,7,nameid);
    				clif_misceffect(&sd->bl,6);
    				clif_msg_skill(sd,skill_id,ITEM_PRODUCE_FAIL);
    				break;
    			default:
    				if (skill_produce_db[idx].itemlv > 10 && skill_produce_db[idx].itemlv <= 20 ) { //Cooking items.
    					clif_specialeffect(&sd->bl, 609, AREA);
    					if (sd->cook_mastery > 0)
    						pc_setglobalreg(sd, add_str("COOK_MASTERY"), sd->cook_mastery - ( 1 << ((skill_produce_db[idx].itemlv - 11) / 2) ) - ( ( ( 1 << ((skill_produce_db[idx].itemlv - 11) / 2) ) >> 1 ) * 3 ));
    				}
    				break;
    		}
    	}
    	return false;
    }
    
    /**
     * Attempt to create arrow by specified material
     * @param sd Player
     * @param nameid Item ID of material
     * @return True if created, False is failed
     */
    bool skill_arrow_create(struct map_session_data *sd, unsigned short nameid)
    {
    	short i, j, idx = -1;
    	struct item tmp_item;
    
    	nullpo_ret(sd);
    
    	if (!nameid || !itemdb_exists(nameid) || !skill_arrow_count)
    		return false;
    
    	for (i = 0; i < MAX_SKILL_ARROW_DB;i++) {
    		if (nameid == skill_arrow_db[i].nameid) {
    			idx = i;
    			break;
    		}
    	}
    
    	if (!idx || (j = pc_search_inventory(sd,nameid)) < 0)
    		return false;
    
    	pc_delitem(sd,j,1,0,0,LOG_TYPE_PRODUCE);
    	for (i = 0; i < MAX_ARROW_RESULT; i++) {
    		char flag = 0;
    
    		if (skill_arrow_db[idx].cre_id[i] == 0 || !itemdb_exists(skill_arrow_db[idx].cre_id[i]) || skill_arrow_db[idx].cre_amount[i] == 0)
    			continue;
    		memset(&tmp_item,0,sizeof(tmp_item));
    		tmp_item.identify = 1;
    		tmp_item.nameid = skill_arrow_db[idx].cre_id[i];
    		tmp_item.amount = skill_arrow_db[idx].cre_amount[i];
    		if (battle_config.produce_item_name_input&0x4) {
    			tmp_item.card[0] = CARD0_CREATE;
    			tmp_item.card[1] = 0;
    			tmp_item.card[2] = GetWord(sd->status.char_id,0); // CharId
    			tmp_item.card[3] = GetWord(sd->status.char_id,1);
    		}
    		if ((flag = pc_additem(sd,&tmp_item,tmp_item.amount,LOG_TYPE_PRODUCE))) {
    			clif_additem(sd,0,0,flag);
    			map_addflooritem(&tmp_item,tmp_item.amount,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,0,0,0);
    		}
    	}
    	return true;
    }
    
    /**
     * Enchant weapon with poison
     * @param sd Player
     * @nameid Item ID of poison type
     */
    int skill_poisoningweapon(struct map_session_data *sd, unsigned short nameid)
    {
    	sc_type type;
    	int chance, i, val4 = 0;
    	//uint16 msg = 1443; //Official is using msgstringtable.txt
    	char output[CHAT_SIZE_MAX];
    	const char *msg;
    
    	nullpo_ret(sd);
    
    	if( !nameid || (i = pc_search_inventory(sd,nameid)) < 0 || pc_delitem(sd,i,1,0,0,LOG_TYPE_CONSUME) ) {
    		clif_skill_fail(sd,GC_POISONINGWEAPON,USESKILL_FAIL_LEVEL,0);
    		return 0;
    	}
    
    	switch( nameid ) { // t_lv used to take duration from skill_get_time2
    		case ITEMID_PARALYSE:      type = SC_PARALYSE;      /*msg = 1444;*/ msg = "Paralyze"; break;
    		case ITEMID_PYREXIA:       type = SC_PYREXIA;		/*msg = 1448;*/ msg = "Pyrexia"; break;
    		case ITEMID_DEATHHURT:     type = SC_DEATHHURT;     /*msg = 1447;*/ msg = "Deathhurt"; break;
    		case ITEMID_LEECHESEND:    type = SC_LEECHESEND;    /*msg = 1450;*/ msg = "Leech End"; val4 = sd->bl.id; break;
    		case ITEMID_VENOMBLEED:    type = SC_VENOMBLEED;    /*msg = 1445;*/ msg = "Venom Bleed"; break;
    		case ITEMID_TOXIN:         type = SC_TOXIN;         /*msg = 1443;*/ msg = "Toxin"; val4 = sd->bl.id; break;
    		case ITEMID_MAGICMUSHROOM: type = SC_MAGICMUSHROOM; /*msg = 1446;*/ msg = "Magic Mushroom"; val4 = sd->bl.id; break;
    		case ITEMID_OBLIVIONCURSE: type = SC_OBLIVIONCURSE; /*msg = 1449;*/ msg = "Oblivion Curse"; break;
    		default:
    			clif_skill_fail(sd,GC_POISONINGWEAPON,USESKILL_FAIL_LEVEL,0);
    			return 0;
    	}
    	
    	chance = 2 + 2 * sd->menuskill_val; // 2 + 2 * skill_lv
    	sc_start4(&sd->bl,&sd->bl, SC_POISONINGWEAPON, 100, pc_checkskill(sd, GC_RESEARCHNEWPOISON), //in Aegis it store the level of GC_RESEARCHNEWPOISON in val1
    		type, chance, val4, skill_get_time(GC_POISONINGWEAPON, sd->menuskill_val));
    
    	sprintf(output, msg_txt(sd,721), msg);
    	clif_colormes(sd->fd,color_table[COLOR_WHITE],output);
    
    /*#if PACKETVER >= 20110208 //! TODO: Check the correct PACKVETVER
    	clif_msg(sd,msg);
    #endif*/
    	return 0;
    }
    
    void skill_toggle_magicpower(struct block_list *bl, uint16 skill_id)
    {
    	struct status_change *sc = status_get_sc(bl);
    
    	// non-offensive and non-magic skills do not affect the status
    	if (skill_get_nk(skill_id)&NK_NO_DAMAGE || !(skill_get_type(skill_id)&BF_MAGIC))
    		return;
    
    	if (sc && sc->count && sc->data[SC_MAGICPOWER]) {
    		if (sc->data[SC_MAGICPOWER]->val4) {
    			status_change_end(bl, SC_MAGICPOWER, INVALID_TIMER);
    		} else {
    			sc->data[SC_MAGICPOWER]->val4 = 1;
    			status_calc_bl(bl, status_sc2scb_flag(SC_MAGICPOWER));
    #ifndef RENEWAL
    			if(bl->type == BL_PC){// update current display.
    				clif_updatestatus(((TBL_PC *)bl),SP_MATK1);
    				clif_updatestatus(((TBL_PC *)bl),SP_MATK2);
    			}
    #endif
    		}
    	}
    }
    
    
    int skill_magicdecoy(struct map_session_data *sd, unsigned short nameid) {
    	int x, y, i, class_, skill;
    	struct mob_data *md;
    	nullpo_ret(sd);
    	skill = sd->menuskill_val;
    
    	if( !nameid || !itemdb_is_element(nameid) || (i = pc_search_inventory(sd,nameid)) < 0 || !skill || pc_delitem(sd,i,1,0,0,LOG_TYPE_CONSUME) ) {
    		clif_skill_fail(sd,NC_MAGICDECOY,USESKILL_FAIL_LEVEL,0);
    		return 0;
    	}
    
    	// Spawn Position
    	pc_delitem(sd,i,1,0,0,LOG_TYPE_CONSUME);
    	x = sd->sc.comet_x;
    	y = sd->sc.comet_y;
    	sd->sc.comet_x = sd->sc.comet_y = 0;
    	sd->menuskill_val = 0;
    
    	// Item picked decides the mob class
    	switch(nameid) {
    		case ITEMID_SCARLET_PTS:		class_ = MOBID_MAGICDECOY_FIRE;		break;
    		case ITEMID_INDIGO_PTS:			class_ = MOBID_MAGICDECOY_WATER;	break;
    		case ITEMID_YELLOW_WISH_PTS:	class_ = MOBID_MAGICDECOY_WIND;		break;
    		case ITEMID_LIME_GREEN_PTS:		class_ = MOBID_MAGICDECOY_EARTH;	break;
    		default:
    			clif_skill_fail(sd,NC_MAGICDECOY,USESKILL_FAIL_LEVEL,0);
    			return 0;
    	}
    
    	md = mob_once_spawn_sub(&sd->bl, sd->bl.m, x, y, sd->status.name, class_, "", SZ_SMALL, AI_NONE);
    	if( md ) {
    		struct unit_data *ud = unit_bl2ud(&md->bl);
    		md->master_id = sd->bl.id;
    		md->special_state.ai = AI_FAW;
    		if(ud) {
    			ud->skill_id = NC_MAGICDECOY;
    			ud->skill_lv = skill;
    		}
    		if( md->deletetimer != INVALID_TIMER )
    			delete_timer(md->deletetimer, mob_timer_delete);
    		md->deletetimer = add_timer (gettick() + skill_get_time(NC_MAGICDECOY,skill), mob_timer_delete, md->bl.id, 0);
    		mob_spawn(md);
    	}
    
    	return 0;
    }
    
    // Warlock Spellbooks. [LimitLine/3CeAM]
    void skill_spellbook(struct map_session_data *sd, unsigned short nameid) {
    	int i, max_preserve, skill_id, point;
    	struct status_change *sc;
    
    	nullpo_retv(sd);
    
    	sc = status_get_sc(&sd->bl);
    	status_change_end(&sd->bl, SC_STOP, INVALID_TIMER);
    
    	for (i = SC_SPELLBOOK1; i <= SC_MAXSPELLBOOK; i++) {
    		if( sc && !sc->data[i] )
    			break;
    	}
    
    	if( i > SC_MAXSPELLBOOK ) {
    		clif_skill_fail(sd, WL_READING_SB, USESKILL_FAIL_SPELLBOOK_READING, 0);
    		return;
    	}
    
    	if (!skill_spellbook_count)
    		return;
    
    	ARR_FIND(0,MAX_SKILL_SPELLBOOK_DB,i,skill_spellbook_db[i].nameid == nameid); // Search for information of this item
    	if( i == MAX_SKILL_SPELLBOOK_DB )
    		return;
    
    	if( !pc_checkskill(sd, (skill_id = skill_spellbook_db[i].skill_id)) ) { // User don't know the skill
    		sc_start(&sd->bl,&sd->bl, SC_SLEEP, 100, 1, skill_get_time(WL_READING_SB, pc_checkskill(sd,WL_READING_SB)));
    		clif_skill_fail(sd, WL_READING_SB, USESKILL_FAIL_SPELLBOOK_DIFFICULT_SLEEP, 0);
    		return;
    	}
    
    	max_preserve = 4 * pc_checkskill(sd, WL_FREEZE_SP) + status_get_int(&sd->bl) / 10 + sd->status.base_level / 10;
    	point = skill_spellbook_db[i].point;
    
    	if( sc && sc->data[SC_FREEZE_SP] ) {
    		if( (sc->data[SC_FREEZE_SP]->val2 + point) > max_preserve ) {
    			clif_skill_fail(sd, WL_READING_SB, USESKILL_FAIL_SPELLBOOK_PRESERVATION_POINT, 0);
    			return;
    		}
    		for(i = SC_MAXSPELLBOOK; i >= SC_SPELLBOOK1; i--){ // This is how official saves spellbook. [malufett]
    			if( !sc->data[i] ){
    				sc->data[SC_FREEZE_SP]->val2 += point; // increase points
    				sc_start4(&sd->bl,&sd->bl, (sc_type)i, 100, skill_id, pc_checkskill(sd,skill_id), point, 0, INVALID_TIMER);
    				break;
    			}
    		}
    	} else {
    		sc_start2(&sd->bl,&sd->bl, SC_FREEZE_SP, 100, 0, point, INVALID_TIMER);
    		sc_start4(&sd->bl,&sd->bl, SC_MAXSPELLBOOK, 100, skill_id, pc_checkskill(sd,skill_id), point, 0, INVALID_TIMER);
    	}
    
