// $Id: skill.c,v 1.8 2004/09/25 05:32:19 MouseJstr Exp $
/* スキル関係 */

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

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

#include "skill.h"
#include "map.h"
#include "clif.h"
#include "pc.h"
#include "pet.h"
#include "mob.h"
#include "battle.h"
#include "party.h"
#include "itemdb.h"
#include "script.h"
#include "intif.h"
#include "log.h"

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

#define SKILLUNITTIMER_INVERVAL	100

#define STATE_BLIND 0x10

/* スキル番号＝＞ステータス異常番号変換テーブル */
int SkillStatusChangeTable[]={	/* skill.hのenumのSC_***とあわせること */
/* 0- */
	-1,-1,-1,-1,-1,-1,
	SC_PROVOKE,			/* プロボック */
	-1, 1,-1,
/* 10- */
	SC_SIGHT,			/* サイト */
	-1,-1,-1,-1,
	SC_FREEZE,			/* フロストダイバー */
	SC_STONE,			/* ストーンカース */
	-1,-1,-1,
/* 20- */
	-1,-1,-1,-1,
	SC_RUWACH,			/* ルアフ */
	-1,-1,-1,-1,
	SC_INCREASEAGI,		/* 速度増加 */
/* 30- */
	SC_DECREASEAGI,		/* 速度減少 */
	-1,
	SC_SIGNUMCRUCIS,	/* シグナムクルシス */
	SC_ANGELUS,			/* エンジェラス */
	SC_BLESSING,		/* ブレッシング */
	-1,-1,-1,-1,-1,
/* 40- */
	-1,-1,-1,-1,-1,
	SC_CONCENTRATE,		/* 集中力向上 */
	-1,-1,-1,-1,
/* 50- */
	-1,
	SC_HIDING,			/* ハイディング */
	-1,-1,-1,-1,-1,-1,-1,-1,
/* 60- */
	SC_TWOHANDQUICKEN,	/* 2HQ */
	SC_AUTOCOUNTER,
	-1,-1,-1,-1,
	SC_IMPOSITIO,		/* インポシティオマヌス */
	SC_SUFFRAGIUM,		/* サフラギウム */
	SC_ASPERSIO,		/* アスペルシオ */
	SC_BENEDICTIO,		/* 聖体降福 */
/* 70- */
	-1,
	SC_SLOWPOISON,
	-1,
	SC_KYRIE,			/* キリエエレイソン */
	SC_MAGNIFICAT,		/* マグニフィカート */
	SC_GLORIA,			/* グロリア */
	SC_DIVINA,			/* レックスディビーナ */
	-1,
	SC_AETERNA,			/* レックスエーテルナ */
	-1,
/* 80- */
	-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,
/* 90- */
	-1,-1,
	SC_QUAGMIRE,		/* クァグマイア */
	-1,-1,-1,-1,-1,-1,-1,
/* 100- */
	-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,
/* 110- */
	-1,
	SC_ADRENALINE,		/* アドレナリンラッシュ */
	SC_WEAPONPERFECTION,/* ウェポンパーフェクション */
	SC_OVERTHRUST,		/* オーバートラスト */
	SC_MAXIMIZEPOWER,	/* マキシマイズパワー */
	-1,-1,-1,-1,-1,
/* 120- */
	-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,
/* 130- */
	-1,-1,-1,-1,-1,
	SC_CLOAKING,		/* クローキング */
	SC_STAN,			/* ソニックブロー */
	-1,
	SC_ENCPOISON,		/* エンチャントポイズン */
	SC_POISONREACT,		/* ポイズンリアクト */
/* 140- */
	SC_POISON,			/* ベノムダスト */
	SC_SPLASHER,		/* ベナムスプラッシャー */
	-1,
	SC_TRICKDEAD,		/* 死んだふり */
	-1,-1,-1,-1,-1,-1,
/* 150- */
	-1,-1,-1,-1,-1,
	SC_LOUD,			/* ラウドボイス */
	-1,
	SC_ENERGYCOAT,		/* エナジーコート */
	-1,-1,
/* 160- */
	-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,
	-1,-1,-1,
	SC_SELFDESTRUCTION,
	-1,-1,-1,-1,-1,-1,
	-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,
	-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,
	-1,
	SC_KEEPING,
	-1,-1,
	SC_BARRIER,
	-1,-1,
	SC_HALLUCINATION,
	-1,-1,
/* 210- */
	-1,-1,-1,-1,-1,
	SC_STRIPWEAPON,
	SC_STRIPSHIELD,
	SC_STRIPARMOR,
	SC_STRIPHELM,
	-1,
/* 220- */
	-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,
/* 230- */
	-1,-1,-1,-1,
	SC_CP_WEAPON,
	SC_CP_SHIELD,
	SC_CP_ARMOR,
	SC_CP_HELM,
	-1,-1,
/* 240- */
	-1,-1,-1,-1,-1,-1,-1,-1,-1,
	SC_AUTOGUARD,
/* 250- */
	-1,-1,
	SC_REFLECTSHIELD,
	-1,-1,
	SC_DEVOTION,
	SC_PROVIDENCE,
	SC_DEFENDER,
	SC_SPEARSQUICKEN,
	-1,
/* 260- */
	-1,-1,-1,-1,-1,-1,-1,-1,
	SC_STEELBODY,
	SC_BLADESTOP_WAIT,
/* 270- */
	SC_EXPLOSIONSPIRITS,
	SC_EXTREMITYFIST,
	-1,-1,-1,-1,
	SC_MAGICROD,
	-1,-1,-1,
/* 280- */
	SC_FLAMELAUNCHER,
	SC_FROSTWEAPON,
	SC_LIGHTNINGLOADER,
	SC_SEISMICWEAPON,
	-1,
	SC_VOLCANO,
	SC_DELUGE,
	SC_VIOLENTGALE,
	SC_LANDPROTECTOR,
	-1,
/* 290- */
	-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,
/* 300- */
	-1,-1,-1,-1,-1,-1,
	SC_LULLABY,
	SC_RICHMANKIM,
	SC_ETERNALCHAOS,
	SC_DRUMBATTLE,
/* 310- */
	SC_NIBELUNGEN,
	SC_ROKISWEIL,
	SC_INTOABYSS,
	SC_SIEGFRIED,
	-1,-1,-1,
	SC_DISSONANCE,
	-1,
	SC_WHISTLE,
/* 320- */
	SC_ASSNCROS,
	SC_POEMBRAGI,
	SC_APPLEIDUN,
	-1,-1,
	SC_UGLYDANCE,
	-1,
	SC_HUMMING,
	SC_DONTFORGETME,
	SC_FORTUNE,
/* 330- */
	SC_SERVICE4U,
	SC_SELFDESTRUCTION,
	-1,-1,-1,-1,-1,-1,-1,-1,
/* 340- */
	-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,
/* 350- */
	-1,-1,-1,-1,-1,
	SC_AURABLADE,
	SC_PARRYING,
	SC_CONCENTRATION,
	SC_TENSIONRELAX,
	SC_BERSERK,
/* 360- */
	SC_BERSERK,
	SC_ASSUMPTIO,
	SC_BASILICA,
	-1,-1,-1,
	SC_MAGICPOWER,
	-1,-1,
	SC_GOSPEL,
/* 370- */
	-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,
/* 380- */
	SC_TRUESIGHT,
	-1,-1,
	SC_WINDWALK,
	SC_MELTDOWN,
	-1,-1,
	SC_CARTBOOST,
	-1,
	SC_CHASEWALK,
/* 390- */
	SC_REJECTSWORD,
	-1,-1,-1,-1,-1,
	SC_MARIONETTE,
	-1,
	SC_HEADCRUSH,
	SC_JOINTBEAT,
/* 400 */
	-1,-1,
	SC_MINDBREAKER,
	SC_MEMORIZE,
	SC_FOGWALL,
	SC_SPIDERWEB,
	-1,-1,-1,-1,
/* 410- */
	-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,
};

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

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

static int rdamage;

/* スキルデータベース */
struct skill_db skill_db[MAX_SKILL_DB];

/* アイテム作成データベース */
struct skill_produce_db skill_produce_db[MAX_SKILL_PRODUCE_DB];

/* 矢作成スキルデータベース */
struct skill_arrow_db skill_arrow_db[MAX_SKILL_ARROW_DB];

/* アブラカダブラ発動スキルデータベース */
struct skill_abra_db skill_abra_db[MAX_SKILL_ABRA_DB];

int	skill_get_hit( int id ){ return skill_db[id].hit; }
int	skill_get_inf( int id ){ return skill_db[id].inf; }
int	skill_get_pl( int id ){ return skill_db[id].pl; }
int	skill_get_nk( int id ){ return skill_db[id].nk; }
int	skill_get_max( int id ){ return skill_db[id].max; }
int skill_get_range( int id , int lv ){ return (lv <= 0) ? 0:skill_db[id].range[lv-1]; }
int	skill_get_hp( int id ,int lv ){ return (lv <= 0) ? 0:skill_db[id].hp[lv-1]; }
int	skill_get_sp( int id ,int lv ){ return (lv <= 0) ? 0:skill_db[id].sp[lv-1]; }
int	skill_get_zeny( int id ,int lv ){ return (lv <= 0) ? 0:skill_db[id].zeny[lv-1]; }
int	skill_get_num( int id ,int lv ){ return (lv <= 0) ? 0:skill_db[id].num[lv-1]; }
int	skill_get_cast( int id ,int lv ){ return (lv <= 0) ? 0:skill_db[id].cast[lv-1]; }
int	skill_get_delay( int id ,int lv ){ return (lv <= 0) ? 0:skill_db[id].delay[lv-1]; }
int	skill_get_time( int id ,int lv ){ return (lv <= 0) ? 0:skill_db[id].upkeep_time[lv-1]; }
int	skill_get_time2( int id ,int lv ){ return (lv <= 0) ? 0:skill_db[id].upkeep_time2[lv-1]; }
int	skill_get_castdef( int id ){ return skill_db[id].cast_def_rate; }
int	skill_get_weapontype( int id ){ return skill_db[id].weapon; }
int	skill_get_inf2( int id ){ return skill_db[id].inf2; }
int	skill_get_maxcount( int id ){ return skill_db[id].maxcount; }
int	skill_get_blewcount( int id ,int lv ){ return (lv <= 0) ? 0:skill_db[id].blewcount[lv-1]; }
int	skill_get_mhp( int id ,int lv ){ return (lv <= 0) ? 0:skill_db[id].mhp[lv-1]; }
int	skill_get_castnodex( int id ,int lv ){ return (lv <= 0) ? 0:skill_db[id].castnodex[lv-1]; }

/* プロトタイプ */
struct skill_unit_group *skill_unitsetting( struct block_list *src, int skillid,int skilllv,int x,int y,int flag);
int skill_check_condition( struct map_session_data *sd,int type);
int skill_castend_damage_id( struct block_list* src, struct block_list *bl,int skillid,int skilllv,unsigned int tick,int flag );
int skill_frostjoke_scream(struct block_list *bl,va_list ap);
int skill_status_change_timer_sub(struct block_list *bl, va_list ap );
int skill_attack_area(struct block_list *bl,va_list ap);
int skill_abra_dataset(int skilllv);
int skill_clear_element_field(struct block_list *bl);
int skill_landprotector(struct block_list *bl, va_list ap );
int skill_trap_splash(struct block_list *bl, va_list ap );
int skill_count_target(struct block_list *bl, va_list ap );

// [MouseJstr] - skill ok to cast? and when?
int skillnotok(int skillid, struct map_session_data *sd) {
     if (sd == 0)
           return 0;
     if (pc_isGM(sd) >= 20)
           return 0;  // gm's can do anything damn thing they want
     switch (skillid) {
       case AL_WARP:
       case AL_TELEPORT:
       case MC_VENDING:
       case MC_IDENTIFY:
             return 0; // always allowed
       default:
           return(map[sd->bl.m].flag.noskill);
     }
}


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

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

/* スキルユニットIDを返す（これもデータベースに入れたいな） */
int skill_get_unit_id(int id,int flag)
{

	switch(id){
	case MG_SAFETYWALL:		return 0x7e;				/* セイフティウォール */
	case MG_FIREWALL:		return 0x7f;				/* ファイアーウォール */
	case AL_WARP:			return (flag==0)?0x81:0x80;	/* ワープポータル */
	case PR_BENEDICTIO:		return 0x82;				/* 聖体降福 */
	case PR_SANCTUARY:		return 0x83;				/* サンクチュアリ */
	case PR_MAGNUS:			return 0x84;				/* マグヌスエクソシズム */
	case AL_PNEUMA:			return 0x85;				/* ニューマ */
	case MG_THUNDERSTORM:	return 0x86;		/* サンダーストーム */
	case WZ_HEAVENDRIVE:	return 0x86;		/* ヘヴンズドライブ */
	case WZ_SIGHTRASHER:	return 0x86;				/* サイトラッシャー */
	case WZ_METEOR:			return 0x86;				/* メテオストーム */
	case WZ_VERMILION:		return 0x86;				/* ロードオブヴァーミリオン */
	case WZ_FROSTNOVA:		return 0x86;			/* フロストノヴァ */
	case WZ_STORMGUST:		return 0x86;				/* ストームガスト(とりあえずLoVと同じで処理) */
	case CR_GRANDCROSS:		return 0x86;				/* グランドクロス */
	case WZ_FIREPILLAR:		return (flag==0)?0x87:0x88;	/* ファイアーピラー */
	case HT_TALKIEBOX:		return 0x99;	/* トーキーボックス */
	case WZ_ICEWALL:		return 0x8d;				/* アイスウォール */
	case WZ_QUAGMIRE:		return 0x8e;				/* クァグマイア */
	case HT_BLASTMINE:		return 0x8f;				/* ブラストマイン */
	case HT_SKIDTRAP:		return 0x90;				/* スキッドトラップ */
	case HT_ANKLESNARE:		return 0x91;				/* アンクルスネア */
	case AS_VENOMDUST:		return 0x92;				/* ベノムダスト */
	case HT_LANDMINE:		return 0x93;				/* ランドマイン */
	case HT_SHOCKWAVE:		return 0x94;				/* ショックウェーブトラップ */
	case HT_SANDMAN:		return 0x95;				/* サンドマン */
	case HT_FLASHER:		return 0x96;				/* フラッシャー */
	case HT_FREEZINGTRAP:	return 0x97;				/* フリージングトラップ */
	case HT_CLAYMORETRAP:	return 0x98;				/* クレイモアートラップ */
	case SA_VOLCANO:		return 0x9a;					/* ボルケーノ */
	case SA_DELUGE:			return 0x9b;				/* デリュージ */
	case SA_VIOLENTGALE:	return 0x9c;					/* バイオレントゲイル */
	case SA_LANDPROTECTOR:	return 0x9d;					/* ランドプロテクター */
	case BD_LULLABY:		return 0x9e;				/* 子守歌 */
	case BD_RICHMANKIM:		return 0x9f;				/* ニヨルドの宴 */
	case BD_ETERNALCHAOS:	return 0xa0;				/* 永遠の混沌 */
	case BD_DRUMBATTLEFIELD:return 0xa1;					/* 戦太鼓の響き */
	case BD_RINGNIBELUNGEN:	return 0xa2;				/* ニーベルングの指輪 */
	case BD_ROKISWEIL:		return 0xa3;				/* ロキの叫び */
	case BD_INTOABYSS:		return 0xa4;				/* 深淵の中に */
	case BD_SIEGFRIED:		return 0xa5;				/* 不死身のジークフリード */
	case BA_DISSONANCE:		return 0xa6;				/* 不協和音 */
	case BA_WHISTLE:		return 0xa7;				/* 口笛 */
	case BA_ASSASSINCROSS:	return 0xa8;				/* 夕陽のアサシンクロス */
	case BA_POEMBRAGI:		return 0xa9;				/* ブラギの詩 */
	case BA_APPLEIDUN:		return 0xaa;				/* イドゥンの林檎 */
	case DC_UGLYDANCE:		return 0xab;				/* 自分勝手なダンス */
	case DC_HUMMING:		return 0xac;				/* ハミング */
	case DC_DONTFORGETME:	return 0xad;				/* 私を忘れないで… */
	case DC_FORTUNEKISS:	return 0xae;				/* 幸運のキス */
	case DC_SERVICEFORYOU:	return 0xaf;				/* サービスフォーユー */
	case RG_GRAFFITI:		return 0xb0;				/* グラフィティ */
	case AM_DEMONSTRATION:	return 0xb1;				/* デモンストレーション */
	case WE_CALLPARTNER:	return 0xb2;				/* あなたに逢いたい */
	case PA_GOSPEL:			return 0xb3;				/* ゴスペル */
	case HP_BASILICA:		return 0xb4;				/* バジリカ */
	case PF_FOGWALL:		return 0xb6;				/* フォグウォール */
	case PF_SPIDERWEB:		return 0xb7;				/* スパイダーウェッブ */
	}
	return 0;
	/*
	0x89,0x8a,0x8b 表示無し
	0x9a 炎属性の詠唱みたいなエフェクト
	0x9b 水属性の詠唱みたいなエフェクト
	0x9c 風属性の詠唱みたいなエフェクト
	0x9d 白い小さなエフェクト
	0xb1 Alchemist Demonstration
	0xb2 = Pink Warp Portal
	0xb3 = Gospel For Paladin
	0xb4 = Basilica
	0xb5 = Empty
	0xb6 = Fog Wall for Professor
	0xb7 = Spider Web for Professor
	0xb8 = Empty
	0xb9 =
	*/
}