    	// Reading Spell Book SP cost same as the sealed spell.
    	status_zap(&sd->bl, 0, skill_get_sp(skill_id, pc_checkskill(sd, skill_id)));
    }
    
    int skill_select_menu(struct map_session_data *sd,uint16 skill_id) {
    	int lv, prob, aslvl = 0;
    	uint16 id, sk_idx = 0;
    	nullpo_ret(sd);
    
    	if (sd->sc.data[SC_STOP]) {
    		aslvl = sd->sc.data[SC_STOP]->val1;
    		status_change_end(&sd->bl,SC_STOP,INVALID_TIMER);
    	}
    
    	if (!skill_id || !(sk_idx = skill_get_index(skill_id)))
    		return 0;
    
    	if( !(skill_get_inf2(skill_id)&INF2_AUTOSHADOWSPELL) || (id = sd->status.skill[sk_idx].id) == 0 || sd->status.skill[sk_idx].flag != SKILL_FLAG_PLAGIARIZED ) {
    		clif_skill_fail(sd,SC_AUTOSHADOWSPELL,USESKILL_FAIL_LEVEL,0);
    		return 0;
    	}
    
    	lv = (aslvl + 1) / 2; // The level the skill will be autocasted
    	lv = min(lv,sd->status.skill[sk_idx].lv);
    	prob = (aslvl >= 10) ? 15 : (30 - 2 * aslvl); // Probability at level 10 was increased to 15.
    	sc_start4(&sd->bl,&sd->bl,SC__AUTOSHADOWSPELL,100,id,lv,prob,0,skill_get_time(SC_AUTOSHADOWSPELL,aslvl));
    	return 0;
    }
    
    int skill_elementalanalysis(struct map_session_data* sd, int n, uint16 skill_lv, unsigned short* item_list) {
    	int i;
    
    	nullpo_ret(sd);
    	nullpo_ret(item_list);
    
    	if( n <= 0 )
    		return 1;
    
    	for( i = 0; i < n; i++ ) {
    		unsigned short nameid;
    		int add_amount, del_amount, idx, product;
    		struct item tmp_item;
    
    		idx = item_list[i*2+0]-2;
    		del_amount = item_list[i*2+1];
    
    		if( skill_lv == 2 )
    			del_amount -= (del_amount % 10);
    		add_amount = (skill_lv == 1) ? del_amount * (5 + rnd()%5) : del_amount / 10 ;
    
    		if( (nameid = sd->status.inventory[idx].nameid) <= 0 || del_amount > sd->status.inventory[idx].amount ) {
    			clif_skill_fail(sd,SO_EL_ANALYSIS,USESKILL_FAIL_LEVEL,0);
    			return 1;
    		}
    
    		switch( nameid ) {
    			// Level 1
    			case ITEMID_FLAME_HEART:		product = ITEMID_BLOODY_RED;		break;
    			case ITEMID_MISTIC_FROZEN:		product = ITEMID_CRYSTAL_BLUE;		break;
    			case ITEMID_ROUGH_WIND:			product = ITEMID_WIND_OF_VERDURE;	break;
    			case ITEMID_GREAT_NATURE:		product = ITEMID_YELLOW_LIVE;		break;
    			// Level 2
    			case ITEMID_BLOODY_RED:			product = ITEMID_FLAME_HEART;		break;
    			case ITEMID_CRYSTAL_BLUE:		product = ITEMID_MISTIC_FROZEN;		break;
    			case ITEMID_WIND_OF_VERDURE:	product = ITEMID_ROUGH_WIND;		break;
    			case ITEMID_YELLOW_LIVE:		product = ITEMID_GREAT_NATURE;		break;
    			default:
    				clif_skill_fail(sd,SO_EL_ANALYSIS,USESKILL_FAIL_LEVEL,0);
    				return 1;
    		}
    
    		if( pc_delitem(sd,idx,del_amount,0,1,LOG_TYPE_CONSUME) ) {
    			clif_skill_fail(sd,SO_EL_ANALYSIS,USESKILL_FAIL_LEVEL,0);
    			return 1;
    		}
    
    		if( skill_lv == 2 && rnd()%100 < 25 ) {	// At level 2 have a fail chance. You loose your items if it fails.
    			clif_skill_fail(sd,SO_EL_ANALYSIS,USESKILL_FAIL_LEVEL,0);
    			return 1;
    		}
    
    		memset(&tmp_item,0,sizeof(tmp_item));
    		tmp_item.nameid = product;
    		tmp_item.amount = add_amount;
    		tmp_item.identify = 1;
    
    		if( tmp_item.amount ) {
    			unsigned char flag = pc_additem(sd,&tmp_item,tmp_item.amount,LOG_TYPE_CONSUME);
    			if( flag != 0 ) {
    				clif_additem(sd,0,0,flag);
    				map_addflooritem(&tmp_item,tmp_item.amount,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,0,0,0);
    			}
    		}
    
    	}
    
    	return 0;
    }
    
    int skill_changematerial(struct map_session_data *sd, int n, unsigned short *item_list) {
    	int i, j, k, c, p = 0, amount;
    	unsigned short nameid;
    
    	nullpo_ret(sd);
    	nullpo_ret(item_list);
    
    	// Search for objects that can be created.
    	for( i = 0; i < MAX_SKILL_PRODUCE_DB; i++ ) {
    		if( skill_produce_db[i].itemlv == 26 && skill_produce_db[i].nameid > 0 ) {
    			p = 0;
    			do {
    				c = 0;
    				// Verification of overlap between the objects required and the list submitted.
    				for( j = 0; j < MAX_PRODUCE_RESOURCE; j++ ) {
    					if( skill_produce_db[i].mat_id[j] > 0 ) {
    						for( k = 0; k < n; k++ ) {
    							int idx = item_list[k*2+0]-2;
    							nameid = sd->status.inventory[idx].nameid;
    							amount = item_list[k*2+1];
    							if( nameid > 0 && sd->status.inventory[idx].identify == 0 ){
    								clif_msg_skill(sd,GN_CHANGEMATERIAL,ITEM_UNIDENTIFIED);
    								return 0;
    							}
    							if( nameid == skill_produce_db[i].mat_id[j] && (amount-p*skill_produce_db[i].mat_amount[j]) >= skill_produce_db[i].mat_amount[j]
    								&& (amount-p*skill_produce_db[i].mat_amount[j])%skill_produce_db[i].mat_amount[j] == 0 ) // must be in exact amount
    								c++; // match
    						}
    					}
    					else
    						break;	// No more items required
    				}
    				p++;
    			} while(n == j && c == n);
    			p--;
    			if ( p > 0 ) {
    				skill_produce_mix(sd,GN_CHANGEMATERIAL,skill_produce_db[i].nameid,0,0,0,p,i);
    				return 1;
    			}
    		}
    	}
    
    	if( p == 0)
    		clif_msg_skill(sd,GN_CHANGEMATERIAL,ITEM_CANT_COMBINE);
    
    	return 0;
    }
    
    /**
     * For Royal Guard's LG_TRAMPLE
     */
    static int skill_destroy_trap(struct block_list *bl, va_list ap)
    {
    	struct skill_unit *su = (struct skill_unit *)bl;
    	struct skill_unit_group *sg = NULL;
    	unsigned int tick;
    
    	nullpo_ret(su);
    
    	tick = va_arg(ap, unsigned int);
    
    	if (su->alive && (sg = su->group) && skill_get_inf2(sg->skill_id)&INF2_TRAP) {
    		switch( sg->unit_id ) {
    			case UNT_CLAYMORETRAP:
    			case UNT_FIRINGTRAP:
    			case UNT_ICEBOUNDTRAP:
    				if(battle_config.skill_wall_check)
    					map_foreachinshootrange(skill_trap_splash,&su->bl, skill_get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag|BL_SKILL|~BCT_SELF, &su->bl,tick);
    				else
    					map_foreachinrange(skill_trap_splash,&su->bl, skill_get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag|BL_SKILL|~BCT_SELF, &su->bl,tick);
    				break;
    			case UNT_LANDMINE:
    			case UNT_BLASTMINE:
    			case UNT_SHOCKWAVE:
    			case UNT_SANDMAN:
    			case UNT_FLASHER:
    			case UNT_FREEZINGTRAP:
    			case UNT_CLUSTERBOMB:
    				if (battle_config.skill_wall_check && !(skill_get_nk(sg->skill_id)&NK_NO_DAMAGE))
    					map_foreachinshootrange(skill_trap_splash,&su->bl, skill_get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag, &su->bl,tick);
    				else
    					map_foreachinrange(skill_trap_splash,&su->bl, skill_get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag, &su->bl,tick);
    				break;
    		}
    		// Traps aren't recovered.
    		skill_delunit(su);
    	}
    
    	return 0;
    }
    
    /*==========================================
     *
     *------------------------------------------*/
    int skill_blockpc_get(struct map_session_data *sd, int skillid) {
    	int i;
    
    	nullpo_retr(-1, sd);
    
    	ARR_FIND(0, MAX_SKILLCOOLDOWN, i, sd->scd[i] && sd->scd[i]->skill_id == skillid);
    	return (i >= MAX_SKILLCOOLDOWN) ? -1 : i;
    }
    
    int skill_blockpc_end(int tid, unsigned int tick, int id, intptr_t data) {
    	struct map_session_data *sd = map_id2sd(id);
    	int i = (int)data;
    
    	if (!sd || data < 0 || data >= MAX_SKILLCOOLDOWN)
    		return 0;
    
    	if (!sd->scd[i] || sd->scd[i]->timer != tid) {
    		ShowWarning("skill_blockpc_end: Invalid Timer or not Skill Cooldown.\n");
    		return 0;
    	}
    
    	aFree(sd->scd[i]);
    	sd->scd[i] = NULL;
    		return 1;
    }
    
    /**
     * Flags a singular skill as being blocked from persistent usage.
     * @param   sd        the player the skill delay affects
     * @param   skill_id   the skill which should be delayed
     * @param   tick      the length of time the delay should last
     * @param   load      whether this assignment is being loaded upon player login
     * @return  0 if successful, -1 otherwise
     */
    int skill_blockpc_start(struct map_session_data *sd, int skill_id, int tick) {
    	int i;
    
    	nullpo_retr(-1, sd);
    
    	if (!skill_id || tick < 1)
    		return -1;
    
    	ARR_FIND(0, MAX_SKILLCOOLDOWN, i, sd->scd[i] && sd->scd[i]->skill_id == skill_id);
    	if (i < MAX_SKILLCOOLDOWN) { // Skill already with cooldown
    		delete_timer(sd->scd[i]->timer, skill_blockpc_end);
    		aFree(sd->scd[i]);
    		sd->scd[i] = NULL;
    	}
    
    	ARR_FIND(0, MAX_SKILLCOOLDOWN, i, !sd->scd[i]);
    	if (i < MAX_SKILLCOOLDOWN) { // Free Slot found
    		CREATE(sd->scd[i], struct skill_cooldown_entry, 1);
    		sd->scd[i]->skill_id = skill_id;
    		sd->scd[i]->timer = add_timer(gettick() + tick, skill_blockpc_end, sd->bl.id, i);
    
    		if (battle_config.display_status_timers && tick > 0)
    			clif_skill_cooldown(sd, skill_id, tick);
    
    		return 1;
    	} else {
    		ShowWarning("skill_blockpc_start: Too many skillcooldowns, increase MAX_SKILLCOOLDOWN.\n");
    		return 0;
    	}
    }
    
    int skill_blockpc_clear(struct map_session_data *sd) {
    	int i;
    
    	nullpo_ret(sd);
    
    	for (i = 0; i < MAX_SKILLCOOLDOWN; i++) {
    		if (!sd->scd[i])
    			continue;
    		delete_timer(sd->scd[i]->timer, skill_blockpc_end);
    		aFree(sd->scd[i]);
    		sd->scd[i] = NULL;
    	}
    	return 1;
    }
    
    int skill_blockhomun_end(int tid, unsigned int tick, int id, intptr_t data)	//[orn]
    {
    	struct homun_data *hd = (TBL_HOM*) map_id2bl(id);
    
    	if (data <= 0 || data >= SKILL_MAX_DB())
    		return 0;
    
    	if (hd)
    		hd->blockskill[data] = 0;
    
    	return 1;
    }
    
    int skill_blockhomun_start(struct homun_data *hd, uint16 skill_id, int tick)	//[orn]
    {
    	uint16 idx = skill_get_index(skill_id);
    
    	nullpo_retr(-1, hd);
    
    	if (!idx)
    		return -1;
    
    	if (tick < 1) {
    		hd->blockskill[idx] = 0;
    		return -1;
    	}
    
    	hd->blockskill[idx] = 1;
    
    	return add_timer(gettick() + tick, skill_blockhomun_end, hd->bl.id, idx);
    }
    
    int skill_blockmerc_end(int tid, unsigned int tick, int id, intptr_t data)	//[orn]
    {
    	struct mercenary_data *md = (TBL_MER*)map_id2bl(id);
    
    	if( data <= 0 || data >= SKILL_MAX_DB() )
    		return 0;
    
    	if( md )
    		md->blockskill[data] = 0;
    
    	return 1;
    }
    
    int skill_blockmerc_start(struct mercenary_data *md, uint16 skill_id, int tick)
    {
    	uint16 idx = skill_get_index(skill_id);
    
    	nullpo_retr(-1, md);
    
    	if( !idx )
    		return -1;
    
    	if( tick < 1 ) {
    		md->blockskill[idx] = 0;
    		return -1;
    	}
    
    	md->blockskill[idx] = 1;
    
    	return add_timer(gettick() + tick, skill_blockmerc_end, md->bl.id, idx);
    }
    /*
     *
     */
    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;
    }
    
    /**
     * Split the string with ':' as separator and put each value for a skilllv
     * if no more value found put the latest to fill the array
     * @param str : string to split
     * @param val : array of MAX_SKILL_LEVEL to put value into
     * @return 0:error, x:number of value assign (should be MAX_SKILL_LEVEL)
     */
    int skill_split_atoi (char *str, int *val)
    {
    	int i, j, step = 1;
    
    	for (i=0; i<MAX_SKILL_LEVEL; i++) {
    		if (!str) break;
    		val[i] = atoi(str);
    		str = strchr(str,':');
    		if (str)
    			*str++=0;
    	}
    	if(i==0) //No data found.
    		return 0;
    	if(i==1) {	//Single value, have the whole range have the same value.
    		for (; i < MAX_SKILL_LEVEL; i++)
    			val[i] = val[i-1];
    		return i;
    	}
    	//Check for linear change with increasing steps until we reach half of the data acquired.
    	for (step = 1; step <= i/2; step++) {
    		int diff = val[i-1] - val[i-step-1];
    		for(j = i-1; j >= step; j--)
    			if ((val[j]-val[j-step]) != diff)
    				break;
    
    		if (j>=step) //No match, try next step.
    			continue;
    
    		for(; i < MAX_SKILL_LEVEL; i++) { //Apply linear increase
    			val[i] = val[i-step]+diff;
    			if (val[i] < 1 && val[i-1] >=0) //Check if we have switched from + to -, cap the decrease to 0 in said cases.
    			{ val[i] = 1; diff = 0; step = 1; }
    		}
    		return i;
    	}
    	//Okay.. we can't figure this one out, just fill out the stuff with the previous value.
    	for (;i<MAX_SKILL_LEVEL; i++)
    		val[i] = val[i-1];
    	return i;
    }
    
    /*
     *
     */
    void skill_init_unit_layout (void) {
    	int i,j,pos = 0;
    
    	memset(skill_unit_layout,0,sizeof(skill_unit_layout));
    
    	// standard square layouts go first
    	for (i=0; i<=MAX_SQUARE_LAYOUT; i++) {
    		int 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);
    		}
    	}
    
    	// afterwards add special ones
    	pos = i;
    	for (i = 0; i < SKILL_MAX_DB(); i++) {
    		uint16 skill_id = 0;
    		if (!skill_db[i])
    			continue;
    		if (!skill_db[i]->unit_id[0] || skill_db[i]->unit_layout_type[0] != -1)
    			continue;
    		skill_id = skill_idx2id(i);
    
    		if( skill_id == EL_FIRE_MANTLE ) {
    			static const int dx[] = {-1, 0, 1, 1, 1, 0,-1,-1};
    			static const int dy[] = { 1, 1, 1, 0,-1,-1,-1, 0};
    			skill_unit_layout[pos].count = 8;
    			memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
    			memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
    		} else {
    			switch (skill_id) {
    				case MG_FIREWALL:
    				case WZ_ICEWALL:
    				case WL_EARTHSTRAIN:
    				case RL_FIRE_RAIN:
    					// these will be handled later
    					break;
    				case PR_SANCTUARY:
    				case NPC_EVILLAND: {
    						static const int dx[] = {
    							-1, 0, 1,-2,-1, 0, 1, 2,-2,-1,
    							 0, 1, 2,-2,-1, 0, 1, 2,-1, 0, 1};
    						static const int dy[]={
    							-2,-2,-2,-1,-1,-1,-1,-1, 0, 0,
    							 0, 0, 0, 1, 1, 1, 1, 1, 2, 2, 2};
    						skill_unit_layout[pos].count = 21;
    						memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
    						memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
    					}
    					break;
    				case PR_MAGNUS: {
    						static const int dx[] = {
    							-1, 0, 1,-1, 0, 1,-3,-2,-1, 0,
    							 1, 2, 3,-3,-2,-1, 0, 1, 2, 3,
    							-3,-2,-1, 0, 1, 2, 3,-1, 0, 1,-1, 0, 1};
    						static const int dy[] = {
    							-3,-3,-3,-2,-2,-2,-1,-1,-1,-1,
    							-1,-1,-1, 0, 0, 0, 0, 0, 0, 0,
    							 1, 1, 1, 1, 1, 1, 1, 2, 2, 2, 3, 3, 3};
    						skill_unit_layout[pos].count = 33;
    						memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
    						memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
    					}
    					break;
    				case AS_VENOMDUST: {
    						static const int dx[] = {-1, 0, 0, 0, 1};
    						static const int dy[] = { 0,-1, 0, 1, 0};
    						skill_unit_layout[pos].count = 5;
    						memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
    						memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
    					}
    					break;
    				case CR_GRANDCROSS:
    				case NPC_GRANDDARKNESS: {
    						static const int dx[] = {
    							 0, 0,-1, 0, 1,-2,-1, 0, 1, 2,
    							-4,-3,-2,-1, 0, 1, 2, 3, 4,-2,
    							-1, 0, 1, 2,-1, 0, 1, 0, 0};
    						static const int dy[] = {
    							-4,-3,-2,-2,-2,-1,-1,-1,-1,-1,
    							 0, 0, 0, 0, 0, 0, 0, 0, 0, 1,
    							 1, 1, 1, 1, 2, 2, 2, 3, 4};
    						skill_unit_layout[pos].count = 29;
    						memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
    						memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
    					}
    					break;
    				case PF_FOGWALL: {
    						static const int dx[] = {
    							-2,-1, 0, 1, 2,-2,-1, 0, 1, 2,-2,-1, 0, 1, 2};
    						static const int dy[] = {
    							-1,-1,-1,-1,-1, 0, 0, 0, 0, 0, 1, 1, 1, 1, 1};
    						skill_unit_layout[pos].count = 15;
    						memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
    						memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
    					}
    					break;
    				case PA_GOSPEL: {
    						static const int dx[] = {
    							-1, 0, 1,-1, 0, 1,-3,-2,-1, 0,
    							 1, 2, 3,-3,-2,-1, 0, 1, 2, 3,
    							-3,-2,-1, 0, 1, 2, 3,-1, 0, 1,
    							-1, 0, 1};
    						static const int dy[] = {
    							-3,-3,-3,-2,-2,-2,-1,-1,-1,-1,
    							-1,-1,-1, 0, 0, 0, 0, 0, 0, 0,
    							 1, 1, 1, 1, 1, 1, 1, 2, 2, 2,
    							 3, 3, 3};
    						skill_unit_layout[pos].count = 33;
    						memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
    						memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
    					}
    					break;
    				case NJ_KAENSIN: {
    						static const int dx[] = {-2,-1, 0, 1, 2,-2,-1, 0, 1, 2,-2,-1, 1, 2,-2,-1, 0, 1, 2,-2,-1, 0, 1, 2};
    						static const int dy[] = { 2, 2, 2, 2, 2, 1, 1, 1, 1, 1, 0, 0, 0, 0,-1,-1,-1,-1,-1,-2,-2,-2,-2,-2};
    						skill_unit_layout[pos].count = 24;
    						memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
    						memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
    					}
    					break;
    				case NJ_TATAMIGAESHI: {
    						//Level 1 (count 4, cross of 3x3)
    						static const int dx1[] = {-1, 1, 0, 0};
    						static const int dy1[] = { 0, 0,-1, 1};
    						//Level 2-3 (count 8, cross of 5x5)
    						static const int dx2[] = {-2,-1, 1, 2, 0, 0, 0, 0};
    						static const int dy2[] = { 0, 0, 0, 0,-2,-1, 1, 2};
    						//Level 4-5 (count 12, cross of 7x7
    						static const int dx3[] = {-3,-2,-1, 1, 2, 3, 0, 0, 0, 0, 0, 0};
    						static const int dy3[] = { 0, 0, 0, 0, 0, 0,-3,-2,-1, 1, 2, 3};
    						//lv1
    						j = 0;
    						skill_unit_layout[pos].count = 4;
    						memcpy(skill_unit_layout[pos].dx,dx1,sizeof(dx1));
    						memcpy(skill_unit_layout[pos].dy,dy1,sizeof(dy1));
    						skill_db[i]->unit_layout_type[j] = pos;
    						//lv2/3
    						j++;
    						pos++;
    						skill_unit_layout[pos].count = 8;
    						memcpy(skill_unit_layout[pos].dx,dx2,sizeof(dx2));
    						memcpy(skill_unit_layout[pos].dy,dy2,sizeof(dy2));
    						skill_db[i]->unit_layout_type[j] = pos;
    						skill_db[i]->unit_layout_type[++j] = pos;
    						//lv4/5
    						j++;
    						pos++;
    						skill_unit_layout[pos].count = 12;
    						memcpy(skill_unit_layout[pos].dx,dx3,sizeof(dx3));
    						memcpy(skill_unit_layout[pos].dy,dy3,sizeof(dy3));
    						skill_db[i]->unit_layout_type[j] = pos;
    						skill_db[i]->unit_layout_type[++j] = pos;
    						//Fill in the rest using lv 5.
    						for (;j<MAX_SKILL_LEVEL;j++)
    							skill_db[i]->unit_layout_type[j] = pos;
    						//Skip, this way the check below will fail and continue to the next skill.
    						pos++;
    					}
    					break;
    				case GN_WALLOFTHORN: {
    						static const int dx[] = {-1,-2,-2,-2,-2,-2,-1, 0, 1, 2, 2, 2, 2, 2, 1, 0};
    						static const int dy[] = { 2, 2, 1, 0,-1,-2,-2,-2,-2,-2,-1, 0, 1, 2, 2, 2};
    						skill_unit_layout[pos].count = 16;
    						memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
    						memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
    					}
    					break;
    				default:
    					ShowError("unknown unit layout at skill %d\n",i);
    					break;
    			}
    		}
    		if (!skill_unit_layout[pos].count)
    			continue;
    		for (j=0;j<MAX_SKILL_LEVEL;j++)
    			skill_db[i]->unit_layout_type[j] = pos;
    		pos++;
    	}
    
    	// firewall and icewall have 8 layouts (direction-dependent)
    	firewall_unit_pos = pos;
    	for (i=0;i<8;i++) {
    		if (i&1) {
    			skill_unit_layout[pos].count = 5;
    			if (i&0x2) {
    				int dx[] = {-1,-1, 0, 0, 1};
    				int dy[] = { 1, 0, 0,-1,-1};
    				memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
    				memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
    			} else {
    				int dx[] = { 1, 1 ,0, 0,-1};
    				int dy[] = { 1, 0, 0,-1,-1};
    				memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
    				memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
    			}
    		} else {
    			skill_unit_layout[pos].count = 3;
    			if (i%4==0) {
    				int dx[] = {-1, 0, 1};
    				int dy[] = { 0, 0, 0};
    				memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
    				memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
    			} else {
    				int dx[] = { 0, 0, 0};
    				int dy[] = {-1, 0, 1};
    				memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
    				memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
    			}
    		}
    		pos++;
    	}
    	icewall_unit_pos = pos;
    	for (i=0;i<8;i++) {
    		skill_unit_layout[pos].count = 5;
    		if (i&1) {
    			if (i&0x2) {
    				int dx[] = {-2,-1, 0, 1, 2};
    				int dy[] = { 2, 1, 0,-1,-2};
    				memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
    				memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
    			} else {
    				int dx[] = { 2, 1 ,0,-1,-2};
    				int dy[] = { 2, 1, 0,-1,-2};
    				memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
    				memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
    			}
    		} else {
    			if (i%4==0) {
    				int dx[] = {-2,-1, 0, 1, 2};
    				int dy[] = { 0, 0, 0, 0, 0};
    				memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
    				memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
    			} else {
    				int dx[] = { 0, 0, 0, 0, 0};
    				int dy[] = {-2,-1, 0, 1, 2};
    				memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
    				memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
    			}
    		}
    		pos++;
    	}
    	earthstrain_unit_pos = pos;
    	for( i = 0; i < 8; i++ )
    	{ // For each Direction
    		skill_unit_layout[pos].count = 15;
    		switch( i )
    		{
    		case 0: case 1: case 3: case 4: case 5: case 7:
    			{
    				int dx[] = {-7, -6, -5, -4, -3, -2, -1, 0, 1, 2, 3, 4, 5, 6, 7};
    				int dy[] = { 0,  0,  0,  0,  0,  0,  0, 0, 0, 0, 0, 0, 0, 0, 0};
    				memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
    				memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
    			}
    			break;
    		case 2:
    		case 6:
    			{
    				int dx[] = { 0,  0,  0,  0,  0,  0,  0, 0, 0, 0, 0, 0, 0, 0, 0};
    				int dy[] = {-7, -6, -5, -4, -3, -2, -1, 0, 1, 2, 3, 4, 5, 6, 7};
    				memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
    				memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
    			}
    			break;
    		}
    		pos++;
    	}
    	firerain_unit_pos = pos;
    	for( i = 0; i < 8; i++ ) {
    		skill_unit_layout[pos].count = 3;
    		switch( i ) {
    			case 0: case 1: case 3: case 4: case 5: case 7:
    				{
    					static const int dx[] = {-1, 0, 1};
    					static const int dy[] = { 0, 0, 0};
    