/*==========================================
 * スキル追加効果
 *------------------------------------------
 */
int skill_additional_effect( struct block_list* src, struct block_list *bl,int skillid,int skilllv,int attack_type,unsigned int tick)
{
	/* MOB追加効果スキル用 */
	const int sc[]={
		SC_POISON, SC_BLIND, SC_SILENCE, SC_STAN,
		SC_STONE, SC_CURSE, SC_SLEEP
	};
	const int sc2[]={
		MG_STONECURSE,MG_FROSTDIVER,NPC_STUNATTACK,
		NPC_SLEEPATTACK,TF_POISON,NPC_CURSEATTACK,
		NPC_SILENCEATTACK,0,NPC_BLINDATTACK
	};

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

	int skill,skill2;
	int rate,luk;

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

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

	if(skilllv <= 0) return 0;

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

	//対象の耐性
	luk = battle_get_luk(bl);
	sc_def_mdef=100 - (3 + battle_get_mdef(bl) + luk/3);
	sc_def_vit=100 - (3 + battle_get_vit(bl) + luk/3);
	sc_def_int=100 - (3 + battle_get_int(bl) + luk/3);
	sc_def_luk=100 - (3 + luk);
	//自分の耐性
	luk = battle_get_luk(src);
	sc_def_mdef2=100 - (3 + battle_get_mdef(src) + luk/3);
	sc_def_vit2=100 - (3 + battle_get_vit(src) + luk/3);
	sc_def_int2=100 - (3 + battle_get_int(src) + luk/3);
	sc_def_luk2=100 - (3 + luk);
	if(bl->type==BL_PC)
		dstsd=(struct map_session_data *)bl;
	else if(bl->type==BL_MOB){
		dstmd=(struct mob_data *)bl; //未使用？
		if(sc_def_mdef>50)
			sc_def_mdef=50;
		if(sc_def_vit>50)
			sc_def_vit=50;
		if(sc_def_int>50)
			sc_def_int=50;
		if(sc_def_luk>50)
			sc_def_luk=50;
	}
	if(sc_def_mdef<0)
		sc_def_mdef=0;
	if(sc_def_vit<0)
		sc_def_vit=0;
	if(sc_def_int<0)
		sc_def_int=0;

	switch(skillid){
	case 0:					/* 通常攻撃 */
		/* 自動鷹 */
		if( sd && pc_isfalcon(sd) && sd->status.weapon == 11 && (skill=pc_checkskill(sd,HT_BLITZBEAT))>0 &&
			rand()%1000 <= sd->paramc[5]*10/3+1 ) {
			int lv=(sd->status.job_level+9)/10;
			skill_castend_damage_id(src,bl,HT_BLITZBEAT,(skill<lv)?skill:lv,tick,0xf00000);
		}
		// スナッチャー
		if(sd && sd->status.weapon != 11 && (skill=pc_checkskill(sd,RG_SNATCHER)) > 0)
			if((skill*15 + 55) + (skill2 = pc_checkskill(sd,TF_STEAL))*10 > rand()%1000) {
				if(pc_steal_item(sd,bl))
					clif_skill_nodamage(src,bl,TF_STEAL,skill2,1);
				else
					clif_skill_fail(sd,skillid,0,0);
			}
		break;

	case SM_BASH:			/* バッシュ（急所攻撃） */
		if( sd && (skill=pc_checkskill(sd,SM_FATALBLOW))>0 ){
			if( rand()%100 < 6*(skilllv-5)*sc_def_vit/100 )
				skill_status_change_start(bl,SC_STAN,skilllv,0,0,0,skill_get_time2(SM_FATALBLOW,skilllv),0);
		}
		break;

	case TF_POISON:			/* インベナム */
	case AS_SPLASHER:		/* ベナムスプラッシャー */
		if(rand()%100< (2*skilllv+10)*sc_def_vit/100 )
			skill_status_change_start(bl,SC_POISON,skilllv,0,0,0,skill_get_time2(skillid,skilllv),0);
		else{
			if(sd && skillid==TF_POISON)
				clif_skill_fail(sd,skillid,0,0);
		}
		break;

	case AS_SONICBLOW:		/* ソニックブロー */
		if( rand()%100 < (2*skilllv+10)*sc_def_vit/100 )
			skill_status_change_start(bl,SC_STAN,skilllv,0,0,0,skill_get_time2(skillid,skilllv),0);
		break;


	case HT_FREEZINGTRAP:	/* フリージングトラップ */
		rate=skilllv*3+35;
		if(rand()%100 < rate*sc_def_mdef/100)
			skill_status_change_start(bl,SC_FREEZE,skilllv,0,0,0,skill_get_time2(skillid,skilllv),0);
		break;

	case MG_FROSTDIVER:		/* フロストダイバー */
	case WZ_FROSTNOVA:		/* フロストノヴァ */
		rate=(skilllv*3+35)*sc_def_mdef/100-(battle_get_int(bl)+battle_get_luk(bl))/15;
		rate=rate<=5?5:rate;
		if(rand()%100 < rate)
			skill_status_change_start(bl,SC_FREEZE,skilllv,0,0,0,skill_get_time2(skillid,skilllv),0);
		else if(sd)
			clif_skill_fail(sd,skillid,0,0);
		break;

	case WZ_STORMGUST:		/* ストームガスト */
		{
			struct status_change *sc_data = battle_get_sc_data(bl);
			if(sc_data) {
				sc_data[SC_FREEZE].val3++;
				if(sc_data[SC_FREEZE].val3 >= 3)
					skill_status_change_start(bl,SC_FREEZE,skilllv,0,0,0,skill_get_time2(skillid,skilllv),0);
			}
		}
		break;

	case HT_LANDMINE:		/* ランドマイン */
		if( rand()%100 < (5*skilllv+30)*sc_def_vit/100 )
			skill_status_change_start(bl,SC_STAN,skilllv,0,0,0,skill_get_time2(skillid,skilllv),0);
		break;

	case HT_SHOCKWAVE:				/* ショックウェーブトラップ */
		if(map[bl->m].flag.pvp && dstsd){
			dstsd->status.sp -= dstsd->status.sp*(5+15*skilllv)/100;
			pc_calcstatus(dstsd,0);
		}
		break;
	case HT_SANDMAN:		/* サンドマン */
		if( rand()%100 < (5*skilllv+30)*sc_def_int/100 )
			skill_status_change_start(bl,SC_SLEEP,skilllv,0,0,0,skill_get_time2(skillid,skilllv),0);
		break;
	case TF_SPRINKLESAND:	/* 砂まき */
		if( rand()%100 < 15*sc_def_int/100 )
			skill_status_change_start(bl,SC_BLIND,skilllv,0,0,0,skill_get_time2(skillid,skilllv),0);
		break;

	case TF_THROWSTONE:		/* 石投げ */
		if( rand()%100 < 5*sc_def_vit/100 )
			skill_status_change_start(bl,SC_STAN,skilllv,0,0,0,skill_get_time2(skillid,skilllv),0);
		break;

	case CR_HOLYCROSS:		/* ホーリークロス */
		if( rand()%100 < 3*skilllv*sc_def_int/100 )
			skill_status_change_start(bl,SC_BLIND,skilllv,0,0,0,skill_get_time2(skillid,skilllv),0);
		break;

	case CR_GRANDCROSS:		/* グランドクロス */
		{
			int race = battle_get_race(bl);
			if( (battle_check_undead(race,battle_get_elem_type(bl)) || race == 6) && rand()%100 < 100000*sc_def_int/100)	//強制付与だが完全耐性には無効
				skill_status_change_start(bl,SC_BLIND,skilllv,0,0,0,skill_get_time2(skillid,skilllv),0);
		}
		break;

	case CR_SHIELDCHARGE:		/* シールドチャージ */
		if( rand()%100 < (15 + skilllv*5)*sc_def_vit/100 )
			skill_status_change_start(bl,SC_STAN,skilllv,0,0,0,skill_get_time2(skillid,skilllv),0);
		break;

	case RG_RAID:		/* サプライズアタック */
		if( rand()%100 < (10+3*skilllv)*sc_def_vit/100 )
			skill_status_change_start(bl,SC_STAN,skilllv,0,0,0,skill_get_time2(skillid,skilllv),0);
		if( rand()%100 < (10+3*skilllv)*sc_def_int/100 )
			skill_status_change_start(bl,SC_BLIND,skilllv,0,0,0,skill_get_time2(skillid,skilllv),0);
		break;
	case BA_FROSTJOKE:
		if(rand()%100 < (15+5*skilllv)*sc_def_mdef/100)
			skill_status_change_start(bl,SC_FREEZE,skilllv,0,0,0,skill_get_time2(skillid,skilllv),0);
		break;

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

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

	/* MOBの追加効果付きスキル */

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

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

// -- moonsoul (stun ability of new champion skill tigerfist)
//
	case CH_TIGERFIST:
		if( rand()%100 < (5 + skilllv*5)*sc_def_vit/100 )
			skill_status_change_start(bl,SC_STAN,skilllv,0,0,0,skill_get_time2(skillid,skilllv),0);
		break;

	case LK_SPIRALPIERCE:
		if( rand()%100 < (15 + skilllv*5)*sc_def_vit/100 )
			skill_status_change_start(bl,SC_STAN,skilllv,0,0,0,skill_get_time2(skillid,skilllv),0);
		break;
	case ST_REJECTSWORD:	/* フリージングトラップ */
		if( rand()%100 < (10 + skilllv*5) )
			skill_status_change_start(bl,SC_AUTOCOUNTER,skilllv,0,0,0,skill_get_time2(skillid,skilllv),0);
		break;
	case PF_FOGWALL:		/* ホーリークロス */
		if( rand()%100 < 3*skilllv*sc_def_int/100 )
			skill_status_change_start(bl,SC_BLIND,skilllv,0,0,0,skill_get_time2(skillid,skilllv),0);
		break;
	case LK_HEADCRUSH:				/* ヘッドクラッシュ */
		{//条件が良く分からないので適当に
			int race=battle_get_race(bl);
			if( !(battle_check_undead(race,battle_get_elem_type(bl)) || race == 6) && rand()%100 < (2*skilllv+10)*sc_def_vit/100 )
				skill_status_change_start(bl,SC_HEADCRUSH,skilllv,0,0,0,skill_get_time2(skillid,skilllv),0);
		}
			break;
	case LK_JOINTBEAT:				/* ジョイントビート */
		//条件が良く分からないので適当に
		if( rand()%100 < (2*skilllv+10)*sc_def_vit/100 )
			skill_status_change_start(bl,SC_JOINTBEAT,skilllv,0,0,0,skill_get_time2(skillid,skilllv),0);
		break;
	case PF_SPIDERWEB:		/* スパイダーウェッブ */
		{
			int sec=skill_get_time2(skillid,skilllv);
			if(map[src->m].flag.pvp) //PvPでは拘束時間半減？
				sec = sec/2;
			battle_stopwalking(bl,1);
			skill_status_change_start(bl,SC_SPIDERWEB,skilllv,0,0,0,sec,0);
		}
		break;
	case ASC_METEORASSAULT:			/* メテオアサルト */
		if( rand()%100 < (15 + skilllv*5)*sc_def_vit/100 ) //状態異常は詳細が分からないので適当に
			skill_status_change_start(bl,SC_STAN,skilllv,0,0,0,skill_get_time2(skillid,skilllv),0);
		if( rand()%100 < (10+3*skilllv)*sc_def_int/100 )
			skill_status_change_start(bl,SC_BLIND,skilllv,0,0,0,skill_get_time2(skillid,skilllv),0);
		break;
	case MO_EXTREMITYFIST:			/* 阿修羅覇凰拳 */
		//阿修羅を使うと5分間自然回復しないようになる
		skill_status_change_start(src,SkillStatusChangeTable[skillid],skilllv,0,0,0,skill_get_time2(skillid,skilllv),0 );
		break;
	}

	if(sd && skillid != MC_CARTREVOLUTION && attack_type&BF_WEAPON){	/* カードによる追加効果 */
		int i;
		int sc_def_card=100;

		for(i=SC_STONE;i<=SC_BLIND;i++){
			//対象に状態異常
			if(i==SC_STONE || i==SC_FREEZE)
				sc_def_card=sc_def_mdef;
			else if(i==SC_STAN || i==SC_POISON || i==SC_SILENCE)
				sc_def_card=sc_def_vit;
			else if(i==SC_SLEEP || i==SC_CONFUSION || i==SC_BLIND)
				sc_def_card=sc_def_int;
			else if(i==SC_CURSE)
				sc_def_card=sc_def_luk;

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

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

/*=========================================================================
 スキル攻撃吹き飛ばし処理
-------------------------------------------------------------------------*/
int skill_blown( struct block_list *src, struct block_list *target,int count)
{
	int dx=0,dy=0,nx,ny;
	int x=target->x,y=target->y;
	int ret,prev_state=MS_IDLE;
	int moveblock;
	struct map_session_data *sd=NULL;
	struct mob_data *md=NULL;
	struct pet_data *pd=NULL;
	struct skill_unit *su=NULL;

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

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

	if(!(count&0x10000 && (sd||md||pd||su))){	/* 指定なしなら位置関係から方向を求める */
		dx=target->x-src->x; dx=(dx>0)?1:((dx<0)?-1: 0);
		dy=target->y-src->y; dy=(dy>0)?1:((dy<0)?-1: 0);
	}
	if(dx==0 && dy==0){
		int dir=battle_get_dir(target);
		if(dir>=0 && dir<8){
			dx=-dirx[dir];
			dy=-diry[dir];
		}
	}