    					memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
    					memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
    				}
    				break;
    			case 2:
    			case 6:
    				{
    					static const int dx[] = { 0, 0, 0};
    					static const int dy[] = {-1, 0, 1};
    
    					memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
    					memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
    				}
    				break;
    		}
    		pos++;
    	}
    
    	if( pos >= MAX_SKILL_UNIT_LAYOUT )
    		ShowError("skill_init_unit_layout: The skill_unit_layout has met the limit or overflowed (pos=%d)\n", pos);
    }
    
    void skill_init_nounit_layout (void) {
    	int i, pos = 0;
    
    	memset(skill_nounit_layout,0,sizeof(skill_nounit_layout));
    
    	overbrand_nounit_pos = pos;
    	for( i = 0; i < 8; i++ ) {
    		if( i&1 ) {
    			skill_nounit_layout[pos].count = 33;
    			if( i&2 ) {
    				if( i&4 ) { // 7
    					int dx[] = { 5, 6, 7, 5, 6, 4, 5, 6, 4, 5, 3, 4, 5, 3, 4, 2, 3, 4, 2, 3, 1, 2, 3, 1, 2, 0, 1, 2, 0, 1,-1, 0, 1};
    					int dy[] = { 7, 6, 5, 6, 5, 6, 5, 4, 5, 4, 5, 4, 3, 4, 3, 4, 3, 2, 3, 2, 3, 2, 1, 2, 1, 2, 1, 0, 1, 0, 1, 0,-1};
    
    					memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
    					memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
    				} else { // 3
    					int dx[] = {-5,-6,-7,-5,-6,-4,-5,-6,-4,-5,-3,-4,-5,-3,-4,-2,-3,-4,-2,-3,-1,-2,-3,-1,-2, 0,-1,-2, 0,-1, 1, 0,-1};
    					int dy[] = {-7,-6,-5,-6,-5,-6,-5,-4,-5,-4,-5,-4,-3,-4,-3,-4,-3,-2,-3,-2,-3,-2,-1,-2,-1,-2,-1, 0,-1, 0,-1, 0, 1};
    
    					memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
    					memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
    				}
    			} else {
    				if( i&4 ) { // 5
    					int dx[] = { 7, 6, 5, 6, 5, 6, 5, 4, 5, 4, 5, 4, 3, 4, 3, 4, 3, 2, 3, 2, 3, 2, 1, 2, 1, 2, 1, 0, 1, 0, 1, 0,-1};
    					int dy[] = {-5,-6,-7,-5,-6,-4,-5,-6,-4,-5,-3,-4,-5,-3,-4,-2,-3,-4,-2,-3,-1,-2,-3,-1,-2, 0,-1,-2, 0,-1, 1, 0,-1};
    
    					memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
    					memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
    				} else { // 1
    					int dx[] = {-7,-6,-5,-6,-5,-6,-5,-4,-5,-4,-5,-4,-3,-4,-3,-4,-3,-2,-3,-2,-3,-2,-1,-2,-1,-2,-1, 0,-1, 0,-1, 0, 1};
    					int dy[] = { 5, 6, 7, 5, 6, 4, 5, 6, 4, 5, 3, 4, 5, 3, 4, 2, 3, 4, 2, 3, 1, 2, 3, 1, 2, 0, 1, 2, 0, 1,-1, 0, 1};
    
    					memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
    					memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
    				}
    			}
    		} else {
    			skill_nounit_layout[pos].count = 21;
    			if( i&2 ) {
    				if( i&4 ) { // 6
    					int dx[] = { 0, 1, 2, 3, 4, 5, 6, 0, 1, 2, 3, 4, 5, 6, 0, 1, 2, 3, 4, 5, 6};
    					int dy[] = { 1, 1, 1, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0,-1,-1,-1,-1,-1,-1,-1};
    
    					memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
    					memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
    				} else { // 2
    					int dx[] = {-6,-5,-4,-3,-2,-1, 0,-6,-5,-4,-3,-2,-1, 0,-6,-5,-4,-3,-2,-1, 0};
    					int dy[] = { 1, 1, 1, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0,-1,-1,-1,-1,-1,-1,-1};
    
    					memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
    					memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
    				}
    			} else {
    				if( i&4 ) { // 4
    					int dx[] = {-1, 0, 1,-1, 0, 1,-1, 0, 1,-1, 0, 1,-1, 0, 1,-1, 0, 1,-1, 0, 1};
    					int dy[] = { 0, 0, 0,-1,-1,-1,-2,-2,-2,-3,-3,-3,-4,-4,-4,-5,-5,-5,-6,-6,-6};
    
    					memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
    					memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
    				} else { // 0
    					int dx[] = {-1, 0, 1,-1, 0, 1,-1, 0, 1,-1, 0, 1,-1, 0, 1,-1, 0, 1,-1, 0, 1};
    					int dy[] = { 6, 6, 6, 5, 5, 5, 4, 4, 4, 3, 3, 3, 2, 2, 2, 1, 1, 1, 0, 0, 0};
    
    					memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
    					memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
    				}
    			}
    		}
    		pos++;
    	}
    
    	overbrand_brandish_nounit_pos = pos;
    	for( i = 0; i < 8; i++ ) {
    		if( i&1 ) {
    			skill_nounit_layout[pos].count = 74;
    			if( i&2 ) {
    				if( i&4 ) { // 7
    					int dx[] = {-2,-1, 0, 1, 2, 3, 4, 5, 6, 7, 8,-2,-1, 0, 1, 2, 3, 4, 5, 6, 7,
    								-3,-2,-1, 0, 1, 2, 3, 4, 5, 6, 7,-3,-2,-1,-0, 1, 2, 3, 4, 5, 6,
    								-4,-3,-2,-1, 0, 1, 2, 3, 4, 5, 6,-4,-3,-2,-1,-0, 1, 2, 3, 4, 5,
    								-5,-4,-3,-2,-1, 0, 1, 2, 3, 4, 5};
    					int dy[] = { 8, 7, 6, 5, 4, 3, 2, 1, 0,-1,-2, 7, 6, 5, 4, 3, 2, 1, 0,-1,-2,
    								 7, 6, 5, 4, 3, 2, 1, 0,-1,-2,-3, 6, 5, 4, 3, 2, 1, 0,-1,-2,-3,
    								 6, 5, 4, 3, 2, 1, 0,-1,-2,-3,-4, 5, 4, 3, 2, 1, 0,-1,-2,-3,-4,
    								 5, 4, 3, 2, 1, 0,-1,-2,-3,-4,-5};
    
    					memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
    					memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
    				} else { // 3
    					int dx[] = { 2, 1, 0,-1,-2,-3,-4,-5,-6,-7,-8, 2, 1, 0,-1,-2,-3,-4,-5,-6,-7,
    								 3, 2, 1, 0,-1,-2,-3,-4,-5,-6,-7, 3, 2, 1, 0,-1,-2,-3,-4,-5,-6,
    								 4, 3, 2, 1, 0,-1,-2,-3,-4,-5,-6, 4, 3, 2, 1, 0,-1,-2,-3,-4,-5,
    								 5, 4, 3, 2, 1, 0,-1,-2,-3,-4,-5};
    					int dy[] = {-8,-7,-6,-5,-4,-3,-2,-1, 0, 1, 2,-7,-6,-5,-4,-3,-2,-1, 0, 1, 2,
    								-7,-6,-5,-4,-3,-2,-1, 0, 1, 2, 3,-6,-5,-4,-3,-2,-1, 0, 1, 2, 3,
    								-6,-5,-4,-3,-2,-1, 0, 1, 2, 3, 4,-5,-4,-3,-2,-1, 0, 1, 2, 3, 4,
    								-5,-4,-3,-2,-1, 0, 1, 2, 3, 4, 5};
    
    					memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
    					memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
    				}
    			} else {
    				if( i&4 ) { // 5
    					int dx[] = { 8, 7, 6, 5, 4, 3, 2, 1, 0,-1,-2, 7, 6, 5, 4, 3, 2, 1, 0,-1,-2,
    								 7, 6, 5, 4, 3, 2, 1, 0,-1,-2,-3, 6, 5, 4, 3, 2, 1, 0,-1,-2,-3,
    								 6, 5, 4, 3, 2, 1, 0,-1,-2,-3,-4, 5, 4, 3, 2, 1, 0,-1,-2,-3,-4,
    								 5, 4, 3, 2, 1, 0,-1,-2,-3,-4,-5};
    					int dy[] = { 2, 1, 0,-1,-2,-3,-4,-5,-6,-7,-8, 2, 1, 0,-1,-2,-3,-4,-5,-6,-7,
    								 3, 2, 1, 0,-1,-2,-3,-4,-5,-6,-7, 3, 2, 1, 0,-1,-2,-3,-4,-5,-6,
    								 4, 3, 2, 1, 0,-1,-2,-3,-4,-5,-6, 4, 3, 2, 1, 0,-1,-2,-3,-4,-5,
    								 5, 4, 3, 2, 1, 0,-1,-2,-3,-4,-5};
    
    					memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
    					memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
    				} else { // 1
    					int dx[] = {-8,-7,-6,-5,-4,-3,-2,-1, 0, 1, 2,-7,-6,-5,-4,-3,-2,-1, 0, 1, 2,
    								-7,-6,-5,-4,-3,-2,-1, 0, 1, 2, 3,-6,-5,-4,-3,-2,-1, 0, 1, 2, 3,
    								-6,-5,-4,-3,-2,-1, 0, 1, 2, 3, 4,-5,-4,-3,-2,-1, 0, 1, 2, 3, 4,
    								-5,-4,-3,-2,-1, 0, 1, 2, 3, 4, 5};
    					int dy[] = {-2,-1, 0, 1, 2, 3, 4, 5, 6, 7, 8,-2,-1, 0, 1, 2, 3, 4, 5, 6, 7,
    								-3,-2,-1, 0, 1, 2, 3, 4, 5, 6, 7,-3,-2,-1, 0, 1, 2, 3, 4, 5, 6,
    								-4,-3,-2,-1, 0, 1, 2, 3, 4, 5, 6,-4,-3,-2,-1, 0, 1, 2, 3, 4, 5,
    								-5,-4,-3,-2,-1, 0, 1, 2, 3, 4, 5};
    
    					memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
    					memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
    				}
    			}
    		} else {
    			skill_nounit_layout[pos].count = 44;
    			if( i&2 ) {
    				if( i&4 ) { // 6
    					int dx[] = { 0, 1, 2, 3, 0, 1, 2, 3, 0, 1, 2, 3, 0, 1, 2, 3, 0, 1, 2, 3, 0, 1, 2, 3, 0, 1, 2, 3, 0, 1, 2, 3, 0, 1, 2, 3, 0, 1, 2, 3, 0, 1, 2, 3};
    					int dy[] = { 5, 5, 5, 5, 4, 4, 4, 4, 3, 3, 3, 3, 2, 2, 2, 2, 1, 1, 1, 1, 0, 0, 0, 0,-1,-1,-1,-1,-2,-2,-2,-2,-3,-3,-3,-3,-4,-4,-4,-4,-5,-5,-5,-5};
    
    					memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
    					memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
    				} else { // 2
    					int dx[] = {-3,-2,-1, 0,-3,-2,-1, 0,-3,-2,-1, 0,-3,-2,-1, 0,-3,-2,-1, 0,-3,-2,-1, 0,-3,-2,-1, 0,-3,-2,-1, 0,-3,-2,-1, 0,-3,-2,-1, 0,-3,-2,-1, 0};
    					int dy[] = { 5, 5, 5, 5, 4, 4, 4, 4, 3, 3, 3, 3, 2, 2, 2, 2, 1, 1, 1, 1, 0, 0, 0, 0,-1,-1,-1,-1,-2,-2,-2,-2,-3,-3,-3,-3,-4,-4,-4,-4,-5,-5,-5,-5};
    
    					memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
    					memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
    				}
    			} else {
    				if( i&4 ) { // 4
    					int dx[] = { 5, 4, 3, 2, 1, 0,-1,-2,-3,-4,-5, 5, 4, 3, 2, 1, 0,-1,-2,-3,-4,-5, 5, 4, 3, 2, 1, 0,-1,-2,-3,-4,-5, 5, 4, 3, 2, 1, 0,-1,-2,-3,-4,-5};
    					int dy[] = {-3,-3,-3,-3,-3,-3,-3,-3,-3,-3,-3,-2,-2,-2,-2,-2,-2,-2,-2,-2,-2,-2,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0};
    
    					memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
    					memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
    				} else { // 0
    					int dx[] = {-5,-4,-3,-2,-1, 0, 1, 2, 3, 4, 5,-5,-4,-3,-2,-1, 0, 1, 2, 3, 4, 5,-5,-4,-3,-2,-1, 0, 1, 2, 3, 4, 5,-5,-4,-3,-2,-1, 0, 1, 2, 3, 4, 5};
    					int dy[] = { 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0};
    
    					memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
    					memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
    				}
    			}
    		}
    		pos++;
    	}
    
    	if( pos >= MAX_SKILL_UNIT_LAYOUT2 )
    		ShowError("skill_init_nounit_layout: The skill_nounit_layout has met the limit or overflowed (pos=%d)\n", pos);
    }
    
    int skill_block_check(struct block_list *bl, sc_type type , uint16 skill_id) {
    	int inf3 = 0;
    	struct status_change *sc = status_get_sc(bl);
    
    	if( !sc || !bl || !skill_id )
    		return 0; // Can do it
    
    	inf3 = skill_get_inf3(skill_id);
    
    	switch (type) {
    		case SC_ANKLE:
    			if (skill_id == AL_TELEPORT)
    				return 1;
    			break;
    		case SC_STASIS:
    			if (bl->type == BL_PC && !(inf3&INF3_STASIS_BL))
    				return 1; // Can't do it.
    			break;
    		case SC_KAGEHUMI:
    			if( inf3&INF3_KAGEHUMI_BL)
    				return 1;
    		case SC_BITE:
    			if (inf3&INF3_BITE_BLOCK)
    				return 1;
    			break;
    	}
    
    	return 0;
    }
    
    /* Determines whether a skill is currently active or not
     * Used for purposes of cancelling SP usage when disabling a skill
     */
    int skill_disable_check(struct status_change *sc, uint16 skill_id)
    {
    	switch( skill_id ) { //HP & SP Consumption Check
    		case BS_MAXIMIZE:
    		case NV_TRICKDEAD:
    		case TF_HIDING:
    		case AS_CLOAKING:
    		case GC_CLOAKINGEXCEED:
    		case ST_CHASEWALK:
    		case CR_DEFENDER:
    		case CR_SHRINK:
    		case CR_AUTOGUARD:
    		case ML_DEFENDER:
    		case ML_AUTOGUARD:
    		case PA_GOSPEL:
    		case GS_GATLINGFEVER:
    		case TK_READYCOUNTER:
    		case TK_READYDOWN:
    		case TK_READYSTORM:
    		case TK_READYTURN:
    		case TK_RUN:
    		case SG_FUSION:
    		case KO_YAMIKUMO:
    		case RA_WUGDASH:
    		case RA_CAMOUFLAGE:
    		case SU_HIDE:
    			if( sc->data[status_skill2sc(skill_id)] )
    				return 1;
    			break;
    
    		// These 2 skills contain a master and are not correctly pulled using skill2sc
    		case NC_NEUTRALBARRIER:
    			if( sc->data[SC_NEUTRALBARRIER_MASTER] )
    				return 1;
    			break;
    		case NC_STEALTHFIELD:
    			if( sc->data[SC_STEALTHFIELD_MASTER] )
    				return 1;
    			break;
    	}
    
    	return 0;
    }
    
    int skill_get_elemental_type( uint16 skill_id , uint16 skill_lv ) {
    	int type = 0;
    
    	switch( skill_id ) {
    		case SO_SUMMON_AGNI:	type = ELEMENTALID_AGNI_S;		break;
    		case SO_SUMMON_AQUA:	type = ELEMENTALID_AQUA_S;		break;
    		case SO_SUMMON_VENTUS:	type = ELEMENTALID_VENTUS_S;	break;
    		case SO_SUMMON_TERA:	type = ELEMENTALID_TERA_S;		break;
    	}
    
    	type += skill_lv - 1;
    
    	return type;
    }
    
    /**
     * Check before do `unit_movepos` call
     * @param check_flag Flags: 1:Check for BG map, 2:Check for GVG map on WOE, 4:Check for GVG map
     * @return True:If unit can be moved, False:If check on flags are met or unit cannot be moved.
     **/
    static bool skill_check_unit_movepos(uint8 check_flag, struct block_list *bl, short dst_x, short dst_y, int easy, bool checkpath) {
    	nullpo_retr(false, bl);
    
    	if (check_flag&1 && map[bl->m].flag.battleground)
    		return false;
    	if (check_flag&2 && map_flag_gvg(bl->m))
    		return false;
    	if (check_flag&4 && map_flag_gvg2(bl->m))
    		return false;
    
    	return unit_movepos(bl, dst_x, dst_y, easy, checkpath);
    }
    
    //
    // Extended Vending System
    //
    int skill_vending(struct map_session_data *sd, int nameid)
    {
    	struct item_data *item;
    	char output[256];
    	nullpo_ret(sd);
    
    	if ( !pc_can_give_items(sd) )
    	{
    		clif_skill_fail(sd,MC_VENDING,USESKILL_FAIL_LEVEL,0);
    		return 0;
    	}
    
    	if( (item = itemdb_exists(nameid)) == NULL )
    	{
    		clif_skill_fail(sd,MC_VENDING,USESKILL_FAIL_LEVEL,0);
    		return 0;
    	}
    
    	sd->state.prevend = 1;
    	sd->vend_coin = nameid;
    	
    	clif_openvendingreq(sd,sd->menuskill_val+2);
    	sprintf(output,msg_txt(sd,763),item->jname);
    	clif_displaymessage(sd->fd,output);
    
    	return 0;
    }
    
    /*==========================================
     * sub-function of DB reading.
     * skill_db.txt
     *------------------------------------------*/
    
    static bool skill_parse_row_skilldb(char* split[], int columns, int current)
    {// id,range,hit,inf,element,nk,splash,max,list_num,castcancel,cast_defence_rate,inf2,maxcount,skill_type,blow_count,name,description
    	uint16 skill_id = atoi(split[0]);
    	uint16 idx = skill_get_index2(skill_id);
    
    	if (!idx) {
    		if (SKILL_MAX_DB() >= MAX_SKILL) {
    			ShowError("Cannot add new skill. Limit is reached '%d' (mmo.h::MAX_SKILL).\n", MAX_SKILL);
    			return false;
    		}
    		idx = skill_db_create(skill_id);
    	}
    
    	skill_split_atoi(split[1],skill_db[idx]->range);
    	skill_db[idx]->hit = atoi(split[2]);
    	skill_db[idx]->inf = atoi(split[3]);
    	skill_split_atoi(split[4],skill_db[idx]->element);
    	skill_db[idx]->nk = (uint8)strtol(split[5], NULL, 0);
    	skill_split_atoi(split[6],skill_db[idx]->splash);
    	skill_db[idx]->max = atoi(split[7]);
    	skill_split_atoi(split[8],skill_db[idx]->num);
    
    	if( strcmpi(split[9],"yes") == 0 )
    		skill_db[idx]->castcancel = true;
    	else
    		skill_db[idx]->castcancel = false;
    	skill_db[idx]->cast_def_rate = atoi(split[10]);
    	skill_db[idx]->inf2 = (unsigned int)strtol(split[11], NULL, 0);
    	skill_split_atoi(split[12],skill_db[idx]->maxcount);
    	if( strcmpi(split[13],"weapon") == 0 )
    		skill_db[idx]->skill_type = BF_WEAPON;
    	else if( strcmpi(split[13],"magic") == 0 )
    		skill_db[idx]->skill_type = BF_MAGIC;
    	else if( strcmpi(split[13],"misc") == 0 )
    		skill_db[idx]->skill_type = BF_MISC;
    	else
    		skill_db[idx]->skill_type = 0;
    	skill_split_atoi(split[14],skill_db[idx]->blewcount);
    	skill_db[idx]->inf3 = (unsigned int)strtol(split[15], NULL,0);
    	safestrncpy(skill_db[idx]->name, trim(split[16]), sizeof(skill_db[idx]->name));
    	safestrncpy(skill_db[idx]->desc, trim(split[17]), sizeof(skill_db[idx]->desc));
    
    	strdb_iput(skilldb_name2id, skill_db[idx]->name, skill_id);
    	return true;
    }
    
    /**
     * Split string to int by constant value (const.txt) or atoi()
     * @param *str: String input
     * @param *val: Temporary storage
     * @param *delim: Delimiter (for multiple value support)
     * @param min_value: Minimum value. If the splitted value is less or equal than this, will be skipped
     * @param max: Maximum number that can be allocated
     * @return count: Number of success
     */
    uint8 skill_split_atoi2(char *str, int *val, const char *delim, int min_value, uint16 max) {
    	uint8 i = 0;
    	char *p = strtok(str, delim);
    
    	while (p != NULL) {
    		int n = min_value;
    
    		trim(p);
    
    		if (ISDIGIT(p[0])) // If using numeric
    			n = atoi(p);
    		else if (!script_get_constant(p, &n)) { // If using constant value
    			ShowError("skill_split_atoi2: Invalid value: '%s'\n", p);
    			p = strtok(NULL, delim);
    			continue;
    		}
    
    		if (n > min_value) {
    			val[i] = n;
    			i++;
    			if (i >= max)
    				break;
    		}
    		p = strtok(NULL, delim);
    	}
    	return i;
    }
    
    /// Clear status data from skill requirement
    static void skill_destroy_requirement(uint16 idx) {
    	if (skill_db[idx]->require.status_count)
    		aFree(skill_db[idx]->require.status);
    	skill_db[idx]->require.status = NULL;
    	skill_db[idx]->require.status_count = 0;
    
    	if (skill_db[idx]->require.eqItem_count)
    		aFree(skill_db[idx]->require.eqItem);
    	skill_db[idx]->require.eqItem = NULL;
    	skill_db[idx]->require.eqItem_count = 0;
    }
    
    /**
     * Read skill requirement from skill_require_db.txt
     * Structure: skill_id,HPCost,MaxHPTrigger,SPCost,HPRateCost,SPRateCost,ZenyCost,RequiredWeapons,RequiredAmmoTypes,RequiredAmmoAmount,RequiredState,RequiredStatuses,SpiritSphereCost,RequiredItemID1,RequiredItemAmount1,RequiredItemID2,RequiredItemAmount2,RequiredItemID3,RequiredItemAmount3,RequiredItemID4,RequiredItemAmount4,RequiredItemID5,RequiredItemAmount5,RequiredItemID6,RequiredItemAmount6,RequiredItemID7,RequiredItemAmount7,RequiredItemID8,RequiredItemAmount8,RequiredItemID9,RequiredItemAmount9,RequiredItemID10,RequiredItemAmount10,RequiredEquipment
     */
    static bool skill_parse_row_requiredb(char* split[], int columns, int current)
    {
    	char* p;
    	uint16 idx, i;
    
    	idx = skill_db_isset(atoi(split[0]), __FUNCTION__);
    
    	skill_split_atoi(split[1],skill_db[idx]->require.hp);
    	skill_split_atoi(split[2],skill_db[idx]->require.mhp);
    	skill_split_atoi(split[3],skill_db[idx]->require.sp);
    	skill_split_atoi(split[4],skill_db[idx]->require.hp_rate);
    	skill_split_atoi(split[5],skill_db[idx]->require.sp_rate);
    	skill_split_atoi(split[6],skill_db[idx]->require.zeny);
    
    	//Witch weapon type are required, see doc/item_db for weapon types (View column)
    	p = split[7];
    	while (p) {
    		int l = atoi(p);
    		if( l == 99 ) { // Any weapon
    			skill_db[idx]->require.weapon = 0;
    			break;
    		} else
    			skill_db[idx]->require.weapon |= 1<<l;
    		p = strchr(p,':');
    		if(!p)
    			break;
    		p++;
    	}
    