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

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

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

	if(sd)	/* 画面外に出たので消去 */
		map_foreachinmovearea(clif_pcoutsight,target->m,x-AREA_SIZE,y-AREA_SIZE,x+AREA_SIZE,y+AREA_SIZE,dx,dy,0,sd);
	else if(md)
		map_foreachinmovearea(clif_moboutsight,target->m,x-AREA_SIZE,y-AREA_SIZE,x+AREA_SIZE,y+AREA_SIZE,dx,dy,BL_PC,md);
	else if(pd)
		map_foreachinmovearea(clif_petoutsight,target->m,x-AREA_SIZE,y-AREA_SIZE,x+AREA_SIZE,y+AREA_SIZE,dx,dy,BL_PC,pd);

	if(su){
		skill_unit_move_unit_group(su->group,target->m,dx,dy);
	}else{
//		struct status_change *sc_data=battle_get_sc_data(target);
	if(moveblock) map_delblock(target);
	target->x=nx;
	target->y=ny;
	if(moveblock) map_addblock(target);
/*ダンス中にエフェクトは移動しないらしい
		if(sc_data && sc_data[SC_DANCING].timer!=-1){ //対象がダンス中なのでエフェクトも移動
			struct skill_unit_group *sg=(struct skill_unit_group *)sc_data[SC_DANCING].val2;
			if(sg)
				skill_unit_move_unit_group(sg,target->m,dx,dy);
		}
*/
	}

	if(sd) {	/* 画面内に入ってきたので表示 */
		map_foreachinmovearea(clif_pcinsight,target->m,nx-AREA_SIZE,ny-AREA_SIZE,nx+AREA_SIZE,ny+AREA_SIZE,-dx,-dy,0,sd);
		if(count&0x20000)
			sd->walktimer = -1;
	}
	else if(md) {
		map_foreachinmovearea(clif_mobinsight,target->m,nx-AREA_SIZE,ny-AREA_SIZE,nx+AREA_SIZE,ny+AREA_SIZE,-dx,-dy,BL_PC,md);
		if(count&0x20000)
			md->state.state = prev_state;
	}
	else if(pd) {
		map_foreachinmovearea(clif_petinsight,target->m,nx-AREA_SIZE,ny-AREA_SIZE,nx+AREA_SIZE,ny+AREA_SIZE,-dx,-dy,BL_PC,pd);
		if(count&0x20000)
			pd->state.state = prev_state;
	}

	skill_unit_move(target,gettick(),(count&0xffff)+7);	/* スキルユニットの判定 */

	return 0;
}


/*
 * =========================================================================
 * スキル攻撃効果処理まとめ
 * flagの説明。16進図
 *	00XRTTff
 *  ff	= magicで計算に渡される）
 *	TT	= パケットのtype部分(0でデフォルト）
 *  X   = パケットのスキルLv
 *  R	= 予約（skill_area_subで使用する）
 *-------------------------------------------------------------------------
 */

int skill_attack( int attack_type, struct block_list* src, struct block_list *dsrc,
	 struct block_list *bl,int skillid,int skilllv,unsigned int tick,int flag )
{

	if(skilllv <= 0) return 0;

	struct Damage dmg;
	struct status_change *sc_data;
	int type,lv,damage;

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

	sc_data = battle_get_sc_data(bl);

//何もしない判定ここから
	if(dsrc->m != bl->m) //対象が同じマップにいなければ何もしない
		return 0;
	if(src->prev == NULL || dsrc->prev == NULL || bl->prev == NULL) //prevよくわからない※
		return 0;
	if(src->type == BL_PC && pc_isdead((struct map_session_data *)src)) //術者？がPCですでに死んでいたら何もしない
		return 0;
	if(dsrc->type == BL_PC && pc_isdead((struct map_session_data *)dsrc)) //術者？がPCですでに死んでいたら何もしない
		return 0;
	if(bl->type == BL_PC && pc_isdead((struct map_session_data *)bl)) //対象がPCですでに死んでいたら何もしない
		return 0;
	if(bl->type == BL_PC && skillnotok(skillid, (struct map_session_data *)  bl)) 
	        return 0; // [MouseJstr]
	if(sc_data && sc_data[SC_HIDING].timer != -1) { //ハイディング状態で
		if(skill_get_pl(skillid) != 2) //スキルの属性が地属性でなければ何もしない
			return 0;
	}
	if(sc_data && sc_data[SC_TRICKDEAD].timer != -1) //死んだふり中は何もしない
		return 0;
	if(skillid == WZ_STORMGUST) { //使用スキルがストームガストで
		if(sc_data && sc_data[SC_FREEZE].timer != -1) //凍結状態なら何もしない
			return 0;
	}
	if(skillid == WZ_FROSTNOVA && dsrc->x == bl->x && dsrc->y == bl->y) //使用スキルがフロストノヴァで、dsrcとblが同じ場所なら何もしない
		return 0;
	if(src->type == BL_PC && ((struct map_session_data *)src)->chatID) //術者がPCでチャット中なら何もしない
		return 0;
	if(dsrc->type == BL_PC && ((struct map_session_data *)dsrc)->chatID) //術者がPCでチャット中なら何もしない
		return 0;
	if(src->type == BL_PC && bl && mob_gvmobcheck(((struct map_session_data *)src),bl)==0)
		return 0;

//何もしない判定ここまで

	type=-1;
	lv=(flag>>20)&0xf;
	dmg=battle_calc_attack(attack_type,src,bl,skillid,skilllv,flag&0xff ); //ダメージ計算

//マジックロッド処理ここから
	if(attack_type&BF_MAGIC && sc_data && sc_data[SC_MAGICROD].timer != -1 && src == dsrc) { //魔法攻撃でマジックロッド状態でsrc=dsrcなら
		dmg.damage = dmg.damage2 = 0; //ダメージ0
		if(bl->type == BL_PC) { //対象がPCの場合
			int sp = skill_get_sp(skillid,skilllv); //使用されたスキルのSPを吸収
			sp = sp * sc_data[SC_MAGICROD].val2 / 100; //吸収率計算
			if(skillid == WZ_WATERBALL && skilllv > 1) //ウォーターボールLv1以上
				sp = sp/((skilllv|1)*(skilllv|1)); //さらに計算？
			if(sp > 0x7fff) sp = 0x7fff; //SP多すぎの場合は理論最大値
			else if(sp < 1) sp = 1; //1以下の場合は1
			if(((struct map_session_data *)bl)->status.sp + sp > ((struct map_session_data *)bl)->status.max_sp) { //回復SP+現在のSPがMSPより大きい場合
				sp = ((struct map_session_data *)bl)->status.max_sp - ((struct map_session_data *)bl)->status.sp; //SPをMSP-現在SPにする
				((struct map_session_data *)bl)->status.sp = ((struct map_session_data *)bl)->status.max_sp; //現在のSPにMSPを代入
			}
			else //回復SP+現在のSPがMSPより小さい場合は回復SPを加算
				((struct map_session_data *)bl)->status.sp += sp;
			clif_heal(((struct map_session_data *)bl)->fd,SP_SP,sp); //SP回復エフェクトの表示
			((struct map_session_data *)bl)->canact_tick = tick + skill_delayfix(bl, skill_get_delay(SA_MAGICROD,sc_data[SC_MAGICROD].val1)); //
		}
		clif_skill_nodamage(bl,bl,SA_MAGICROD,sc_data[SC_MAGICROD].val1,1); //マジックロッドエフェクトを表示
	}
//マジックロッド処理ここまで

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

	damage = dmg.damage + dmg.damage2;

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

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

	if(damage <= 0 || damage < dmg.div_) //吹き飛ばし判定？※
		dmg.blewcount = 0;

	if(skillid == CR_GRANDCROSS) {//グランドクロス
		if(battle_config.gx_disptype) dsrc = src;	// 敵ダメージ白文字表示
		if( src == bl) type = 4;	// 反動はダメージモーションなし
	}

//使用者がPCの場合の処理ここから
	if(src->type == BL_PC) {
		struct map_session_data *sd = (struct map_session_data *)src;
		nullpo_retr(0, sd);
//連打掌(MO_CHAINCOMBO)ここから
		if(skillid == MO_CHAINCOMBO) {
			int delay = 1000 - 4 * battle_get_agi(src) - 2 *  battle_get_dex(src); //基本ディレイの計算
			if(damage < battle_get_hp(bl)) { //ダメージが対象のHPより小さい場合
				if(pc_checkskill(sd, MO_COMBOFINISH) > 0 && sd->spiritball > 0) //猛龍拳(MO_COMBOFINISH)取得＆気球保持時は+300ms
					delay += 300 * battle_config.combo_delay_rate /100; //追加ディレイをconfにより調整

					skill_status_change_start(src,SC_COMBO,MO_CHAINCOMBO,skilllv,0,0,delay,0); //コンボ状態に
			}
			sd->attackabletime = sd->canmove_tick = tick + delay;
			clif_combo_delay(src,delay); //コンボディレイパケットの送信
		}
//連打掌(MO_CHAINCOMBO)ここまで
//猛龍拳(MO_COMBOFINISH)ここから
		else if(skillid == MO_COMBOFINISH) {
			int delay = 700 - 4 * battle_get_agi(src) - 2 *  battle_get_dex(src);
			if(damage < battle_get_hp(bl)) {
				//阿修羅覇凰拳(MO_EXTREMITYFIST)取得＆気球4個保持＆爆裂波動(MO_EXPLOSIONSPIRITS)状態時は+300ms
				//伏虎拳(CH_TIGERFIST)取得時も+300ms
				if((pc_checkskill(sd, MO_EXTREMITYFIST) > 0 && sd->spiritball >= 4 && sd->sc_data[SC_EXPLOSIONSPIRITS].timer != -1) ||
				(pc_checkskill(sd, CH_TIGERFIST) > 0 && sd->spiritball > 0) ||
				(pc_checkskill(sd, CH_CHAINCRUSH) > 0 && sd->spiritball > 1))
					delay += 300 * battle_config.combo_delay_rate /100; //追加ディレイをconfにより調整

				skill_status_change_start(src,SC_COMBO,MO_COMBOFINISH,skilllv,0,0,delay,0); //コンボ状態に
			}
			sd->attackabletime = sd->canmove_tick = tick + delay;
			clif_combo_delay(src,delay); //コンボディレイパケットの送信
		}
//猛龍拳(MO_COMBOFINISH)ここまで
//伏虎拳(CH_TIGERFIST)ここから
		else if(skillid == CH_TIGERFIST) {
			int delay = 1000 - 4 * battle_get_agi(src) - 2 *  battle_get_dex(src);
			if(damage < battle_get_hp(bl)) {
				if(pc_checkskill(sd, CH_CHAINCRUSH) > 0) //連柱崩撃(CH_CHAINCRUSH)取得時は+300ms
					delay += 300 * battle_config.combo_delay_rate /100; //追加ディレイをconfにより調整

				skill_status_change_start(src,SC_COMBO,CH_TIGERFIST,skilllv,0,0,delay,0); //コンボ状態に
			}
			sd->attackabletime = sd->canmove_tick = tick + delay;
			clif_combo_delay(src,delay); //コンボディレイパケットの送信
		}
//伏虎拳(CH_TIGERFIST)ここまで
//連柱崩撃(CH_CHAINCRUSH)ここから
		else if(skillid == CH_CHAINCRUSH) {
			int delay = 1000 - 4 * battle_get_agi(src) - 2 *  battle_get_dex(src);
			if(damage < battle_get_hp(bl)) {
				//阿修羅覇凰拳(MO_EXTREMITYFIST)取得＆気球4個保持＆爆裂波動(MO_EXPLOSIONSPIRITS)状態時は+300ms
				if(pc_checkskill(sd, MO_EXTREMITYFIST) > 0 && sd->spiritball >= 4 && sd->sc_data[SC_EXPLOSIONSPIRITS].timer != -1)
					delay += 300 * battle_config.combo_delay_rate /100; //追加ディレイをconfにより調整

				skill_status_change_start(src,SC_COMBO,CH_CHAINCRUSH,skilllv,0,0,delay,0); //コンボ状態に
			}
			sd->attackabletime = sd->canmove_tick = tick + delay;
			clif_combo_delay(src,delay); //コンボディレイパケットの送信
		}
//連柱崩撃(CH_CHAINCRUSH)ここまで
	}
//使用者がPCの場合の処理ここまで
//武器スキル？ここから
	//AppleGirl Was Here
	if(attack_type&BF_MAGIC && damage > 0 && src != bl && src == dsrc) { //Blah Blah
		if(bl->type == BL_PC) { //Blah Blah
			struct map_session_data *tsd = (struct map_session_data *)bl;
			if(tsd->magic_damage_return > 0) { //More Blah
				rdamage += damage * tsd->magic_damage_return / 100;
				if(rdamage < 1) rdamage = 1;
			}
		}
	}
		//Stop Here
	if(attack_type&BF_WEAPON && damage > 0 && src != bl && src == dsrc) { //武器スキル＆ダメージあり＆使用者と対象者が違う＆src=dsrc
		if(dmg.flag&BF_SHORT) { //近距離攻撃時？※
			if(bl->type == BL_PC) { //対象がPCの時
				struct map_session_data *tsd = (struct map_session_data *)bl;
				nullpo_retr(0, tsd);
				if(tsd->short_weapon_damage_return > 0) { //近距離攻撃跳ね返し？※
					rdamage += damage * tsd->short_weapon_damage_return / 100;
					if(rdamage < 1) rdamage = 1;
				}
			}
			if(sc_data && sc_data[SC_REFLECTSHIELD].timer != -1) { //リフレクトシールド時
				rdamage += damage * sc_data[SC_REFLECTSHIELD].val2 / 100; //跳ね返し計算
				if(rdamage < 1) rdamage = 1;
			}
		}
		else if(dmg.flag&BF_LONG) { //遠距離攻撃時？※
			if(bl->type == BL_PC) { //対象がPCの時
				struct map_session_data *tsd = (struct map_session_data *)bl;
				nullpo_retr(0, tsd);
				if(tsd->long_weapon_damage_return > 0) { //遠距離攻撃跳ね返し？※
					rdamage += damage * tsd->long_weapon_damage_return / 100;
					if(rdamage < 1) rdamage = 1;
				}
			}
		}
		if(rdamage > 0)
			clif_damage(src,src,tick, dmg.amotion,0,rdamage,1,4,0);
	}
//武器スキル？ここまで

	switch(skillid){
	case WZ_SIGHTRASHER:
		clif_skill_damage(src,bl,tick,dmg.amotion,dmg.dmotion, damage, dmg.div_, skillid, (lv!=0)?lv:skilllv, 5);
		break;
	case AS_SPLASHER:
		clif_skill_damage(dsrc,bl,tick,dmg.amotion,dmg.dmotion, damage, dmg.div_, skillid, -1, 5);
		break;
	case NPC_SELFDESTRUCTION:
	case NPC_SELFDESTRUCTION2:
		break;
	default:
		clif_skill_damage(dsrc,bl,tick,dmg.amotion,dmg.dmotion, damage, dmg.div_, skillid, (lv!=0)?lv:skilllv, (skillid==0)? 5:type );
	}
	if(dmg.blewcount > 0 && !map[src->m].flag.gvg) {	/* 吹き飛ばし処理とそのパケット */
		if(skillid == WZ_SIGHTRASHER)
			skill_blown(src,bl,dmg.blewcount);
		else
			skill_blown(dsrc,bl,dmg.blewcount);
		if(bl->type == BL_MOB)
			clif_fixmobpos((struct mob_data *)bl);
		else if(bl->type == BL_PET)
			clif_fixpetpos((struct pet_data *)bl);
		else
			clif_fixpos(bl);
	}

	map_freeblock_lock();
	/* 実際にダメージ処理を行う */
	if(skillid != KN_BOWLINGBASH || flag)
		battle_damage(src,bl,damage,0);
	if(skillid == RG_INTIMIDATE && damage > 0 && !(battle_get_mode(bl)&0x20) && !map[src->m].flag.gvg ) {
		int s_lv = battle_get_lv(src),t_lv = battle_get_lv(bl);
		int rate = 50 + skilllv * 5;
		rate = rate + (s_lv - t_lv);
		if(rand()%100 < rate)
			skill_addtimerskill(src,tick + 800,bl->id,0,0,skillid,skilllv,0,flag);
	}
	if(damage > 0 && dmg.flag&BF_SKILL && bl->type==BL_PC && pc_checkskill((struct map_session_data *)bl,RG_PLAGIARISM)){
		struct map_session_data *tsd = (struct map_session_data *)bl;
		nullpo_retr(0, tsd);
		if(!tsd->status.skill[skillid].id && !tsd->status.skill[skillid].id
			&& !(skillid > NPC_PIERCINGATT && skillid < NPC_SUMMONMONSTER) ){
			//既に盗んでいるスキルがあれば該当スキルを消す
			if (tsd->cloneskill_id && tsd->cloneskill_lv && tsd->status.skill[tsd->cloneskill_id].flag==13){
				tsd->status.skill[tsd->cloneskill_id].id=0;
				tsd->status.skill[tsd->cloneskill_id].lv=0;
				tsd->status.skill[tsd->cloneskill_id].flag=0;
			}
			tsd->cloneskill_id=skillid;
			tsd->cloneskill_lv=skilllv;
			tsd->status.skill[skillid].id=skillid;
			tsd->status.skill[skillid].lv=(pc_checkskill(tsd,RG_PLAGIARISM) > skill_get_max(skillid))?
							skill_get_max(skillid):pc_checkskill(tsd,RG_PLAGIARISM);
			tsd->status.skill[skillid].flag=13;//cloneskill flag
			clif_skillinfoblock(tsd);
		}
	}
	/* ダメージがあるなら追加効果判定 */
	if(bl->prev != NULL){
		struct map_session_data *sd = (struct map_session_data *)bl;
		nullpo_retr(0, sd);
		if( bl->type != BL_PC || (sd && !pc_isdead(sd)) ) {
		if(damage > 0)
			skill_additional_effect(src,bl,skillid,skilllv,attack_type,tick);
		if(bl->type==BL_MOB && src!=bl)	/* スキル使用条件のMOBスキル */
		{
				struct mob_data *md=(struct mob_data *)bl;
				nullpo_retr(0, md);
				if(battle_config.mob_changetarget_byskill == 1)
				{
					int target;
					target=md->target_id;
					if(src->type == BL_PC)
						md->target_id=src->id;
					mobskill_use(md,tick,MSC_SKILLUSED|(skillid<<16));
					md->target_id=target;
				}
				else
					mobskill_use(md,tick,MSC_SKILLUSED|(skillid<<16));
			}
		}
	}