    	//Ammo type that required, see doc/item_db for ammo types (View column)
    	p = split[8];
    	while (p) {
    		int l = atoi(p);
    		if( l == 99 ) { // Any ammo type
    			skill_db[idx]->require.ammo = AMMO_TYPE_ALL;
    			break;
    		} else if( l ) // 0 stands for no requirement
    			skill_db[idx]->require.ammo |= 1<<l;
    		p = strchr(p,':');
    		if( !p )
    			break;
    		p++;
    	}
    	skill_split_atoi(split[9],skill_db[idx]->require.ammo_qty);
    
    	if(      strcmpi(split[10],"hidden")              == 0 ) skill_db[idx]->require.state = ST_HIDDEN;
    	else if( strcmpi(split[10],"riding")              == 0 ) skill_db[idx]->require.state = ST_RIDING;
    	else if( strcmpi(split[10],"falcon")              == 0 ) skill_db[idx]->require.state = ST_FALCON;
    	else if( strcmpi(split[10],"cart")                == 0 ) skill_db[idx]->require.state = ST_CART;
    	else if( strcmpi(split[10],"shield")              == 0 ) skill_db[idx]->require.state = ST_SHIELD;
    	else if( strcmpi(split[10],"recover_weight_rate") == 0 ) skill_db[idx]->require.state = ST_RECOV_WEIGHT_RATE;
    	else if( strcmpi(split[10],"move_enable")         == 0 ) skill_db[idx]->require.state = ST_MOVE_ENABLE;
    	else if( strcmpi(split[10],"water")               == 0 ) skill_db[idx]->require.state = ST_WATER;
    	else if( strcmpi(split[10],"dragon")              == 0 ) skill_db[idx]->require.state = ST_RIDINGDRAGON;
    	else if( strcmpi(split[10],"warg")                == 0 ) skill_db[idx]->require.state = ST_WUG;
    	else if( strcmpi(split[10],"ridingwarg")          == 0 ) skill_db[idx]->require.state = ST_RIDINGWUG;
    	else if( strcmpi(split[10],"mado")                == 0 ) skill_db[idx]->require.state = ST_MADO;
    	else if( strcmpi(split[10],"elementalspirit")     == 0 ) skill_db[idx]->require.state = ST_ELEMENTALSPIRIT;
    	else if( strcmpi(split[10],"elementalspirit2")    == 0 ) skill_db[idx]->require.state = ST_ELEMENTALSPIRIT2;
    	else if( strcmpi(split[10],"peco")                == 0 ) skill_db[idx]->require.state = ST_PECO;
    	else skill_db[idx]->require.state = ST_NONE;	// Unknown or no state
    
    	//Status requirements
    	//FIXME: Default entry should be -1/SC_ALL in skill_require_db.txt but it's 0/SC_STONE.
    	trim(split[11]);
    	if (split[11][0] != '\0' || atoi(split[11])) {
    		int require[MAX_SKILL_STATUS_REQUIRE];
    		if ((skill_db[idx]->require.status_count = skill_split_atoi2(split[11], require, ":", SC_STONE, ARRAYLENGTH(require)))) {
    			CREATE(skill_db[idx]->require.status, enum sc_type, skill_db[idx]->require.status_count);
    			for (i = 0; i < skill_db[idx]->require.status_count; i++){
                                    //todo add a check if possible here
    				skill_db[idx]->require.status[i] = (sc_type)require[i];
                            }
    		}
    	}
    
    	skill_split_atoi(split[12],skill_db[idx]->require.spiritball);
    
    	for( i = 0; i < MAX_SKILL_ITEM_REQUIRE; i++ ) {
    		uint16 itemid = atoi(split[13 + 2 * i]);
    
    		if (itemid > 0 && !itemdb_exists(itemid) ) {
    			ShowError("skill_parse_row_requiredb: Invalid item (in ITEM_REQUIRE list) %d for skill %d.\n", itemid, atoi(split[0]));
    			return false;
    		}
    		skill_db[idx]->require.itemid[i] = itemid;
    		skill_db[idx]->require.amount[i] = atoi(split[14+ 2*i]);
    	}
    
    	//Equipped Item requirements.
    	trim(split[33]);
    	if (split[33][0] != '\0' || atoi(split[33])) {
    		int require[MAX_SKILL_EQUIP_REQUIRE];
    
    		if ((skill_db[idx]->require.eqItem_count = skill_split_atoi2(split[33], require, ":", 500, ARRAYLENGTH(require)))) {
    			CREATE(skill_db[idx]->require.eqItem, uint16, skill_db[idx]->require.eqItem_count);
    			for (i = 0; i < skill_db[idx]->require.eqItem_count; i++){
    				if (require[i] > 0 && !itemdb_exists(require[i])) {
    					ShowError("skill_parse_row_requiredb: Invalid item (in EQUIP_REQUIRE list) %d for skill %d.\n", require[i], atoi(split[0]));
    					aFree(skill_db[idx]->require.eqItem); //don't need to retain this
    					skill_db[idx]->require.eqItem_count = 0;
    					return false;
    				}
    				skill_db[idx]->require.eqItem[i] = require[i];
    			}
    		}
    	}
    	return true;
    }
    
    /** Reads skill cast db
     * Structure: SkillID,CastingTime,AfterCastActDelay,AfterCastWalkDelay,Duration1,Duration2,Cooldown{,Fixedcast}
     */
    static bool skill_parse_row_castdb(char* split[], int columns, int current)
    {
    	uint16 idx = skill_db_isset(atoi(split[0]), __FUNCTION__);
    
    	skill_split_atoi(split[1],skill_db[idx]->cast);
    	skill_split_atoi(split[2],skill_db[idx]->delay);
    	skill_split_atoi(split[3],skill_db[idx]->walkdelay);
    	skill_split_atoi(split[4],skill_db[idx]->upkeep_time);
    	skill_split_atoi(split[5],skill_db[idx]->upkeep_time2);
    	skill_split_atoi(split[6],skill_db[idx]->cooldown);
    #ifdef RENEWAL_CAST
    	skill_split_atoi(split[7],skill_db[idx]->fixed_cast);
    #endif
    	return true;
    }
    
    /** Reads skill cast no dex db
     * Structure: SkillID,Cast,Delay (optional)
     */
    static bool skill_parse_row_castnodexdb(char* split[], int columns, int current)
    {
    	uint16 idx = skill_db_isset(atoi(split[0]), __FUNCTION__);
    
    	skill_db[idx]->castnodex = atoi(split[1]);
    	if( split[2] ) // optional column
    		skill_db[idx]->delaynodex = atoi(split[2]);
    
    	return true;
    }
    
    /** Reads skill no cast db
     * Structure: SkillID,Flag
     */
    static bool skill_parse_row_nocastdb(char* split[], int columns, int current)
    {
    	uint16 idx = skill_db_isset(atoi(split[0]), __FUNCTION__);
    
    	skill_db[idx]->nocast |= atoi(split[1]);
    
    	return true;
    }
    
    static bool skill_parse_row_blockdb(char* split[], int columns, int current)
    {// SkillID,Flag
    	int i = atoi(split[0]);
    	i = skill_get_index(i);
    	if( !i ) // invalid skill id
    		return false;
    
    	skill_db[i]->blocked = (bool)atoi(split[1]);
    
    	return true;
    }
    
    /** Reads skill unit db
     * Structure: ID,unit ID,unit ID 2,layout,range,interval,target,flag
     */
    static bool skill_parse_row_unitdb(char* split[], int columns, int current)
    {
    	uint16 idx = skill_db_isset(atoi(split[0]), __FUNCTION__);
    
    	skill_db[idx]->unit_id[0] = (uint16)strtol(split[1],NULL,16);
    	skill_db[idx]->unit_id[1] = (uint16)strtol(split[2],NULL,16);
    	skill_split_atoi(split[3],skill_db[idx]->unit_layout_type);
    	skill_split_atoi(split[4],skill_db[idx]->unit_range);
    	skill_db[idx]->unit_interval = atoi(split[5]);
    
    	if( strcmpi(split[6],"noenemy")==0 ) skill_db[idx]->unit_target = BCT_NOENEMY;
    	else if( strcmpi(split[6],"friend")==0 ) skill_db[idx]->unit_target = BCT_NOENEMY;
    	else if( strcmpi(split[6],"party")==0 ) skill_db[idx]->unit_target = BCT_PARTY;
    	else if( strcmpi(split[6],"ally")==0 ) skill_db[idx]->unit_target = BCT_PARTY|BCT_GUILD;
    	else if( strcmpi(split[6],"guild")==0 ) skill_db[idx]->unit_target = BCT_GUILD;
    	else if( strcmpi(split[6],"all")==0 ) skill_db[idx]->unit_target = BCT_ALL;
    	else if( strcmpi(split[6],"enemy")==0 ) skill_db[idx]->unit_target = BCT_ENEMY;
    	else if( strcmpi(split[6],"self")==0 ) skill_db[idx]->unit_target = BCT_SELF;
    	else if( strcmpi(split[6],"sameguild")==0 ) skill_db[idx]->unit_target = BCT_GUILD|BCT_SAMEGUILD;
    	else if( strcmpi(split[6],"noone")==0 ) skill_db[idx]->unit_target = BCT_NOONE;
    	else skill_db[idx]->unit_target = strtol(split[6],NULL,16);
    
    	skill_db[idx]->unit_flag = strtol(split[7],NULL,16);
    
    	if (skill_db[idx]->unit_flag&UF_DEFNOTENEMY && battle_config.defnotenemy)
    		skill_db[idx]->unit_target = BCT_NOENEMY;
    
    	//By default, target just characters.
    	skill_db[idx]->unit_target |= BL_CHAR;
    	if (skill_db[idx]->unit_flag&UF_NOPC)
    		skill_db[idx]->unit_target &= ~BL_PC;
    	if (skill_db[idx]->unit_flag&UF_NOMOB)
    		skill_db[idx]->unit_target &= ~BL_MOB;
    	if (skill_db[idx]->unit_flag&UF_SKILL)
    		skill_db[idx]->unit_target |= BL_SKILL;
    
    	return true;
    }
    
    /** Reads Produce db
     * Structure: ProduceItemID,ItemLV,RequireSkill,Requireskill_lv,MaterialID1,MaterialAmount1,...
     */
    static bool skill_parse_row_producedb(char* split[], int columns, int current)
    {
    	unsigned short x, y;
    	unsigned short id = atoi(split[0]);
    	unsigned short nameid = 0;
    	bool found = false;
    
    	if (id >= ARRAYLENGTH(skill_produce_db)) {
    		ShowError("skill_parse_row_producedb: Maximum db entries reached.\n");
    		return false;
    	}
    
    	// Clear previous data, for importing support
    	memset(&skill_produce_db[id], 0, sizeof(skill_produce_db[id]));
    	// Import just for clearing/disabling from original data
    	if (!(nameid = atoi(split[1]))) {
    		//ShowInfo("skill_parse_row_producedb: Product list with ID %d removed from list.\n", id);
    		return true;
    	}
    
    	if (!itemdb_exists(nameid)) {
    		ShowError("skill_parse_row_producedb: Invalid item %d.\n", nameid);
    		return false;
    	}
    
    	skill_produce_db[id].nameid = nameid;
    	skill_produce_db[id].itemlv = atoi(split[2]);
    	skill_produce_db[id].req_skill = atoi(split[3]);
    	skill_produce_db[id].req_skill_lv = atoi(split[4]);
    
    	for (x = 5, y = 0; x+1 < columns && split[x] && split[x+1] && y < MAX_PRODUCE_RESOURCE; x += 2, y++) {
    		skill_produce_db[id].mat_id[y] = atoi(split[x]);
    		skill_produce_db[id].mat_amount[y] = atoi(split[x+1]);
    	}
    
    	if (!found)
    		skill_produce_count++;
    
    	return true;
    }
    
    /** Reads create arrow db
     * Sturcture: SourceID,MakeID1,MakeAmount1,...,MakeID5,MakeAmount5
     */
    static bool skill_parse_row_createarrowdb(char* split[], int columns, int current)
    {
    	unsigned short x, y, i, material_id = atoi(split[0]);
    
    	if (!(itemdb_exists(material_id))) {
    		ShowError("skill_parse_row_createarrowdb: Invalid item %d.\n", material_id);
    		return false;
    	}
    
    	//search if we override something, (if not i=last idx)
    	ARR_FIND(0, skill_arrow_count, i, skill_arrow_db[i].nameid == material_id);
    	if (i >= ARRAYLENGTH(skill_arrow_db)) {
    		ShowError("skill_parse_row_createarrowdb: Maximum db entries reached.\n");
    		return false;
    	}
    