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

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

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

	map_freeblock_unlock();

	return (dmg.damage+dmg.damage2);	/* 与ダメを返す */
}

/*==========================================
 * スキル範囲攻撃用(map_foreachinareaから呼ばれる)
 * flagについて：16進図を確認
 * MSB <- 00fTffff ->LSB
 *	T	=ターゲット選択用(BCT_*)
 *  ffff=自由に使用可能
 *  0	=予約。0に固定
 *------------------------------------------
 */
static int skill_area_temp[8];	/* 一時変数。必要なら使う。 */
typedef int (*SkillFunc)(struct block_list *,struct block_list *,int,int,unsigned int,int);
int skill_area_sub( struct block_list *bl,va_list ap )
{
	struct block_list *src;
	int skill_id,skill_lv,flag;
	unsigned int tick;
	SkillFunc func;

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

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

	src=va_arg(ap,struct block_list *); //ここではsrcの値を参照していないのでNULLチェックはしない
	skill_id=va_arg(ap,int);
	skill_lv=va_arg(ap,int);
	tick=va_arg(ap,unsigned int);
	flag=va_arg(ap,int);
	func=va_arg(ap,SkillFunc);

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

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

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

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

	if(!unit->alive)
		return 0;

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

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

	return 0;
}

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

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

	return c;
}

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

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

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

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

	(*c)++;

	return 0;
}

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

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

	return c;
}

/*=========================================================================
 * 範囲スキル使用処理小分けここから
 */
/* 対象の数をカウントする。（skill_area_temp[0]を初期化しておくこと） */
int skill_area_sub_count(struct block_list *src,struct block_list *target,int skillid,int skilllv,unsigned int tick,int flag)
{
	if(skilllv <= 0) return 0;
	if(skill_area_temp[0] < 0xffff)
		skill_area_temp[0]++;
	return 0;
}

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

	nullpo_retr(0, src);

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

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

	else
		return 0;

	nullpo_retr(0, skl);

	skl->timer = -1;
	if(skl->target_id) {
		struct block_list tbl;
		target = map_id2bl(skl->target_id);
		if(skl->skill_id == RG_INTIMIDATE) {
			if(target == NULL) {
				target = &tbl; //初期化してないのにアドレス突っ込んでいいのかな？
				target->type = BL_NUL;
				target->m = src->m;
				target->prev = target->next = NULL;
			}
		}
		if(target == NULL)
			return 0;
		if(target->prev == NULL && skl->skill_id != RG_INTIMIDATE)
			return 0;
		if(src->m != target->m)
			return 0;
		if(sd && pc_isdead(sd))
			return 0;
		if(target->type == BL_PC && pc_isdead((struct map_session_data *)target) && skl->skill_id != RG_INTIMIDATE)
			return 0;

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

			case BA_FROSTJOKE:			/* 寒いジョーク */
			case DC_SCREAM:				/* スクリーム */
				range=15;		//視界全体
				map_foreachinarea(skill_frostjoke_scream,src->m,src->x-range,src->y-range,
					src->x+range,src->y+range,0,src,skl->skill_id,skl->skill_lv,tick);
				break;

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

	return 0;
}

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

	nullpo_retr(1, src);

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

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

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

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

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

	nullpo_retr(0, src);

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

	return 0;
}

/* 範囲スキル使用処理小分けここまで
 * -------------------------------------------------------------------------
 */

/*==========================================
 * スキル使用（詠唱完了、ID指定攻撃系）
 * （スパゲッティに向けて１歩前進！(ダメポ)）
 *------------------------------------------
 */
int skill_castend_damage_id( struct block_list* src, struct block_list *bl,int skillid,int skilllv,unsigned int tick,int flag )
{
	if(skilllv <= 0) return 0;

	struct map_session_data *sd=NULL;
	int i;

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

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

	if((skillid == WZ_SIGHTRASHER || skillid == CR_GRANDCROSS) && src != bl)
		bl = src;
	if(bl->prev == NULL)
		return 1;
	if(bl->type == BL_PC && pc_isdead((struct map_session_data *)bl))
		return 1;
	map_freeblock_lock();
	switch(skillid)
	{
	/* 武器攻撃系スキル */
	case SM_BASH:			/* バッシュ */
	case MC_MAMMONITE:		/* メマーナイト */
	case AC_DOUBLE:			/* ダブルストレイフィング */
	case AS_SONICBLOW:		/* ソニックブロー */
	case KN_PIERCE:			/* ピアース */
	case KN_SPEARBOOMERANG:	/* スピアブーメラン */
	case TF_POISON:			/* インベナム */
	case TF_SPRINKLESAND:	/* 砂まき */
	case AC_CHARGEARROW:	/* チャージアロー */
	case KN_SPEARSTAB:		/* スピアスタブ */
	case RG_RAID:		/* サプライズアタック */
	case RG_INTIMIDATE:		/* インティミデイト */
	case BA_MUSICALSTRIKE:	/* ミュージカルストライク */
	case DC_THROWARROW:		/* 矢撃ち */
	case BA_DISSONANCE:		/* 不協和音 */
	case CR_HOLYCROSS:		/* ホーリークロス */
	case CR_SHIELDCHARGE:
	case CR_SHIELDBOOMERANG:

	/* 以下MOB専用 */
	/* 単体攻撃、SP減少攻撃、遠距離攻撃、防御無視攻撃、多段攻撃 */
	case NPC_PIERCINGATT:
	case NPC_MENTALBREAKER:
	case NPC_RANGEATTACK:
	case NPC_CRITICALSLASH:
	case NPC_COMBOATTACK:
	/* 必中攻撃、毒攻撃、暗黒攻撃、沈黙攻撃、スタン攻撃 */
	case NPC_GUIDEDATTACK:
	case NPC_POISON:
	case NPC_BLINDATTACK:
	case NPC_SILENCEATTACK:
	case NPC_STUNATTACK:
	/* 石化攻撃、呪い攻撃、睡眠攻撃、ランダムATK攻撃 */
	case NPC_PETRIFYATTACK:
	case NPC_CURSEATTACK:
	case NPC_SLEEPATTACK:
	case NPC_RANDOMATTACK:
	/* 水属性攻撃、地属性攻撃、火属性攻撃、風属性攻撃 */
	case NPC_WATERATTACK:
	case NPC_GROUNDATTACK:
	case NPC_FIREATTACK:
	case NPC_WINDATTACK:
	/* 毒属性攻撃、聖属性攻撃、闇属性攻撃、念属性攻撃、SP減少攻撃 */
	case NPC_POISONATTACK:
	case NPC_HOLYATTACK:
	case NPC_DARKNESSATTACK:
	case NPC_TELEKINESISATTACK:
	case LK_AURABLADE:		/* オーラブレード */
	case LK_SPIRALPIERCE:	/* スパイラルピアース */
	case LK_HEADCRUSH:	/* ヘッドクラッシュ */
	case LK_JOINTBEAT:	/* ジョイントビート */
	case PA_PRESSURE:	/* プレッシャー */
	case PA_SACRIFICE:	/* サクリファイス */
	case SN_SHARPSHOOTING:			/* シャープシューティング */
	case CG_ARROWVULCAN:			/* アローバルカン */
	case ASC_BREAKER:				/* ソウルブレーカー */
	case HW_MAGICCRASHER:		/* マジッククラッシャー */
		skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
		break;
	case NPC_DARKBREATH:
		clif_emotion(src,7);
		skill_attack(BF_MISC,src,src,bl,skillid,skilllv,tick,flag);
		break;
	case MO_INVESTIGATE:	/* 発勁 */
		{
			struct status_change *sc_data = battle_get_sc_data(src);
			skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
			if(sc_data[SC_BLADESTOP].timer != -1)
				skill_status_change_end(src,SC_BLADESTOP,-1);
		}
		break;
	case SN_FALCONASSAULT:			/* ファルコンアサルト */
		skill_attack(BF_MISC,src,src,bl,skillid,skilllv,tick,flag);
		break;
	case KN_BRANDISHSPEAR:		/* ブランディッシュスピア */
		{
			struct mob_data *md = (struct mob_data *)bl;
			nullpo_retr(1, md);
			skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
			if(md->hp > 0){
				skill_blown(src,bl,skill_get_blewcount(skillid,skilllv));
				if(bl->type == BL_MOB)
					clif_fixmobpos((struct mob_data *)bl);
				else if(bl->type == BL_PET)
					clif_fixpetpos((struct pet_data *)bl);
				else
					clif_fixpos(bl);
			}
		}
		break;
	case RG_BACKSTAP:		/* バックスタブ */
		{
			int dir = map_calc_dir(src,bl->x,bl->y),t_dir = battle_get_dir(bl);
			int dist = distance(src->x,src->y,bl->x,bl->y);
			if((dist > 0 && !map_check_dir(dir,t_dir)) || bl->type == BL_SKILL) {
				struct status_change *sc_data = battle_get_sc_data(src);
				if(sc_data && sc_data[SC_HIDING].timer != -1)
					skill_status_change_end(src, SC_HIDING, -1);	// ハイディング解除
				skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
			}
			else if(src->type == BL_PC)
				clif_skill_fail(sd,sd->skillid,0,0);
		}
		break;

	case AM_ACIDTERROR:		/* アシッドテラー */
		skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
		if(bl->type == BL_PC && rand()%100 < skill_get_time(skillid,skilllv) && battle_config.equipment_breaking)
			pc_breakarmor((struct map_session_data *)bl);
		break;
	case MO_FINGEROFFENSIVE:	/* 指弾 */
		{
			struct status_change *sc_data = battle_get_sc_data(src);

		if(!battle_config.finger_offensive_type)
			skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
		else {
			skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
			if(sd) {
				for(i=1;i<sd->spiritball_old;i++)
					skill_addtimerskill(src,tick+i*200,bl->id,0,0,skillid,skilllv,BF_WEAPON,flag);
				sd->canmove_tick = tick + (sd->spiritball_old-1)*200;
			}
		}
			if(sc_data && sc_data[SC_BLADESTOP].timer != -1)
				skill_status_change_end(src,SC_BLADESTOP,-1);
		}
		break;
	case MO_CHAINCOMBO:		/* 連打掌 */
		{
			struct status_change *sc_data = battle_get_sc_data(src);
		skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
			if(sc_data && sc_data[SC_BLADESTOP].timer != -1)
				skill_status_change_end(src,SC_BLADESTOP,-1);
		}
		break;
	case MO_COMBOFINISH:	/* 猛龍拳 */
	case CH_TIGERFIST:		/* 伏虎拳 */
	case CH_CHAINCRUSH:		/* 連柱崩撃 */
	case CH_PALMSTRIKE:		/* 猛虎硬派山 */
		skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
		break;
	case MO_EXTREMITYFIST:	/* 阿修羅覇鳳拳 */
		{
			struct status_change *sc_data = battle_get_sc_data(src);

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

			dx = bl->x - sd->bl.x;
			dy = bl->y - sd->bl.y;
			if(dx > 0) dx++;
			else if(dx < 0) dx--;
			if(dy > 0) dy++;
			else if(dy < 0) dy--;
			if(dx == 0 && dy == 0) dx++;
			if(path_search(&wpd,src->m,sd->bl.x,sd->bl.y,sd->bl.x+dx,sd->bl.y+dy,1) == -1) {
				dx = bl->x - sd->bl.x;
				dy = bl->y - sd->bl.y;
				if(path_search(&wpd,src->m,sd->bl.x,sd->bl.y,sd->bl.x+dx,sd->bl.y+dy,1) == -1) {
					clif_skill_fail(sd,sd->skillid,0,0);
					break;
				}
			}
			sd->to_x = sd->bl.x + dx;
			sd->to_y = sd->bl.y + dy;
			skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
			clif_walkok(sd);
			clif_movechar(sd);
			if(dx < 0) dx = -dx;
			if(dy < 0) dy = -dy;
			sd->attackabletime = sd->canmove_tick = tick + 100 + sd->speed * ((dx > dy)? dx:dy);
			if(sd->canact_tick < sd->canmove_tick)
				sd->canact_tick = sd->canmove_tick;
			pc_movepos(sd,sd->to_x,sd->to_y);
			skill_status_change_end(&sd->bl,SC_COMBO,-1);
		}
		else
			skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
		skill_status_change_end(src, SC_EXPLOSIONSPIRITS, -1);
			if(sc_data && sc_data[SC_BLADESTOP].timer != -1)
				skill_status_change_end(src,SC_BLADESTOP,-1);
		}
		break;
	/* 武器系範囲攻撃スキル */
	case AC_SHOWER:			/* アローシャワー */
	case SM_MAGNUM:			/* マグナムブレイク */
	case AS_GRIMTOOTH:		/* グリムトゥース */
	case MC_CARTREVOLUTION:	/* カートレヴォリューション */
	case NPC_SPLASHATTACK:	/* スプラッシュアタック */
	case ASC_METEORASSAULT:	/* メテオアサルト */
	case AS_SPLASHER:	/* [Valaris] */
		if(flag&1){
			/* 個別にダメージを与える */
			if(bl->id!=skill_area_temp[1]){
				int dist=0;
				if(skillid==SM_MAGNUM){	/* マグナムブレイクなら中心からの距離を計算 */
					int dx=abs( bl->x - skill_area_temp[2] );
					int dy=abs( bl->y - skill_area_temp[3] );
					dist=((dx>dy)?dx:dy);
				}
				skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,
					0x0500|dist  );
			}
		}else{
			int ar=1;
			int x=bl->x,y=bl->y;
			if( skillid==SM_MAGNUM){
				x=src->x;
				y=src->y;
			}else if(skillid==AC_SHOWER || skillid==ASC_METEORASSAULT)	/* アローシャワー、メテオアサルト範囲5*5 */
				ar=2;
			else if(skillid==AS_SPLASHER)	/* ベナムスプラッシャー範囲3*3 */
				ar=1;
			else if(skillid==NPC_SPLASHATTACK)	/* スプラッシュアタックは範囲7*7 */
				ar=3;
			skill_area_temp[1]=bl->id;
			skill_area_temp[2]=x;
			skill_area_temp[3]=y;
			/* まずターゲットに攻撃を加える */
			skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,0);
			/* その後ターゲット以外の範囲内の敵全体に処理を行う */
			map_foreachinarea(skill_area_sub,
				bl->m,x-ar,y-ar,x+ar,y+ar,0,
				src,skillid,skilllv,tick, flag|BCT_ENEMY|1,
				skill_castend_damage_id);
		}
		break;

	case KN_BOWLINGBASH:	/* ボウリングバッシュ */
		if(flag&1){
			/* 個別にダメージを与える */
			if(bl->id!=skill_area_temp[1])
				skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,0x0500);
		}
		else {
			int damage;
			map_freeblock_lock();
			damage = skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,0);
			if(damage > 0) {
				int i,c;	/* 他人から聞いた動きなので間違ってる可能性大＆効率が悪いっす＞＜ */
				c = skill_get_blewcount(skillid,skilllv);
				if(map[bl->m].flag.gvg) c = 0;
				for(i=0;i<c;i++){
					skill_blown(src,bl,1);
					if(bl->type == BL_MOB)
						clif_fixmobpos((struct mob_data *)bl);
					else if(bl->type == BL_PET)
						clif_fixpetpos((struct pet_data *)bl);
					else
						clif_fixpos(bl);
					skill_area_temp[0]=0;
					map_foreachinarea(skill_area_sub,
						bl->m,bl->x-1,bl->y-1,bl->x+1,bl->y+1,0,
						src,skillid,skilllv,tick, flag|BCT_ENEMY ,
						skill_area_sub_count);
					if(skill_area_temp[0]>1) break;
				}
				skill_area_temp[1]=bl->id;
				skill_area_temp[2]=bl->x;
				skill_area_temp[3]=bl->y;
				/* その後ターゲット以外の範囲内の敵全体に処理を行う */
				map_foreachinarea(skill_area_sub,
					bl->m,bl->x-1,bl->y-1,bl->x+1,bl->y+1,0,
					src,skillid,skilllv,tick, flag|BCT_ENEMY|1,
					skill_castend_damage_id);
				battle_damage(src,bl,damage,1);
				if(rdamage > 0)
					battle_damage(bl,src,rdamage,0);
			}
			map_freeblock_unlock();
		}
		break;

	case ALL_RESURRECTION:		/* リザレクション */
	case PR_TURNUNDEAD:			/* ターンアンデッド */
		if(bl->type != BL_PC && battle_check_undead(battle_get_race(bl),battle_get_elem_type(bl)))
			skill_attack(BF_MAGIC,src,src,bl,skillid,skilllv,tick,flag);
		else {
			map_freeblock_unlock();
			return 1;
		}
		break;

	/* 魔法系スキル */
	case MG_SOULSTRIKE:			/* ソウルストライク */
	case MG_COLDBOLT:			/* コールドボルト */
	case MG_FIREBOLT:			/* ファイアーボルト */
	case MG_LIGHTNINGBOLT:		/* ライトニングボルト */
	case WZ_EARTHSPIKE:			/* アーススパイク */
	case AL_HEAL:				/* ヒール */
	case AL_HOLYLIGHT:			/* ホーリーライト */
	case MG_FROSTDIVER:			/* フロストダイバー */
	case WZ_JUPITEL:			/* ユピテルサンダー */
	case NPC_MAGICALATTACK:		/* MOB:魔法打撃攻撃 */
	case PR_ASPERSIO:			/* アスペルシオ */
		skill_attack(BF_MAGIC,src,src,bl,skillid,skilllv,tick,flag);
		break;

	case WZ_WATERBALL:			/* ウォーターボール */
		skill_attack(BF_MAGIC,src,src,bl,skillid,skilllv,tick,flag);
		if(skilllv>1)
			skill_status_change_start(src,SC_WATERBALL,skilllv,bl->id,0,0,0,0);
		break;

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

	/* 魔法系範囲攻撃スキル */
	case MG_NAPALMBEAT:			/* ナパームビート */
	case MG_FIREBALL:			/* ファイヤーボール */
		if(flag&1){
			/* 個別にダメージを与える */
			if(bl->id!=skill_area_temp[1]){
				if(skillid==MG_FIREBALL){	/* ファイヤーボールなら中心からの距離を計算 */
					int dx=abs( bl->x - skill_area_temp[2] );
					int dy=abs( bl->y - skill_area_temp[3] );
					skill_area_temp[0]=((dx>dy)?dx:dy);
				}
				skill_attack(BF_MAGIC,src,src,bl,skillid,skilllv,tick,
					skill_area_temp[0]| 0x0500);
			}
		}else{
			int ar=(skillid==MG_NAPALMBEAT)?1:2;
			skill_area_temp[1]=bl->id;
			if(skillid==MG_NAPALMBEAT){	/* ナパームでは先に数える */
				skill_area_temp[0]=0;
				map_foreachinarea(skill_area_sub,
					bl->m,bl->x-1,bl->y-1,bl->x+1,bl->y+1,0,
					src,skillid,skilllv,tick, flag|BCT_ENEMY ,
					skill_area_sub_count);
			}else{
				skill_area_temp[0]=0;
				skill_area_temp[2]=bl->x;
				skill_area_temp[3]=bl->y;
			}
			/* まずターゲットに攻撃を加える */
			skill_attack(BF_MAGIC,src,src,bl,skillid,skilllv,tick,
					skill_area_temp[0] );
			/* その後ターゲット以外の範囲内の敵全体に処理を行う */
			map_foreachinarea(skill_area_sub,
				bl->m,bl->x-ar,bl->y-ar,bl->x+ar,bl->y+ar,0,
				src,skillid,skilllv,tick, flag|BCT_ENEMY|1,
				skill_castend_damage_id);
		}
		break;

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

	case WZ_FROSTNOVA:			/* フロストノヴァ */
		skill_castend_pos2(src,bl->x,bl->y,skillid,skilllv,tick,0);
		skill_attack(BF_MAGIC,src,src,bl,skillid,skilllv,tick,flag);
		break;

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

	/* その他 */
	case HT_BLITZBEAT:			/* ブリッツビート */
		if(flag&1){
			/* 個別にダメージを与える */
			if(bl->id!=skill_area_temp[1])
				skill_attack(BF_MISC,src,src,bl,skillid,skilllv,tick,skill_area_temp[0]|(flag&0xf00000));
		}else{
			skill_area_temp[0]=0;
			skill_area_temp[1]=bl->id;
			if(flag&0xf00000)
				map_foreachinarea(skill_area_sub,bl->m,bl->x-1,bl->y-1,bl->x+1,bl->y+1,0,
					src,skillid,skilllv,tick, flag|BCT_ENEMY ,skill_area_sub_count);
			/* まずターゲットに攻撃を加える */
			skill_attack(BF_MISC,src,src,bl,skillid,skilllv,tick,skill_area_temp[0]|(flag&0xf00000));
			/* その後ターゲット以外の範囲内の敵全体に処理を行う */
			map_foreachinarea(skill_area_sub,
				bl->m,bl->x-1,bl->y-1,bl->x+1,bl->y+1,0,
				src,skillid,skilllv,tick, flag|BCT_ENEMY|1,
				skill_castend_damage_id);
		}
		break;

	case CR_GRANDCROSS:			/* グランドクロス */
		/* スキルユニット配置 */
		skill_castend_pos2(src,bl->x,bl->y,skillid,skilllv,tick,0);
		if(sd)
			sd->canmove_tick = tick + 1000;
		else if(src->type == BL_MOB)
			mob_changestate((struct mob_data *)src,MS_DELAY,1000);
		break;

	case TF_THROWSTONE:			/* 石投げ */
	case NPC_SMOKING:			/* スモーキング */
		skill_attack(BF_MISC,src,src,bl,skillid,skilllv,tick,0 );
		break;

	case NPC_SELFDESTRUCTION:	/* 自爆 */
	case NPC_SELFDESTRUCTION2:	/* 自爆2 */
			if(flag&1){
			/* 個別にダメージを与える */
			if(src->type==BL_MOB){
				struct mob_data* mb = (struct mob_data*)src;
				nullpo_retr(1, mb);
				mb->hp=skill_area_temp[2];
				if(bl->id!=skill_area_temp[1])
					skill_attack(BF_MISC,src,src,bl,NPC_SELFDESTRUCTION,skilllv,tick,flag );
				mb->hp=1;
			}
		}else{
			struct mob_data *md;
			if((md=(struct mob_data *)src)){
			skill_area_temp[1]=bl->id;
				skill_area_temp[2]=battle_get_hp(src);
				clif_skill_nodamage(src,src,NPC_SELFDESTRUCTION,-1,1);
			map_foreachinarea(skill_area_sub,
				bl->m,bl->x-5,bl->y-5,bl->x+5,bl->y+5,0,
					src,skillid,skilllv,tick, flag|BCT_ENEMY|1,
				skill_castend_damage_id);
				battle_damage(src,src,md->hp,0);
				}
		}
		break;

	/* HP吸収/HP吸収魔法 */
	case NPC_BLOODDRAIN:
	case NPC_ENERGYDRAIN:
		{
			int heal;
			heal = skill_attack((skillid==NPC_BLOODDRAIN)?BF_WEAPON:BF_MAGIC,src,src,bl,skillid,skilllv,tick,flag);
			if( heal > 0 ){
				struct block_list tbl;
				tbl.id = 0;
				tbl.m = src->m;
				tbl.x = src->x;
				tbl.y = src->y;
				clif_skill_nodamage(&tbl,src,AL_HEAL,heal,1);
				battle_heal(NULL,src,heal,0,0);
			}
		}
		break;
	case 0:
		if(sd) {
			if(flag&3){
				if(bl->id!=skill_area_temp[1])
					skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,0x0500);
			}
			else{
				int ar=sd->splash_range;
				skill_area_temp[1]=bl->id;
				map_foreachinarea(skill_area_sub,
					bl->m, bl->x - ar, bl->y - ar, bl->x + ar, bl->y + ar, 0,
					src, skillid, skilllv, tick, flag | BCT_ENEMY | 1,
					skill_castend_damage_id);
			}
		}
		break;

	default:
		map_freeblock_unlock();
		return 1;
	}
	map_freeblock_unlock();

	return 0;
}

/*==========================================
 * スキル使用（詠唱完了、ID指定支援系）
 *------------------------------------------
 */
int skill_castend_nodamage_id( struct block_list *src, struct block_list *bl,int skillid,int skilllv,unsigned int tick,int flag )
{
	if(skilllv <= 0) return 0;

	struct map_session_data *sd=NULL;
	struct map_session_data *dstsd=NULL;
	struct mob_data *md=NULL;
	struct mob_data *dstmd=NULL;
	int i,abra_skillid=0,abra_skilllv;
	int sc_def_vit,sc_def_mdef,strip_fix,strip_time,strip_per;
	int sc_dex,sc_luk;
	//クラスチェンジ用ボスモンスターID
	int changeclass[]={1038,1039,1046,1059,1086,1087,1112,1115
				,1157,1159,1190,1272,1312,1373,1492};
	int poringclass[]={1002};

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

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

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

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

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

	map_freeblock_lock();
	switch(skillid)
	{
	case AL_HEAL:				/* ヒール */
		{
			int heal=skill_calc_heal( src, skilllv );
			int heal_get_jobexp;
			int skill;
			struct pc_base_job s_class;
			
			if( dstsd && dstsd->special_state.no_magic_damage )
				heal=0;	/* 黄金蟲カード（ヒール量０） */
			if (sd){
				s_class = pc_calc_base_job(sd->status.class);
			if((skill=pc_checkskill(sd,HP_MEDITATIO))>0) // メディテイティオ
				heal += heal*(skill*2/100);
				if(sd && dstsd && sd->status.partner_id == dstsd->status.char_id && s_class.job == 23 && sd->status.sex == 0) //自分も対象もPC、対象が自分のパートナー、自分がスパノビ、自分が♀なら
					heal = heal*2;	//スパノビの嫁が旦那にヒールすると2倍になる
			}
			

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

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

	case ALL_RESURRECTION:		/* リザレクション */
		if(bl->type==BL_PC){
			int per=0;
			struct map_session_data *tsd = (struct map_session_data*)bl;
			nullpo_retr(1, tsd);
			if( (map[bl->m].flag.pvp) && tsd->pvp_point<0 )
				break;			/* PVPで復活不可能状態 */

			if(pc_isdead(tsd)){	/* 死亡判定 */
				clif_skill_nodamage(src,bl,skillid,skilllv,1);
				switch(skilllv){
				case 1: per=10; break;
				case 2: per=30; break;
				case 3: per=50; break;
				case 4: per=80; break;
				}
				tsd->status.hp=tsd->status.max_hp*per/100;
				if(tsd->status.hp<=0) tsd->status.hp=1;
				if(tsd->special_state.restart_full_recover ){	/* オシリスカード */
					tsd->status.hp=tsd->status.max_hp;
					tsd->status.sp=tsd->status.max_sp;
				}
				pc_setstand(tsd);
				if(battle_config.pc_invincible_time > 0)
					pc_setinvincibletimer(tsd,battle_config.pc_invincible_time);
				clif_updatestatus(tsd,SP_HP);
				clif_resurrection(&tsd->bl,1);
				if(src != bl && sd && battle_config.resurrection_exp > 0) {
					int exp = 0,jexp = 0;
					int lv = tsd->status.base_level - sd->status.base_level, jlv = tsd->status.job_level - sd->status.job_level;
					if(lv > 0) {
						exp = (int)((double)tsd->status.base_exp * (double)lv * (double)battle_config.resurrection_exp / 1000000.);
						if(exp < 1) exp = 1;
					}
					if(jlv > 0) {
						jexp = (int)((double)tsd->status.job_exp * (double)lv * (double)battle_config.resurrection_exp / 1000000.);
						if(jexp < 1) jexp = 1;
					}
					if(exp > 0 || jexp > 0)
						pc_gainexp(sd,exp,jexp);
				}
			}
		}
		break;

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

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

	case PR_LEXDIVINA:		/* レックスディビーナ */
		{
			struct status_change *sc_data = battle_get_sc_data(bl);
			clif_skill_nodamage(src,bl,skillid,skilllv,1);
			if( bl->type==BL_PC && ((struct map_session_data *)bl)->special_state.no_magic_damage )
				break;
			if(sc_data && sc_data[SC_DIVINA].timer != -1)
				skill_status_change_end(bl,SC_DIVINA,-1);
			else if( rand()%100 < sc_def_vit ) {
				skill_status_change_start(bl,SkillStatusChangeTable[skillid],skilllv,0,0,0,skill_get_time(skillid,skilllv),0);
			}
		}
		break;
	case SA_ABRACADABRA:
	//require 1 yellow gemstone even with mistress card or Into the Abyss
	if (pc_search_inventory(sd, 715) <= 0 ) {
		clif_skill_fail(sd,sd->skillid,0,0);
		break;
	}
	pc_delitem(sd, pc_search_inventory(sd, 715), 1, 0);
	//
	do{
		abra_skillid=skill_abra_dataset(skilllv);
	}while(abra_skillid == 0);
	abra_skilllv=skill_get_max(abra_skillid)>pc_checkskill(sd,SA_ABRACADABRA)?pc_checkskill(sd,SA_ABRACADABRA):skill_get_max(abra_skillid);
	clif_skill_nodamage(src,bl,skillid,skilllv,1);
	sd->skillitem=abra_skillid;
	sd->skillitemlv=abra_skilllv;
	clif_item_skill(sd,abra_skillid,abra_skilllv,"アブラカダブラ");
	break;
	case SA_COMA:
		clif_skill_nodamage(src,bl,skillid,skilllv,1);
		if( bl->type==BL_PC && ((struct map_session_data *)bl)->special_state.no_magic_damage )
			break;
		if(dstsd){
			dstsd->status.hp=1;
			dstsd->status.sp=1;
			clif_updatestatus(dstsd,SP_HP);
			clif_updatestatus(dstsd,SP_SP);
		}
		if(dstmd) dstmd->hp=1;
		break;
	case SA_FULLRECOVERY:
		clif_skill_nodamage(src,bl,skillid,skilllv,1);
		if( bl->type==BL_PC && ((struct map_session_data *)bl)->special_state.no_magic_damage )
			break;
		if(dstsd) pc_heal(dstsd,dstsd->status.max_hp,dstsd->status.max_sp);
		if(dstmd) dstmd->hp=battle_get_max_hp(&dstmd->bl);
		break;
	case SA_SUMMONMONSTER:
		clif_skill_nodamage(src,bl,skillid,skilllv,1);
		if (sd) mob_once_spawn(sd,map[sd->bl.m].name,sd->bl.x,sd->bl.y,"--ja--",-1,1,"");
		break;
	case SA_LEVELUP:
		clif_skill_nodamage(src,bl,skillid,skilllv,1);
		if (sd && pc_nextbaseexp(sd)) pc_gainexp(sd,pc_nextbaseexp(sd)*10/100,0);
		break;