    	// Import just for clearing/disabling from original data
    	if (atoi(split[1]) == 0) {
    		memset(&skill_arrow_db[i], 0, sizeof(skill_arrow_db[i]));
    		//ShowInfo("skill_parse_row_createarrowdb: Arrow creation with Material ID %d removed from list.\n", material_id);
    		return true;
    	}
    
    	skill_arrow_db[i].nameid = material_id;
    	for (x = 1, y = 0; x+1 < columns && split[x] && split[x+1] && y < MAX_ARROW_RESULT; x += 2, y++) {
    		skill_arrow_db[i].cre_id[y] = atoi(split[x]);
    		skill_arrow_db[i].cre_amount[y] = atoi(split[x+1]);
    	}
    	if (i == skill_arrow_count)
    		skill_arrow_count++;
    
    	return true;
    }
    
    /** Reads Spell book db
     * Structure: SkillID,PreservePoints,RequiredBook
     */
    static bool skill_parse_row_spellbookdb(char* split[], int columns, int current)
    {
    	unsigned short skill_id = atoi(split[0]), points = atoi(split[1]), nameid = atoi(split[2]);
    
    	if (!skill_get_index(skill_id) || !skill_get_max(skill_id))
    		ShowError("skill_parse_row_spellbookdb: Invalid skill ID %d\n", skill_id);
    	if (!skill_get_inf(skill_id))
    		ShowError("skill_parse_row_spellbookdb: Passive skills cannot be memorized (%d/%s)\n", skill_id, skill_get_name(skill_id));
    	else {
    		unsigned short i;
    
    		ARR_FIND(0, skill_spellbook_count, i, skill_spellbook_db[i].skill_id == skill_id);
    		if (i >= ARRAYLENGTH(skill_spellbook_db)) {
    			ShowError("skill_parse_row_spellbookdb: Maximum db entries reached.\n");
    			return false;
    		}
    		// Import just for clearing/disabling from original data
    		if (points == 0) {
    			memset(&skill_spellbook_db[i], 0, sizeof(skill_spellbook_db[i]));
    			//ShowInfo("skill_parse_row_spellbookdb: Skill %d removed from list.\n", skill_id);
    			return true;
    		}
    
    		skill_spellbook_db[i].skill_id = skill_id;
    		skill_spellbook_db[i].point = points;
    		skill_spellbook_db[i].nameid = nameid;
    
    		if (i == skill_spellbook_count)
    			skill_spellbook_count++;
    		return true;
    	}
    
    	return false;
    }
    
    /** Reads improvise db
     * Structure: SkillID,Rate
     */
    static bool skill_parse_row_improvisedb(char* split[], int columns, int current)
    {
    	unsigned short skill_id = atoi(split[0]), per = atoi(split[1]), i;
    
    	if( !skill_get_index(skill_id) || !skill_get_max(skill_id) ) {
    		ShowError("skill_parse_row_improvisedb: Invalid skill ID %d\n", skill_id);
    		return false;
    	}
    	if ( !skill_get_inf(skill_id) ) {
    		ShowError("skill_parse_row_improvisedb: Passive skills cannot be casted (%d/%s)\n", skill_id, skill_get_name(skill_id));
    		return false;
    	}
    	ARR_FIND(0, skill_improvise_count, i, skill_improvise_db[i].skill_id == skill_id);
    	if (i >= ARRAYLENGTH(skill_improvise_db)) {
    		ShowError("skill_parse_row_improvisedb: Maximum amount of entries reached (%d), increase MAX_SKILL_IMPROVISE_DB\n",MAX_SKILL_IMPROVISE_DB);
    		return false;
    	}
    	// Import just for clearing/disabling from original data
    	if (per == 0) {
    		memset(&skill_improvise_db[i], 0, sizeof(skill_improvise_db[i]));
    		//ShowInfo("skill_parse_row_improvisedb: Skill %d removed from list.\n", skill_id);
    		return true;
    	}
    
    	skill_improvise_db[i].skill_id = skill_id;
    	skill_improvise_db[i].per = per; // Still need confirm it.
    
    	if (i == skill_improvise_count)
    		skill_improvise_count++;
    
    	return true;
    }
    
    /** Reads Magic mushroom db
     * Structure: SkillID
     */
    static bool skill_parse_row_magicmushroomdb(char* split[], int column, int current)
    {
    	unsigned short i, skill_id = atoi(split[0]);
    	bool rem = (atoi(split[1]) == 1 ? true : false);
    
    	if (!skill_get_index(skill_id) || !skill_get_max(skill_id)) {
    		ShowError("skill_parse_row_magicmushroomdb: Invalid skill ID %d\n", skill_id);
    		return false;
    	}
    	if (!skill_get_inf(skill_id)) {
    		ShowError("skill_parse_row_magicmushroomdb: Passive skills cannot be casted (%d/%s)\n", skill_id, skill_get_name(skill_id));
    		return false;
    	}
    	ARR_FIND(0, skill_magicmushroom_count, i, skill_magicmushroom_db[i].skill_id==skill_id);
    	if (i >= ARRAYLENGTH(skill_magicmushroom_db)) {
    		ShowError("skill_parse_row_magicmushroomdb: Maximum db entries reached.\n");
    		return false;
    	}
    	// Import just for clearing/disabling from original data
    	if (rem) {
    		memset(&skill_magicmushroom_db[i], 0, sizeof(skill_magicmushroom_db[i]));
    		//ShowInfo("skill_parse_row_magicmushroomdb: Skill %d removed from list.\n", skill_id);
    		return true;
    	}
    
    	skill_magicmushroom_db[i].skill_id = skill_id;	
    	if (i == skill_magicmushroom_count)
    		skill_magicmushroom_count++;
    
    	return true;
    }
    
    /** Reads db of copyable skill
     * Structure: SkillName,Option{,JobAllowed{,RequirementRemoved}}
     *	SkillID,Option{,JobAllowed{,RequirementRemoved}}
     */
    static bool skill_parse_row_copyabledb(char* split[], int column, int current)
    {
    	int16 id = 0;
    	uint8 option = 0;
    
    	trim(split[0]);
    	if (ISDIGIT(split[0][0]))
    		id = atoi(split[0]);
    	else
    		id = skill_name2id(split[0]);
    
    	id = skill_db_isset(id, __FUNCTION__);
    
    	if ((option = atoi(split[1])) > 3) {
    		ShowError("skill_parse_row_copyabledb: Invalid option '%s'\n",split[1]);
    		return false;
    	}
    	// Import just for clearing/disabling from original data
    	if (option == 0) {
    		memset(&skill_db[id]->copyable, 0, sizeof(skill_db[id]->copyable));
    		//ShowInfo("skill_parse_row_copyabledb: Skill %s removed from list.\n", split[0]);
    		return true;
    	}
    
    	skill_db[id]->copyable.option = option;
    	skill_db[id]->copyable.joballowed = 63;
    	if (atoi(split[2]))
    		skill_db[id]->copyable.joballowed = cap_value(atoi(split[2]),1,63);
    	skill_db[id]->copyable.req_opt = cap_value(atoi(split[3]),0,(0x2000)-1);
    	return true;
    }
    
    /** Reads additional range for distance checking from NPC [Cydh]
     * Structure: SkillName,AdditionalRange{,NPC Type}
     *	SkillID,AdditionalRange{,NPC Type}
     */
    static bool skill_parse_row_nonearnpcrangedb(char* split[], int column, int current)
    {
    	uint16 id = 0;
    
    	trim(split[0]);
    	if (ISDIGIT(split[0][0]))
    		id = atoi(split[0]);
    	else
    		id = skill_name2id(split[0]);
    
    	id = skill_db_isset(id, __FUNCTION__);
    
    	skill_db[id]->unit_nonearnpc_range = max(atoi(split[1]),0);
    	skill_db[id]->unit_nonearnpc_type = (atoi(split[2])) ? cap_value(atoi(split[2]),1,15) : 15;
    	return true;
    }
    
    /** Reads skill chance by Abracadabra/Hocus Pocus spell
     * Structure: SkillID,DummyName,RatePerLvl
     */
    static bool skill_parse_row_abradb(char* split[], int columns, int current)
    {
    	unsigned short i, skill_id = atoi(split[0]);
    	if (!skill_get_index(skill_id) || !skill_get_max(skill_id)) {
    		ShowError("skill_parse_row_abradb: Invalid skill ID %d\n", skill_id);
    		return false;
    	}
    	if (!skill_get_inf(skill_id)) {
    		ShowError("skill_parse_row_abradb: Passive skills cannot be casted (%d/%s)\n", skill_id, skill_get_name(skill_id));
    		return false;
    	}
    
    	ARR_FIND(0, skill_abra_count, i, skill_abra_db[i].skill_id==skill_id);
    	if (i >= ARRAYLENGTH(skill_abra_db)) {
    		ShowError("skill_parse_row_abradb: Maximum db entries reached.\n");
    		return false;
    	}
    	// Import just for clearing/disabling from original data
    	if (strcmp(split[1],"clear") == 0) {
    		memset(&skill_abra_db[i], 0, sizeof(skill_abra_db[i]));
    		//ShowInfo("skill_parse_row_abradb: Skill %d removed from list.\n", skill_id);
    		return true;
    	}
    
    	skill_abra_db[i].skill_id = skill_id;
    	safestrncpy(skill_abra_db[i].name, trim(split[1]), sizeof(skill_abra_db[i].name)); //store dummyname
    	skill_split_atoi(split[2],skill_abra_db[i].per);
    	if (i == skill_abra_count)
    		skill_abra_count++;
    
    	return true;
    }
    
    /** Reads change material db
     * Structure: ProductID,BaseRate,MakeAmount1,MakeAmountRate1...,MakeAmount5,MakeAmountRate5
     */
    static bool skill_parse_row_changematerialdb(char* split[], int columns, int current)
    {
    	uint16 id = atoi(split[0]), nameid = atoi(split[1]);
    	short rate = atoi(split[2]);
    	bool found = false;
    	int x, y;
    
    	if (id >= MAX_SKILL_CHANGEMATERIAL_DB) {
    		ShowError("skill_parse_row_changematerialdb: Maximum amount of entries reached (%d), increase MAX_SKILL_CHANGEMATERIAL_DB\n",MAX_SKILL_CHANGEMATERIAL_DB);
    		return false;
    	}
    
    	// Clear previous data, for importing support
    	if (id < ARRAYLENGTH(skill_changematerial_db) && skill_changematerial_db[id].nameid > 0) {
    		found = true;
    		memset(&skill_changematerial_db[id], 0, sizeof(skill_changematerial_db[id]));
    	}
    
    	// Import just for clearing/disabling from original data
    	// NOTE: If import for disabling, better disable list from produce_db instead of here, or creation just failed with deleting requirements.
    	if (nameid == 0) {
    		memset(&skill_changematerial_db[id], 0, sizeof(skill_changematerial_db[id]));
    		//ShowInfo("skill_parse_row_changematerialdb: Change Material list with ID %d removed from list.\n", id);
    		return true;
    	}
    
    	// Entry must be exists in skill_produce_db and with required skill GN_CHANGEMATERIAL
    	for (x = 0; x < MAX_SKILL_PRODUCE_DB; x++) {
    		if (skill_produce_db[x].nameid == nameid)
    			if( skill_produce_db[x].req_skill == GN_CHANGEMATERIAL )
    				break;
    	}
    
    	if (x >= MAX_SKILL_PRODUCE_DB) {
    		ShowError("skill_parse_row_changematerialdb: Not supported item ID (%d) for Change Material. \n", nameid);
    		return false;
    	}
    
    	skill_changematerial_db[id].nameid = nameid;
    	skill_changematerial_db[id].rate = rate;
    
    	for (x = 3, y = 0; x+1 < columns && split[x] && split[x+1] && y < MAX_SKILL_CHANGEMATERIAL_SET; x += 2, y++) {
    		skill_changematerial_db[id].qty[y] = atoi(split[x]);
    		skill_changematerial_db[id].qty_rate[y] = atoi(split[x+1]);
    	}
    
    	if (!found)
    		skill_changematerial_count++;
    
    	return true;
    }
    
    #ifdef ADJUST_SKILL_DAMAGE
    /**
     * Reads skill damage adjustment
     * @author [Lilith]
     */
    static bool skill_parse_row_skilldamage(char* split[], int columns, int current)
    {
    	uint16 id = 0;
    
    	trim(split[0]);
    	if (ISDIGIT(split[0][0]))
    		id = atoi(split[0]);
    	else
    		id = skill_name2id(split[0]);
    
    	id = skill_db_isset(id, __FUNCTION__);
    
    	memset(&skill_db[id]->damage,0,sizeof(struct s_skill_damage));
    	skill_db[id]->damage.caster |= atoi(split[1]);
    	skill_db[id]->damage.map |= atoi(split[2]);
    	skill_db[id]->damage.pc = cap_value(atoi(split[3]),-100,INT_MAX);
    	if (split[3])
    		skill_db[id]->damage.mob = cap_value(atoi(split[4]),-100,INT_MAX);
    	if (split[4])
    		skill_db[id]->damage.boss = cap_value(atoi(split[5]),-100,INT_MAX);
    	if (split[5])
    		skill_db[id]->damage.other = cap_value(atoi(split[6]),-100,INT_MAX);
    	return true;
    }
    #endif
    