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

	case SA_QUESTION:
	case SA_GRAVITY:
		clif_skill_nodamage(src,bl,skillid,skilllv,1);
		break;
	case SA_CLASSCHANGE:
		clif_skill_nodamage(src,bl,skillid,skilllv,1);
		if(dstmd) mob_class_change(dstmd,changeclass);
		break;
	case SA_MONOCELL:
		clif_skill_nodamage(src,bl,skillid,skilllv,1);
		if(dstmd) mob_class_change(dstmd,poringclass);
		break;
	case SA_DEATH:
		clif_skill_nodamage(src,bl,skillid,skilllv,1);
		if (dstsd) pc_damage(NULL,dstsd,dstsd->status.max_hp);
		if (dstmd) mob_damage(NULL,dstmd,dstmd->hp,1);
		break;
	case SA_REVERSEORCISH:
		clif_skill_nodamage(src,bl,skillid,skilllv,1);
		if (dstsd) pc_setoption(dstsd,dstsd->status.option|0x0800);
		break;
	case SA_FORTUNE:
		clif_skill_nodamage(src,bl,skillid,skilllv,1);
		if(sd) pc_getzeny(sd,battle_get_lv(bl)*100);
		break;
	case SA_TAMINGMONSTER:
		clif_skill_nodamage(src,bl,skillid,skilllv,1);
		if (dstmd){
			for(i=0;i<MAX_PET_DB;i++){
				if(dstmd->class == pet_db[i].class){
					pet_catch_process1(sd,dstmd->class);
					break;
				}
			}
		}
		break;
	case AL_INCAGI:			/* 速度増加 */
	case AL_BLESSING:		/* ブレッシング */
	case PR_SLOWPOISON:
	case PR_IMPOSITIO:		/* イムポシティオマヌス */
	case PR_LEXAETERNA:		/* レックスエーテルナ */
	case PR_SUFFRAGIUM:		/* サフラギウム */
	case PR_BENEDICTIO:		/* 聖体降福 */
	case CR_PROVIDENCE:		/* プロヴィデンス */
	case CG_MARIONETTE:		/* マリオネットコントロール */
		if( bl->type==BL_PC && ((struct map_session_data *)bl)->special_state.no_magic_damage ){
			clif_skill_nodamage(src,bl,skillid,skilllv,1);
		}else{
			skill_status_change_start(bl,SkillStatusChangeTable[skillid],skilllv,0,0,0,skill_get_time(skillid,skilllv),0 );
			clif_skill_nodamage(src,bl,skillid,skilllv,1);
		}
		break;

	case SA_FLAMELAUNCHER:	// added failure chance and chance to break weapon if turned on [Valaris]
	case SA_FROSTWEAPON:
	case SA_LIGHTNINGLOADER:
	case SA_SEISMICWEAPON:
		if(bl->type==BL_PC && ((struct map_session_data *)bl)->special_state.no_magic_damage ){
			clif_skill_nodamage(src,bl,skillid,skilllv,0);
			break;
		}
		if(bl->type==BL_PC) {
			struct map_session_data *sd2=(struct map_session_data *)bl;
			if(sd2->status.weapon==0 || sd2->sc_data[SC_FLAMELAUNCHER].timer!=-1 || sd2->sc_data[SC_FROSTWEAPON].timer!=-1 ||
				sd2->sc_data[SC_LIGHTNINGLOADER].timer!=-1 || sd2->sc_data[SC_SEISMICWEAPON].timer!=-1 ||
					sd2->sc_data[SC_ENCPOISON].timer!=-1) {
				clif_skill_fail(sd,skillid,0,0);
				clif_skill_nodamage(src,bl,skillid,skilllv,0);
				break;
			}
		}
		if(rand()%100 > (75+skilllv*1) && (skilllv != 5)) {
			clif_skill_fail(sd,skillid,0,0);
			clif_skill_nodamage(src,bl,skillid,skilllv,0);
			if(bl->type==BL_PC && battle_config.equipment_breaking) {
				struct map_session_data *sd2=(struct map_session_data *)bl;
				if(sd!=sd2) clif_displaymessage(sd->fd,"You broke target's weapon");
				pc_breakweapon(sd2);
			}
			break;
		}
		else {
			skill_status_change_start(bl,SkillStatusChangeTable[skillid],skilllv,0,0,0,skill_get_time(skillid,skilllv),0 );
			clif_skill_nodamage(src,bl,skillid,skilllv,1);
		}
		break;

	case PR_ASPERSIO:		/* アスペルシオ */
		clif_skill_nodamage(src,bl,skillid,skilllv,1);
		if( bl->type==BL_PC && ((struct map_session_data *)bl)->special_state.no_magic_damage )
			break;
		if(bl->type==BL_MOB)
			break;
		skill_status_change_start(bl,SkillStatusChangeTable[skillid],skilllv,0,0,0,skill_get_time(skillid,skilllv),0 );
		break;
	case PR_KYRIE:			/* キリエエレイソン */
		clif_skill_nodamage(bl,bl,skillid,skilllv,1);
		if( bl->type==BL_PC && ((struct map_session_data *)bl)->special_state.no_magic_damage )
			break;
		skill_status_change_start(bl,SkillStatusChangeTable[skillid],skilllv,0,0,0,skill_get_time(skillid,skilllv),0 );
		break;
	case KN_AUTOCOUNTER:		/* オートカウンター */
	case KN_TWOHANDQUICKEN:	/* ツーハンドクイッケン */
	case CR_SPEARQUICKEN:	/* スピアクイッケン */
	case CR_REFLECTSHIELD:
	case AS_POISONREACT:	/* ポイズンリアクト */
	case MC_LOUD:			/* ラウドボイス */
	case MG_ENERGYCOAT:		/* エナジーコート */
	case SM_ENDURE:			/* インデュア */
	case MG_SIGHT:			/* サイト */
	case AL_RUWACH:			/* ルアフ */
	case MO_EXPLOSIONSPIRITS:	// 爆裂波動
	case MO_STEELBODY:		// 金剛
	case LK_AURABLADE:		/* オーラブレード */
	case LK_PARRYING:		/* パリイング */
	case LK_CONCENTRATION:	/* コンセントレーション */
	case LK_BERSERK:		/* バーサーク */
	case HP_ASSUMPTIO:		/*  */
	case WS_CARTBOOST:		/* カートブースト */
	case SN_SIGHT:			/* トゥルーサイト */
	case WS_MELTDOWN:		/* メルトダウン */
	case ST_REJECTSWORD:	/* リジェクトソード */
	case HW_MAGICPOWER:		/* 魔法力増幅 */
	case PF_MEMORIZE:		/* メモライズ */
		clif_skill_nodamage(src,bl,skillid,skilllv,1);
		skill_status_change_start(bl,SkillStatusChangeTable[skillid],skilllv,0,0,0,skill_get_time(skillid,skilllv),0 );
		break;
	case AS_ENCHANTPOISON: // Prevent spamming [Valaris]
		if(bl->type==BL_PC) {
			struct map_session_data *sd2=(struct map_session_data *)bl;
			if(sd2->sc_data[SC_FLAMELAUNCHER].timer!=-1 || sd2->sc_data[SC_FROSTWEAPON].timer!=-1 ||
				sd2->sc_data[SC_LIGHTNINGLOADER].timer!=-1 || sd2->sc_data[SC_SEISMICWEAPON].timer!=-1 ||
					sd2->sc_data[SC_ENCPOISON].timer!=-1) {
						clif_skill_nodamage(src,bl,skillid,skilllv,0);
						clif_skill_fail(sd,skillid,0,0);
						break;
			}
		}
		clif_skill_nodamage(src,bl,skillid,skilllv,1);
		skill_status_change_start(bl,SkillStatusChangeTable[skillid],skilllv,0,0,0,skill_get_time(skillid,skilllv),0 );
		break;
	case LK_TENSIONRELAX:	/* テンションリラックス */
		clif_skill_nodamage(src,bl,skillid,skilllv,1);
		pc_setsit(sd);
		clif_sitting(sd->fd,sd);
		skill_status_change_start(bl,SkillStatusChangeTable[skillid],skilllv,0,0,0,skill_get_time(skillid,skilllv),0 );
		break;
	case MC_CHANGECART:
		clif_skill_nodamage(src,bl,skillid,skilllv,1);
		break;
	case AC_CONCENTRATION:	/* 集中力向上 */
		{
			int range = 1;
			clif_skill_nodamage(src,bl,skillid,skilllv,1);
			skill_status_change_start(bl,SkillStatusChangeTable[skillid],skilllv,0,0,0,skill_get_time(skillid,skilllv),0 );
			map_foreachinarea( skill_status_change_timer_sub,
				src->m, src->x-range, src->y-range, src->x+range,src->y+range,0,
				src,SkillStatusChangeTable[skillid],tick);
		}
		break;
	case SM_PROVOKE:		/* プロボック */
		{
			struct status_change *sc_data = battle_get_sc_data(bl);

			/* MVPmobと不死には効かない */
			if((bl->type==BL_MOB && battle_get_mode(bl)&0x20) || battle_check_undead(battle_get_race(bl),battle_get_elem_type(bl))) //不死には効かない
			{
				map_freeblock_unlock();
				return 1;
			}

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

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

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

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

	case CR_DEVOTION:		/* ディボーション */
		if(sd && dstsd){
			//転生や養子の場合の元の職業を算出する

			int lv = sd->status.base_level-dstsd->status.base_level;
			lv = (lv<0)?-lv:lv;
			if((dstsd->bl.type!=BL_PC)	// 相手はPCじゃないとだめ
			 ||(sd->bl.id == dstsd->bl.id)	// 相手が自分はだめ
			 ||(lv > 10)			// レベル差±10まで
			 ||(!sd->status.party_id && !sd->status.guild_id)	// PTにもギルドにも所属無しはだめ
			 ||((sd->status.party_id != dstsd->status.party_id)	// 同じパーティーか、
			 ||(sd->status.guild_id != dstsd->status.guild_id))	// 同じギルドじゃないとだめ
			 ||(dstsd->status.class==14||dstsd->status.class==21
			 ||dstsd->status.class==4015||dstsd->status.class==4022)){	// クルセだめ
				clif_skill_fail(sd,skillid,0,0);
				map_freeblock_unlock();
				return 1;
			}
			for(i=0;i<skilllv;i++){
				if(!sd->dev.val1[i]){		// 空きがあったら入れる
					sd->dev.val1[i] = bl->id;
					sd->dev.val2[i] = bl->id;
					break;
				}else if(i==skilllv-1){		// 空きがなかった
					clif_skill_fail(sd,skillid,0,0);
					map_freeblock_unlock();
					return 1;
				}
			}
			clif_skill_nodamage(src,bl,skillid,skilllv,1);
			clif_devotion(sd,bl->id);
			skill_status_change_start(bl,SkillStatusChangeTable[skillid],src->id,1,0,0,1000*(15+15*skilllv),0 );
		}
		else	clif_skill_fail(sd,skillid,0,0);
		break;
	case MO_CALLSPIRITS:	// 気功
		if(sd) {
			clif_skill_nodamage(src,bl,skillid,skilllv,1);
			pc_addspiritball(sd,skill_get_time(skillid,skilllv),skilllv);
		}
		break;
	case CH_SOULCOLLECT:	// 狂気功
		if(sd) {
			clif_skill_nodamage(src,bl,skillid,skilllv,1);
			for(i=0;i<5;i++)
				pc_addspiritball(sd,skill_get_time(skillid,skilllv),5);
		}
		break;
	case MO_BLADESTOP:	// 白刃取り
		clif_skill_nodamage(src,bl,skillid,skilllv,1);
		skill_status_change_start(src,SkillStatusChangeTable[skillid],skilllv,0,0,0,skill_get_time(skillid,skilllv),0 );
		break;
	case MO_ABSORBSPIRITS:	// 気奪
		i=0;
		if(sd && dstsd) {
			if(sd == dstsd || map[sd->bl.m].flag.pvp || map[sd->bl.m].flag.gvg) {
				if(dstsd->spiritball > 0) {
					clif_skill_nodamage(src,bl,skillid,skilllv,1);
					i = dstsd->spiritball * 7;
					pc_delspiritball(dstsd,dstsd->spiritball,0);
					if(i > 0x7FFF)
						i = 0x7FFF;
					if(sd->status.sp + i > sd->status.max_sp)
						i = sd->status.max_sp - sd->status.sp;
					}
			}
		}else if(sd && dstmd){ //対象がモンスターの場合
			//20%の確率で対象のLv*2のSPを回復する。成功したときはターゲット(σﾟДﾟ)σｹﾞｯﾂ!!
			if(rand()%100<20){
				i=2*mob_db[dstmd->class].lv;
				mob_target(dstmd,src,0);
			}
		}
		if(i){
						sd->status.sp += i;
					clif_heal(sd->fd,SP_SP,i);
				}
				else
					clif_skill_nodamage(src,bl,skillid,skilllv,0);
		break;

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

	case AM_PHARMACY:			/* ポーション作成 */
		if(sd) {
			clif_skill_produce_mix_list(sd,32);
			clif_skill_nodamage(src,bl,skillid,skilllv,1);
		}
		break;
	case WS_CREATECOIN:				/* クリエイトコイン */
		if(sd) {
			clif_skill_produce_mix_list(sd,64);
			clif_skill_nodamage(src,bl,skillid,skilllv,1);
		}
		break;
	case WS_CREATENUGGET:			/* 塊製造 */
		if(sd) {
			clif_skill_produce_mix_list(sd,128);
			clif_skill_nodamage(src,bl,skillid,skilllv,1);
		}
		break;
	case BS_HAMMERFALL:		/* ハンマーフォール */
		clif_skill_nodamage(src,bl,skillid,skilllv,1);
		if( bl->type==BL_PC && ((struct map_session_data *)bl)->special_state.no_weapon_damage )
			break;
		if( rand()%100 < (20+ 10*skilllv)*sc_def_vit/100 ) {
			skill_status_change_start(bl,SC_STAN,skilllv,0,0,0,skill_get_time2(skillid,skilllv),0);
		}
		break;

	case RG_RAID:			/* サプライズアタック */
		clif_skill_nodamage(src,bl,skillid,skilllv,1);
		{
			int x=bl->x,y=bl->y;
			skill_area_temp[1]=bl->id;
			skill_area_temp[2]=x;
			skill_area_temp[3]=y;
			map_foreachinarea(skill_area_sub,
				bl->m,x-1,y-1,x+1,y+1,0,
				src,skillid,skilllv,tick, flag|BCT_ENEMY|1,
				skill_castend_damage_id);
		}
		skill_status_change_end(src, SC_HIDING, -1);	// ハイディング解除
		break;

	case KN_BRANDISHSPEAR:	/*ブランディッシュスピア*/
		{
			int c,n=4,ar;
			int dir = map_calc_dir(src,bl->x,bl->y);
			struct square tc;
			int x=bl->x,y=bl->y;
			ar=skilllv/3;
			skill_brandishspear_first(&tc,dir,x,y);
			skill_brandishspear_dir(&tc,dir,4);
			/* 範囲④ */
			if(skilllv == 10){
				for(c=1;c<4;c++){
					map_foreachinarea(skill_area_sub,
						bl->m,tc.val1[c],tc.val2[c],tc.val1[c],tc.val2[c],0,
						src,skillid,skilllv,tick, flag|BCT_ENEMY|n,
						skill_castend_damage_id);
				}
			}
			/* 範囲③② */
			if(skilllv > 6){
				skill_brandishspear_dir(&tc,dir,-1);
				n--;
			}else{
				skill_brandishspear_dir(&tc,dir,-2);
				n-=2;
			}

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

	/* パーティスキル */
	case AL_ANGELUS:		/* エンジェラス */
	case PR_MAGNIFICAT:		/* マグニフィカート */
	case PR_GLORIA:			/* グロリア */
	case SN_WINDWALK:		/* ウインドウォーク */
		if(sd == NULL || sd->status.party_id==0 || (flag&1) ){
			/* 個別の処理 */
			clif_skill_nodamage(bl,bl,skillid,skilllv,1);
			if( bl->type==BL_PC && ((struct map_session_data *)bl)->special_state.no_magic_damage )
				break;
			skill_status_change_start(bl,SkillStatusChangeTable[skillid],skilllv,0,0,0,skill_get_time(skillid,skilllv),0);
		}
		else{
			/* パーティ全体への処理 */
			party_foreachsamemap(skill_area_sub,
				sd,1,
				src,skillid,skilllv,tick, flag|BCT_PARTY|1,
				skill_castend_nodamage_id);
		}
		break;
	case BS_ADRENALINE:		/* アドレナリンラッシュ */
	case BS_WEAPONPERFECT:	/* ウェポンパーフェクション */
	case BS_OVERTHRUST:		/* オーバートラスト */
		if(sd == NULL || sd->status.party_id==0 || (flag&1) ){
			/* 個別の処理 */
			clif_skill_nodamage(bl,bl,skillid,skilllv,1);
			skill_status_change_start(bl,SkillStatusChangeTable[skillid],skilllv,(src == bl)? 1:0,0,0,skill_get_time(skillid,skilllv),0);
		}
		else{
			/* パーティ全体への処理 */
			party_foreachsamemap(skill_area_sub,
				sd,1,
				src,skillid,skilllv,tick, flag|BCT_PARTY|1,
				skill_castend_nodamage_id);
		}
		break;

	/*（付加と解除が必要） */
	case BS_MAXIMIZE:		/* マキシマイズパワー */
	case NV_TRICKDEAD:		/* 死んだふり */
	case CR_DEFENDER:		/* ディフェンダー */
	case CR_AUTOGUARD:		/* オートガード */
		{
			struct status_change *tsc_data = battle_get_sc_data(bl);
			int sc=SkillStatusChangeTable[skillid];
			clif_skill_nodamage(src,bl,skillid,skilllv,1);
			if( tsc_data ){
				if( tsc_data[sc].timer==-1 )
					/* 付加する */
					skill_status_change_start(bl,sc,skilllv,0,0,0,skill_get_time(skillid,skilllv),0);
				else
					/* 解除する */
					skill_status_change_end(bl, sc, -1);
			}
		}
		break;

	case TF_HIDING:			/* ハイディング */
		{
			struct status_change *tsc_data = battle_get_sc_data(bl);
			int sc=SkillStatusChangeTable[skillid];
			clif_skill_nodamage(src,bl,skillid,-1,1);
			if( tsc_data ){
				if( tsc_data[sc].timer==-1 )
				/* 付加する */
				skill_status_change_start(bl,sc,skilllv,0,0,0,skill_get_time(skillid,skilllv),0);
			else
				/* 解除する */
				skill_status_change_end(bl, sc, -1);
		}
		}
		break;

	case AS_CLOAKING:		/* クローキング */
		{
			struct status_change *tsc_data = battle_get_sc_data(bl);
			int sc=SkillStatusChangeTable[skillid];
			clif_skill_nodamage(src,bl,skillid,-1,1);
			if( tsc_data ){
				if( tsc_data[sc].timer==-1 )
				/* 付加する */
				skill_status_change_start(bl,sc,skilllv,0,0,0,skill_get_time(skillid,skilllv),0);
			else
				/* 解除する */
				skill_status_change_end(bl, sc, -1);
			}

			skill_check_cloaking(bl);
		}
		break;

	case ST_CHASEWALK:			/* ハイディング */
		{
			struct status_change *tsc_data = battle_get_sc_data(bl);
			int sc=SkillStatusChangeTable[skillid];
			clif_skill_nodamage(src,bl,skillid,-1,1);
			if( tsc_data ){
				if( tsc_data[sc].timer==-1 )
				/* 付加する */
				skill_status_change_start(bl,sc,skilllv,0,0,0,skill_get_time(skillid,skilllv),0);
			else
				/* 解除する */
				skill_status_change_end(bl, sc, -1);
			}
		}
		break;

	/* 対地スキル */
	case BD_LULLABY:			/* 子守唄 */
	case BD_RICHMANKIM:			/* ニヨルドの宴 */
	case BD_ETERNALCHAOS:		/* 永遠の混沌 */
	case BD_DRUMBATTLEFIELD:	/* 戦太鼓の響き */
	case BD_RINGNIBELUNGEN:		/* ニーベルングの指輪 */
	case BD_ROKISWEIL:			/* ロキの叫び */
	case BD_INTOABYSS:			/* 深淵の中に */
	case BD_SIEGFRIED:			/* 不死身のジークフリード */
	case BA_DISSONANCE:			/* 不協和音 */
	case BA_POEMBRAGI:			/* ブラギの詩 */
	case BA_WHISTLE:			/* 口笛 */
	case BA_ASSASSINCROSS:		/* 夕陽のアサシンクロス */
	case BA_APPLEIDUN:			/* イドゥンの林檎 */
	case DC_UGLYDANCE:			/* 自分勝手なダンス */
	case DC_HUMMING:			/* ハミング */
	case DC_DONTFORGETME:		/* 私を忘れないで… */
	case DC_FORTUNEKISS:		/* 幸運のキス */
	case DC_SERVICEFORYOU:		/* サービスフォーユー */
	case CG_MOONLIT:			/* 月明りの泉に落ちる花びら */
		clif_skill_nodamage(src,bl,skillid,skilllv,1);
		skill_unitsetting(src,skillid,skilllv,src->x,src->y,0);
		break;

	case HP_BASILICA:			/* バジリカ */
	case PA_GOSPEL:				/* ゴスペル */
		skill_clear_unitgroup(src);
		clif_skill_nodamage(src,bl,skillid,skilllv,1);
		skill_unitsetting(src,skillid,skilllv,src->x,src->y,0);
		break;

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

	case BA_FROSTJOKE:			/* 寒いジョーク */
	case DC_SCREAM:				/* スクリーム */
		clif_skill_nodamage(src,bl,skillid,skilllv,1);
		skill_addtimerskill(src,tick+3000,bl->id,0,0,skillid,skilllv,0,flag);
		break;

	case TF_STEAL:			// スティール
		if(sd) {
			if(pc_steal_item(sd,bl))
				clif_skill_nodamage(src,bl,skillid,skilllv,1);
			else
				clif_skill_nodamage(src,bl,skillid,skilllv,0);
		}
		break;

	case RG_STEALCOIN:		// スティールコイン
	if(sd) {
			if(pc_steal_coin(sd,bl)) {
				int range = skill_get_range(skillid,skilllv);
				if(range < 0)
					range = battle_get_range(src) - (range + 1);
				clif_skill_nodamage(src,bl,skillid,skilllv,1);
				mob_target((struct mob_data *)bl,src,range);
			}
			else
				clif_skill_nodamage(src,bl,skillid,skilllv,0);
		}
		break;

	case MG_STONECURSE:			/* ストーンカース */
		if (bl->type==BL_MOB && battle_get_mode(bl)&0x20) {
			clif_skill_fail(sd,sd->skillid,0,0);
			break;
		}
		clif_skill_nodamage(src,bl,skillid,skilllv,1);
		if( bl->type==BL_PC && ((struct map_session_data *)bl)->special_state.no_magic_damage )
			break;
		if( rand()%100 < skilllv*4+20 && !battle_check_undead(battle_get_race(bl),battle_get_elem_type(bl)))
			skill_status_change_start(bl,SC_STONE,skilllv,0,0,0,skill_get_time2(skillid,skilllv),0);
		else if(sd)
			clif_skill_fail(sd,skillid,0,0);
		break;

	case NV_FIRSTAID:			/* 応急手当 */
		clif_skill_nodamage(src,bl,skillid,5,1);
		battle_heal(NULL,bl,5,0,0);
		break;

	case AL_CURE:				/* キュアー */
		clif_skill_nodamage(src,bl,skillid,skilllv,1);
		if( bl->type==BL_PC && ((struct map_session_data *)bl)->special_state.no_magic_damage )
			break;
		skill_status_change_end(bl, SC_SILENCE	, -1 );
		skill_status_change_end(bl, SC_BLIND	, -1 );
		skill_status_change_end(bl, SC_CONFUSION, -1 );
		if( battle_check_undead(battle_get_race(bl),battle_get_elem_type(bl)) ){//アンデッドなら暗闇効果
			skill_status_change_start(bl, SC_CONFUSION,1,0,0,0,6000,0);
		}
		break;

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

	case PR_STRECOVERY:			/* リカバリー */
		{
			clif_skill_nodamage(src,bl,skillid,skilllv,1);
			if( bl->type==BL_PC && ((struct map_session_data *)bl)->special_state.no_magic_damage )
				break;
			skill_status_change_end(bl, SC_FREEZE	, -1 );
			skill_status_change_end(bl, SC_STONE	, -1 );
			skill_status_change_end(bl, SC_SLEEP	, -1 );
			skill_status_change_end(bl, SC_STAN		, -1 );
			if( battle_check_undead(battle_get_race(bl),battle_get_elem_type(bl)) ){//アンデッドなら暗闇効果
				int blind_time;
				//blind_time=30-battle_get_vit(bl)/10-battle_get_int/15;
				blind_time=30*(100-(battle_get_int(bl)+battle_get_vit(bl))/2)/100;
				if(rand()%100 < (100-(battle_get_int(bl)/2+battle_get_vit(bl)/3+battle_get_luk(bl)/10)))
					skill_status_change_start(bl, SC_BLIND,1,0,0,0,blind_time,0);
			}
			if(dstmd){
				dstmd->attacked_id=0;
				dstmd->target_id=0;
				dstmd->state.targettype = NONE_ATTACKABLE;
				dstmd->state.skillstate=MSS_IDLE;
				dstmd->next_walktime=tick+rand()%3000+3000;
			}
		}
		break;

	case WZ_ESTIMATION:			/* モンスター情報 */
		if(src->type==BL_PC){
			clif_skill_nodamage(src,bl,skillid,skilllv,1);
			clif_skill_estimation((struct map_session_data *)src,bl);
		}
		break;

	case MC_IDENTIFY:			/* アイテム鑑定 */
		if(sd)
			clif_item_identify_list(sd);
		break;

	case BS_REPAIRWEAPON:			/* 武器修理 */
		if(sd)
//動作しないのでとりあえずコメントアウト
//			clif_item_repair_list(sd);
		break;

	case MC_VENDING:			/* 露店開設 */
		if(sd)
			clif_openvendingreq(sd,2+sd->skilllv);
		break;

	case AL_TELEPORT:			/* テレポート */
		if( sd ){
			if(map[sd->bl.m].flag.noteleport){	/* テレポ禁止 */
				clif_skill_teleportmessage(sd,0);
				break;
			}
			clif_skill_nodamage(src,bl,skillid,skilllv,1);
			if( sd->skilllv==1 )
				clif_skill_warppoint(sd,sd->skillid,"Random","","","");
			else{
				clif_skill_warppoint(sd,sd->skillid,"Random",
					sd->status.save_point.map,"","");
			}
		}else if( bl->type==BL_MOB )
			mob_warp((struct mob_data *)bl,-1,-1,-1,3);
		break;

	case AL_HOLYWATER:			/* アクアベネディクタ */
		if(sd) {
			int eflag;
			struct item item_tmp;
			clif_skill_nodamage(src,bl,skillid,skilllv,1);
			memset(&item_tmp,0,sizeof(item_tmp));
			item_tmp.nameid = 523;
			item_tmp.identify = 1;
			if(battle_config.holywater_name_input) {
				item_tmp.card[0] = 0xfe;
				item_tmp.card[1] = 0;
				*((unsigned long *)(&item_tmp.card[2]))=sd->char_id;	/* キャラID */
			}
			eflag = pc_additem(sd,&item_tmp,1);
			if(eflag) {
				clif_additem(sd,0,0,eflag);
				map_addflooritem(&item_tmp,1,sd->bl.m,sd->bl.x,sd->bl.y,NULL,NULL,NULL,0);
			}
		}
		break;
	case TF_PICKSTONE:
		if(sd) {
			int eflag;
			struct item item_tmp;
			struct block_list tbl;
			clif_skill_nodamage(src,bl,skillid,skilllv,1);
			memset(&item_tmp,0,sizeof(item_tmp));
			memset(&tbl,0,sizeof(tbl)); // [MouseJstr]
			item_tmp.nameid = 7049;
			item_tmp.identify = 1;
			tbl.id = 0;
			clif_takeitem(&sd->bl,&tbl);
			eflag = pc_additem(sd,&item_tmp,1);
			if(eflag) {
				clif_additem(sd,0,0,eflag);
				map_addflooritem(&item_tmp,1,sd->bl.m,sd->bl.x,sd->bl.y,NULL,NULL,NULL,0);
			}
		}
		break;

	case RG_STRIPWEAPON:		/* ストリップウェポン */
		{
			struct status_change *tsc_data = battle_get_sc_data(bl);
			
			if(tsc_data && tsc_data[SC_CP_WEAPON].timer != -1 )
			break;
		strip_per = 5+2*skilllv+strip_fix/5;
		strip_time = skill_get_time(skillid,skilllv)+strip_fix/2;
		if(rand()%100 < strip_per){
			clif_skill_nodamage(src,bl,skillid,skilllv,1);
			skill_status_change_start(bl,SkillStatusChangeTable[skillid],skilllv,0,0,0,strip_time,0 );
			if(dstsd){
				for(i=0;i<MAX_INVENTORY;i++){
					if(dstsd->status.inventory[i].equip && dstsd->status.inventory[i].equip & 0x0002){
						pc_unequipitem(dstsd,i,0);
						break;
					}
				}
			}
		}
		}
		break;

	case RG_STRIPSHIELD:		/* ストリップシールド */
		{
			struct status_change *tsc_data = battle_get_sc_data(bl);
			
			if(tsc_data && tsc_data[SC_CP_SHIELD].timer != -1 )
			break;
		strip_per = 5+2*skilllv+strip_fix/5;
		strip_time = skill_get_time(skillid,skilllv)+strip_fix/2;
		if(rand()%100 < strip_per){
			clif_skill_nodamage(src,bl,skillid,skilllv,1);
			skill_status_change_start(bl,SkillStatusChangeTable[skillid],skilllv,0,0,0,strip_time,0 );
			if(dstsd){
				for(i=0;i<MAX_INVENTORY;i++){
					if(dstsd->status.inventory[i].equip && dstsd->status.inventory[i].equip & 0x0020){
						pc_unequipitem(dstsd,i,0);
						break;
					}
				}
			}
		}
		}
		break;

	case RG_STRIPARMOR:			/* ストリップアーマー */
		{
			struct status_change *tsc_data = battle_get_sc_data(bl);
			