    /**
     * Init dummy skill db also init Skill DB allocation
     * @param skill_id
     * @return Skill Index
     **/
    static uint16 skill_db_create(uint16 skill_id) {
    	if (skill_num >= MAX_SKILL) {
    		ShowError("Cannot add more skill. Limit is reached '%d'. Change 'MAX_SKILL' in mmo.h\n", MAX_SKILL);
    		return 0;
    	}
    	if (!skill_num)
    		CREATE(skill_db, struct s_skill_db *, 1);
    	else
    		RECREATE(skill_db, struct s_skill_db *, skill_num+1);
    
    	CREATE(skill_db[skill_num], struct s_skill_db, 1);
    	if (skill_id > 0) {
    		safestrncpy(skill_db[skill_num]->name, "UNKNOWN_SKILL", sizeof(skill_db[skill_num]->name));
    		safestrncpy(skill_db[skill_num]->desc, "Unknown Skill", sizeof(skill_db[skill_num]->desc));
    	}
    	skill_db[skill_num]->nameid = skill_id;
    	skilldb_id2idx[skill_id] = skill_num;
    	return skill_next_idx();
    }
    
    static void skill_db_destroy(void) {
    	uint16 i;
    	for (i = 0; i < SKILL_MAX_DB(); i++) {
    		if (skill_db[i]) {
    			skill_destroy_requirement(i);
    			aFree(skill_db[i]);
    		}
    		skill_db[i] = NULL;
    	}
    	skill_num = 0;
    	aFree(skill_db);
    	skill_db = NULL;
    }
    
    /*===============================
     * DB reading.
     * skill_db.txt
     * skill_require_db.txt
     * skill_cast_db.txt
     * skill_castnodex_db.txt
     * skill_nocast_db.txt
     * skill_unit_db.txt
     * produce_db.txt
     * create_arrow_db.txt
     * abra_db.txt
     *------------------------------*/
    static void skill_readdb(void)
    {
    	int i;
    	const char* dbsubpath[] = {
    		"",
    		"/"DBIMPORT,
    		//add other path here
    	};
    	
    	db_clear(skilldb_name2id);
    	for(i = 0; i < (UINT16_MAX+1); i++)
    		skilldb_id2idx[i] = 0;
    
    	skill_db_destroy();
    	skill_db_create(0);
    
    	memset(skill_produce_db,0,sizeof(skill_produce_db));
    	memset(skill_arrow_db,0,sizeof(skill_arrow_db));
    	memset(skill_abra_db,0,sizeof(skill_abra_db));
    	memset(skill_spellbook_db,0,sizeof(skill_spellbook_db));
    	memset(skill_magicmushroom_db,0,sizeof(skill_magicmushroom_db));
    	memset(skill_changematerial_db,0,sizeof(skill_changematerial_db));
    	skill_produce_count = skill_arrow_count = skill_abra_count = skill_improvise_count =
    		skill_changematerial_count = skill_spellbook_count = skill_magicmushroom_count = 0;
    
    	for(i=0; i<ARRAYLENGTH(dbsubpath); i++){
    		int n1 = strlen(db_path)+strlen(dbsubpath[i])+1;
    		int n2 = strlen(db_path)+strlen(DBPATH)+strlen(dbsubpath[i])+1;
    		char* dbsubpath1 = (char*)aMalloc(n1+1);
    		char* dbsubpath2 = (char*)aMalloc(n2+1);
    
    		if (i == 0) {
    			safesnprintf(dbsubpath1,n1,"%s%s",db_path,dbsubpath[i]);
    			safesnprintf(dbsubpath2,n2,"%s/%s%s",db_path,DBPATH,dbsubpath[i]);
    		} else {
    			safesnprintf(dbsubpath1,n1,"%s%s",db_path,dbsubpath[i]);
    			safesnprintf(dbsubpath2,n1,"%s%s",db_path,dbsubpath[i]);
    		}
    		
    		sv_readdb(dbsubpath2, "skill_db.txt"          , ',',  18, 18, -1, skill_parse_row_skilldb, i);
    		sv_readdb(dbsubpath2, "skill_require_db.txt"  , ',',  34, 34, -1, skill_parse_row_requiredb, i);
    		sv_readdb(dbsubpath2, "skill_cast_db.txt"     , ',',   7,  8, -1, skill_parse_row_castdb, i);
    		sv_readdb(dbsubpath2, "skill_castnodex_db.txt", ',',   2,  3, -1, skill_parse_row_castnodexdb, i);
    		sv_readdb(dbsubpath2, "skill_unit_db.txt"     , ',',   8,  8, -1, skill_parse_row_unitdb, i);
    		sv_readdb(dbsubpath2, "skill_nocast_db.txt"   , ',',   2,  2, -1, skill_parse_row_nocastdb, i);
    
    		sv_readdb(dbsubpath2, "produce_db.txt"        , ',',   5,  5+2*MAX_PRODUCE_RESOURCE, MAX_SKILL_PRODUCE_DB, skill_parse_row_producedb, i);
    		sv_readdb(dbsubpath1, "create_arrow_db.txt"   , ',', 1+2,  1+2*MAX_ARROW_RESULT, MAX_SKILL_ARROW_DB, skill_parse_row_createarrowdb, i);
    		sv_readdb(dbsubpath1, "abra_db.txt"           , ',',   3,  3, MAX_SKILL_ABRA_DB, skill_parse_row_abradb, i);
    		sv_readdb(dbsubpath1, "spellbook_db.txt"      , ',',   3,  3, MAX_SKILL_SPELLBOOK_DB, skill_parse_row_spellbookdb, i);
    		sv_readdb(dbsubpath1, "magicmushroom_db.txt"  , ',',   1,  2, MAX_SKILL_MAGICMUSHROOM_DB, skill_parse_row_magicmushroomdb, i);
    		sv_readdb(dbsubpath1, "skill_copyable_db.txt"       , ',',   2,  4, -1, skill_parse_row_copyabledb, i);
    		sv_readdb(dbsubpath1, "skill_block_db.txt"          , ',',   2,  2, -1, skill_parse_row_blockdb, i);
    		sv_readdb(dbsubpath1, "skill_improvise_db.txt"      , ',',   2,  2, MAX_SKILL_IMPROVISE_DB, skill_parse_row_improvisedb, i);
    		sv_readdb(dbsubpath1, "skill_changematerial_db.txt" , ',',   5,  5+2*MAX_SKILL_CHANGEMATERIAL_SET, MAX_SKILL_CHANGEMATERIAL_DB, skill_parse_row_changematerialdb, i);
    		sv_readdb(dbsubpath1, "skill_nonearnpc_db.txt"      , ',',   2,  3, -1, skill_parse_row_nonearnpcrangedb, i);
    #ifdef ADJUST_SKILL_DAMAGE
    		sv_readdb(dbsubpath1, "skill_damage_db.txt"         , ',',   4,  7, -1, skill_parse_row_skilldamage, i);
    #endif
    		aFree(dbsubpath1);
    		aFree(dbsubpath2);
    	}
    	
    	skill_init_unit_layout();
    	skill_init_nounit_layout();
    }
    
    void skill_reload (void) {
    	struct s_mapiterator *iter;
    	struct map_session_data *sd;
    
    	skill_readdb();
    	initChangeTables(); // Re-init Status Change tables
    
    	/* lets update all players skill tree : so that if any skill modes were changed they're properly updated */
    	iter = mapit_getallusers();
    	for( sd = (TBL_PC*)mapit_first(iter); mapit_exists(iter); sd = (TBL_PC*)mapit_next(iter) ) {
    		pc_validate_skill(sd);
    		clif_skillinfoblock(sd);
    	}
    	mapit_free(iter);
    }
    
    /*==========================================
     *
     *------------------------------------------*/
    void do_init_skill(void)
    {
    	skilldb_name2id = strdb_alloc(DB_OPT_DUP_KEY|DB_OPT_RELEASE_DATA, 0);
    
    	skill_readdb();
    
    	skillunit_group_db = idb_alloc(DB_OPT_BASE);
    	skillunit_db = idb_alloc(DB_OPT_BASE);
    	bowling_db = idb_alloc(DB_OPT_BASE);
    	skill_unit_ers = ers_new(sizeof(struct skill_unit_group),"skill.c::skill_unit_ers",ERS_CACHE_OPTIONS);
    	skill_timer_ers  = ers_new(sizeof(struct skill_timerskill),"skill.c::skill_timer_ers",ERS_CACHE_OPTIONS);
    
    	ers_chunk_size(skill_unit_ers, 150);
    	ers_chunk_size(skill_timer_ers, 150);
    
    	add_timer_func_list(skill_unit_timer,"skill_unit_timer");
    	add_timer_func_list(skill_castend_id,"skill_castend_id");
    	add_timer_func_list(skill_castend_pos,"skill_castend_pos");
    	add_timer_func_list(skill_timerskill,"skill_timerskill");
    	add_timer_func_list(skill_blockpc_end, "skill_blockpc_end");
    
    	add_timer_interval(gettick()+SKILLUNITTIMER_INTERVAL,skill_unit_timer,0,0,SKILLUNITTIMER_INTERVAL);
    }
    
    void do_final_skill(void)
    {
    	db_destroy(skilldb_name2id);
    	db_destroy(skillunit_group_db);
    	db_destroy(skillunit_db);
    	db_destroy(bowling_db);
    	skill_db_destroy();
    	ers_destroy(skill_unit_ers);
    	ers_destroy(skill_timer_ers);
    }

     

  3. Hello everyone, It seems like the magic reflect does not only reflect damage but also cast the spell . (different from pre-re , so we also tried to switch off renewal_cast but it didn't matter)

    We tried a lot of stuff around skill.c & renewal.h but it seems like it doesn't work ...

    maybe it's something around this in skill.c :

    // Checks if 'bl' should reflect back a spell cast by 'src'.
    // type is the type of magic attack: 0: indirect (aoe), 1: direct (targetted)
    // In case of success returns type of reflection, otherwise 0
    //		1 - Regular reflection (Maya)
    //		2 - SL_KAITE reflection
    static int skill_magic_reflect(struct block_list* src, struct block_list* bl, int type)
    {
    	struct status_change *sc = status_get_sc(bl);
    	struct map_session_data* sd = BL_CAST(BL_PC, bl);
    
    	if (!sc || !sc->data[SC_KYOMU]) { // Kyomu doesn't reflect
    		// Item-based reflection - Bypasses Boss check
    		if (sd && sd->bonus.magic_damage_return && type && rnd()%100 < sd->bonus.magic_damage_return)
    			return 1;
    	}
    
    	// Magic Mirror reflection - Bypasses Boss check
    	if (sc && sc->data[SC_MAGICMIRROR] && rnd()%100 < sc->data[SC_MAGICMIRROR]->val2)
    		return 1;
    
    	if( status_get_class_(src) == CLASS_BOSS )
    		return 1;
    
    	// status-based reflection
    	if( !sc || sc->count == 0 )
    		return 1;
    
    	// Kaite reflection - Does not bypass Boss check
    	if( sc->data[SC_KAITE] && (src->type == BL_PC || status_get_lv(src) <= 80) ) {
    		// Kaite only works against non-players if they are low-level.
    		// Kyomu doesn't disable Kaite, but the "skill fail chance" part of Kyomu applies to it.
    		clif_specialeffect(bl, 438, AREA);
    		if( --sc->data[SC_KAITE]->val2 <= 0 )
    			status_change_end(bl, SC_KAITE, INVALID_TIMER);
    		return 1;
    	}
    
    	return 0;
    }

     

    If anyone can help, feel free to coment !

    we still trying btw ..

    Regards

  4. Hi guys, a friend of me is trying to change party size by changing :

    in src/common/mmo.h
    #define MAX_PARTY 12 

     and here is the crash log :

    [Error]: intif: party info : data size error (char_id=0 party_id=3 packet_len=840 expected_len=2040)

    The serveur doesn't crash but somehow we can't go higher than 12 members. 
     

    Regards.

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