			if(tsc_data && tsc_data[SC_CP_ARMOR].timer != -1 )
			break;
		strip_per = 5+2*skilllv+strip_fix/5;
		strip_time = skill_get_time(skillid,skilllv)+strip_fix/2;
		if(rand()%100 < strip_per){
			clif_skill_nodamage(src,bl,skillid,skilllv,1);
			skill_status_change_start(bl,SkillStatusChangeTable[skillid],skilllv,0,0,0,strip_time,0 );
			if(dstsd){
				for(i=0;i<MAX_INVENTORY;i++){
					if(dstsd->status.inventory[i].equip && dstsd->status.inventory[i].equip & 0x0010){
						pc_unequipitem(dstsd,i,0);
						break;
					}
				}
			}
		}
		}
		break;
	case RG_STRIPHELM:			/* ストリップヘルム */
		{
			struct status_change *tsc_data = battle_get_sc_data(bl);
			
			if(tsc_data && tsc_data[SC_CP_HELM].timer != -1 )
			break;
		strip_per = 5+2*skilllv+strip_fix/5;
		strip_time = skill_get_time(skillid,skilllv)+strip_fix/2;
		if(rand()%100 < strip_per){
			clif_skill_nodamage(src,bl,skillid,skilllv,1);
			skill_status_change_start(bl,SkillStatusChangeTable[skillid],skilllv,0,0,0,strip_time,0 );
			if(dstsd){
				for(i=0;i<MAX_INVENTORY;i++){
					if(dstsd->status.inventory[i].equip && dstsd->status.inventory[i].equip & 0x0100){
						pc_unequipitem(dstsd,i,0);
						break;
					}
				}
			}
		}
		}
		break;
	/* PotionPitcher */
	case AM_POTIONPITCHER:		/* ポーションピッチャー */
		{
			struct block_list tbl;
			int i,x,hp = 0,sp = 0;
			if(sd) {
				if(sd==dstsd) {	// cancel use on oneself
					map_freeblock_unlock();
					return 1;
				}
				x = skilllv%11 - 1;
				i = pc_search_inventory(sd,skill_db[skillid].itemid[x]);
				if(i < 0 || skill_db[skillid].itemid[x] <= 0) {
					clif_skill_fail(sd,skillid,0,0);
					map_freeblock_unlock();
					return 1;
				}
				if(sd->inventory_data[i] == NULL || sd->status.inventory[i].amount < skill_db[skillid].amount[x]) {
					clif_skill_fail(sd,skillid,0,0);
					map_freeblock_unlock();
					return 1;
				}
				sd->state.potionpitcher_flag = 1;
				sd->potion_hp = sd->potion_sp = sd->potion_per_hp = sd->potion_per_sp = 0;
				sd->skilltarget = bl->id;
				run_script(sd->inventory_data[i]->use_script,0,sd->bl.id,0);
				pc_delitem(sd,i,skill_db[skillid].amount[x],0);
				sd->state.potionpitcher_flag = 0;
				if(sd->potion_per_hp > 0 || sd->potion_per_sp > 0) {
					hp = battle_get_max_hp(bl) * sd->potion_per_hp / 100;
					hp = hp * (100 + pc_checkskill(sd,AM_POTIONPITCHER)*10 + pc_checkskill(sd,AM_LEARNINGPOTION)*5)/100;
					if(dstsd) {
						sp = dstsd->status.max_sp * sd->potion_per_sp / 100;
						sp = sp * (100 + pc_checkskill(sd,AM_POTIONPITCHER) + pc_checkskill(sd,AM_LEARNINGPOTION)*5)/100;
					}
				}
				else {
					if(sd->potion_hp > 0) {
						hp = sd->potion_hp * (100 + pc_checkskill(sd,AM_POTIONPITCHER)*10 + pc_checkskill(sd,AM_LEARNINGPOTION)*5)/100;
						hp = hp * (100 + (battle_get_vit(bl)<<1)) / 100;
						if(dstsd)
							hp = hp * (100 + pc_checkskill(dstsd,SM_RECOVERY)*10) / 100;
					}
					if(sd->potion_sp > 0) {
						sp = sd->potion_sp * (100 + pc_checkskill(sd,AM_POTIONPITCHER) + pc_checkskill(sd,AM_LEARNINGPOTION)*5)/100;
						sp = sp * (100 + (battle_get_int(bl)<<1)) / 100;
						if(dstsd)
							sp = sp * (100 + pc_checkskill(dstsd,MG_SRECOVERY)*10) / 100;
					}
				}
			}
			else {
				hp = (1 + rand()%400) * (100 + skilllv*10) / 100;
				hp = hp * (100 + (battle_get_vit(bl)<<1)) / 100;
				if(dstsd)
					hp = hp * (100 + pc_checkskill(dstsd,SM_RECOVERY)*10) / 100;
			}
			tbl.id = 0;
			tbl.m = src->m;
			tbl.x = src->x;
			tbl.y = src->y;
			clif_skill_nodamage(src,bl,skillid,skilllv,1);
			if(hp > 0 || (hp <= 0 && sp <= 0))
				clif_skill_nodamage(&tbl,bl,AL_HEAL,hp,1);
			if(sp > 0)
				clif_skill_nodamage(&tbl,bl,MG_SRECOVERY,sp,1);
			battle_heal(src,bl,hp,sp,0);
		}
		break;
	case AM_CP_WEAPON:
		{
			struct status_change *tsc_data = battle_get_sc_data(bl);
		clif_skill_nodamage(src,bl,skillid,skilllv,1);
			if(tsc_data && tsc_data[SC_STRIPWEAPON].timer != -1)
			skill_status_change_end(bl, SC_STRIPWEAPON, -1 );
		skill_status_change_start(bl,SkillStatusChangeTable[skillid],skilllv,0,0,0,skill_get_time(skillid,skilllv),0 );
		}
		break;
	case AM_CP_SHIELD:
		{
			struct status_change *tsc_data = battle_get_sc_data(bl);
		clif_skill_nodamage(src,bl,skillid,skilllv,1);
			if(tsc_data && tsc_data[SC_STRIPSHIELD].timer != -1)
			skill_status_change_end(bl, SC_STRIPSHIELD, -1 );
		skill_status_change_start(bl,SkillStatusChangeTable[skillid],skilllv,0,0,0,skill_get_time(skillid,skilllv),0 );
		}
		break;
	case AM_CP_ARMOR:
		{
			struct status_change *tsc_data = battle_get_sc_data(bl);
		clif_skill_nodamage(src,bl,skillid,skilllv,1);
			if(tsc_data && tsc_data[SC_STRIPARMOR].timer != -1)
			skill_status_change_end(bl, SC_STRIPARMOR, -1 );
		skill_status_change_start(bl,SkillStatusChangeTable[skillid],skilllv,0,0,0,skill_get_time(skillid,skilllv),0 );
		}
		break;
	case AM_CP_HELM:
		{
			struct status_change *tsc_data = battle_get_sc_data(bl);
		clif_skill_nodamage(src,bl,skillid,skilllv,1);
			if(tsc_data && tsc_data[SC_STRIPHELM].timer != -1)
			skill_status_change_end(bl, SC_STRIPHELM, -1 );
		skill_status_change_start(bl,SkillStatusChangeTable[skillid],skilllv,0,0,0,skill_get_time(skillid,skilllv),0 );
		}
		break;
	case SA_DISPELL:			/* ディスペル */
		{
			int i;
		clif_skill_nodamage(src,bl,skillid,skilllv,1);
		if( bl->type==BL_PC && ((struct map_session_data *)bl)->special_state.no_magic_damage )
			break;
			for(i=0;i<136;i++){
				if(i==SC_RIDING || i== SC_FALCON || i==SC_HALLUCINATION || i==SC_WEIGHT50
					|| i==SC_WEIGHT90 || i==SC_STRIPWEAPON || i==SC_STRIPSHIELD || i==SC_STRIPARMOR
					|| i==SC_STRIPHELM || i==SC_CP_WEAPON || i==SC_CP_SHIELD || i==SC_CP_ARMOR
					|| i==SC_CP_HELM || i==SC_COMBO)
						continue;
				skill_status_change_end(bl,i,-1);
			}
		}
		break;

	case TF_BACKSLIDING:		/* バックステップ */
		battle_stopwalking(src,1);
		skill_blown(src,bl,skill_get_blewcount(skillid,skilllv)|0x10000);
		if(src->type == BL_MOB)
			clif_fixmobpos((struct mob_data *)src);
		else if(src->type == BL_PET)
			clif_fixpetpos((struct pet_data *)src);
		else if(src->type == BL_PC)
			clif_fixpos(src);
		skill_addtimerskill(src,tick + 200,src->id,0,0,skillid,skilllv,0,flag);
		break;

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

	/* ランダム属性変化、水属性変化、地、火、風 */
	case NPC_ATTRICHANGE:
	case NPC_CHANGEWATER:
	case NPC_CHANGEGROUND:
	case NPC_CHANGEFIRE:
	case NPC_CHANGEWIND:
	/* 毒、聖、念、闇 */
	case NPC_CHANGEPOISON:
	case NPC_CHANGEHOLY:
	case NPC_CHANGEDARKNESS:
	case NPC_CHANGETELEKINESIS:
		if(md){
			clif_skill_nodamage(src,bl,skillid,skilllv,1);
			md->def_ele=skill_get_pl(skillid);
			if(md->def_ele==0)			/* ランダム変化、ただし、*/
				md->def_ele=rand()%10;	/* 不死属性は除く */
			md->def_ele+=(1+rand()%4)*20;	/* 属性レベルはランダム */
		}
		break;

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

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

	case NPC_KEEPING:
	case NPC_BARRIER:
		{
			int skill_time = skill_get_time(skillid,skilllv);
			clif_skill_nodamage(src,bl,skillid,skilllv,1);
			skill_status_change_start(bl,SkillStatusChangeTable[skillid],skilllv,0,0,0,skill_time,0 );
			mob_changestate((struct mob_data *)src,MS_DELAY,skill_time);
		}
		break;

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

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

	case NPC_SUICIDE:			/* 自決 */
		if(src && bl && md){
			clif_skill_nodamage(src,bl,skillid,skilllv,1);
			mob_damage(NULL,md,md->hp,0);
		}
		break;

	case NPC_SUMMONSLAVE:		/* 手下召喚 */
	case NPC_SUMMONMONSTER:		/* MOB召喚 */
		if(md && !md->master_id){
			mob_summonslave(md,mob_db[md->class].skill[md->skillidx].val,skilllv,(skillid==NPC_SUMMONSLAVE)?1:0);
		}
		break;

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

	case NPC_EMOTION:			/* エモーション */
		if(md)
			clif_emotion(&md->bl,mob_db[md->class].skill[md->skillidx].val[0]);
		break;

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

	case WE_MALE:				/* 君だけは護るよ */
		if(sd && dstsd){
			int hp_rate=(skilllv <= 0)? 0:skill_db[skillid].hp_rate[skilllv-1];
			int gain_hp=sd->status.max_hp*abs(hp_rate)/100;// 15%
			clif_skill_nodamage(src,bl,skillid,gain_hp,1);
			battle_heal(NULL,bl,gain_hp,0,0);
		}
		break;
	case WE_FEMALE:				/* あなたの為に犠牲になります */
		if(sd && dstsd){
			int sp_rate=(skilllv <= 0)? 0:skill_db[skillid].sp_rate[skilllv-1];
			int gain_sp=sd->status.max_sp*abs(sp_rate)/100;// 15%
			clif_skill_nodamage(src,bl,skillid,gain_sp,1);
			battle_heal(NULL,bl,0,gain_sp,0);
		}
		break;

	case WE_CALLPARTNER:			/* あなたに会いたい */
		if(sd && dstsd){
			if(map[sd->bl.m].flag.nomemo){
				clif_skill_teleportmessage(sd,1);
				return 0;
			}
			if((dstsd = pc_get_partner(sd)) == NULL){
				clif_skill_fail(sd,skillid,0,0);
				return 0;
			}
			skill_unitsetting(src,skillid,skilllv,sd->bl.x,sd->bl.y,0);
		}
		break;

	case PF_HPCONVERSION:			/* ライフ置き換え */
		clif_skill_nodamage(src,bl,skillid,skilllv,1);
		if(sd){
			int conv_hp=0,conv_sp=0;
			conv_hp=sd->status.hp/10; //基本はHPの10%
			sd->status.hp -= conv_hp; //HPを減らす
			conv_sp=conv_hp*20*skilllv/100;
			conv_sp=(sd->status.sp+conv_sp>sd->status.max_sp)?sd->status.max_sp-sd->status.sp:conv_sp;
			sd->status.sp += conv_sp; //SPを増やす
			pc_heal(sd,-conv_hp,conv_sp);
			clif_heal(sd->fd,SP_SP,conv_sp);
		}
		break;
	case HT_REMOVETRAP:				/* リムーブトラップ */
		clif_skill_nodamage(src,bl,skillid,skilllv,1);
		{
			struct skill_unit *su=NULL;
			struct item item_tmp;
			int flag;
			if((bl->type==BL_SKILL) &&
			   (su=(struct skill_unit *)bl) &&
			   (su->group->src_id == src->id || map[bl->m].flag.pvp || map[bl->m].flag.gvg) &&
			   (su->group->unit_id >= 0x8f && su->group->unit_id <= 0x99) &&
			   (su->group->unit_id != 0x92)){ //罠を取り返す
				if(sd){
					if(battle_config.skill_removetrap_type == 1){
					for(i=0;i<10;i++) {
						if(skill_db[su->group->skill_id].itemid[i] > 0){
							memset(&item_tmp,0,sizeof(item_tmp));
							item_tmp.nameid = skill_db[su->group->skill_id].itemid[i];
							item_tmp.identify = 1;
							if(item_tmp.nameid && (flag=pc_additem(sd,&item_tmp,skill_db[su->group->skill_id].amount[i]))){
								clif_additem(sd,0,0,flag);
									map_addflooritem(&item_tmp,skill_db[su->group->skill_id].amount[i],sd->bl.m,sd->bl.x,sd->bl.y,NULL,NULL,NULL,0);
								}
							}
						}
					}else{
						memset(&item_tmp,0,sizeof(item_tmp));
						item_tmp.nameid = 1065;
						item_tmp.identify = 1;
						if(item_tmp.nameid && (flag=pc_additem(sd,&item_tmp,1))){
							clif_additem(sd,0,0,flag);
							map_addflooritem(&item_tmp,1,sd->bl.m,sd->bl.x,sd->bl.y,NULL,NULL,NULL,0);
						}
					}
					
				}
				if(su->group->unit_id == 0x91 && su->group->val2){
					struct block_list *target=map_id2bl(su->group->val2);
					if(target && (target->type == BL_PC || target->type == BL_MOB))
						skill_status_change_end(target,SC_ANKLE,-1);
				}
				skill_delunit(su);
			}
		}
		break;
	case HT_SPRINGTRAP:				/* スプリングトラップ */
		clif_skill_nodamage(src,bl,skillid,skilllv,1);
		{
			struct skill_unit *su=NULL;
			if((bl->type==BL_SKILL) && (su=(struct skill_unit *)bl) && (su->group) ){
				switch(su->group->unit_id){
					case 0x8f:	/* ブラストマイン */
					case 0x90:	/* スキッドトラップ */
					case 0x93:	/* ランドマイン */
					case 0x94:	/* ショックウェーブトラップ */
					case 0x95:	/* サンドマン */
					case 0x96:	/* フラッシャー */
					case 0x97:	/* フリージングトラップ */
					case 0x98:	/* クレイモアートラップ */
					case 0x99:	/* トーキーボックス */
						su->group->unit_id = 0x8c;
						clif_changelook(bl,LOOK_BASE,su->group->unit_id);
						su->group->limit=DIFF_TICK(tick+1500,su->group->tick);
						su->limit=DIFF_TICK(tick+1500,su->group->tick);
				}
			}
		}
		break;
	case BD_ENCORE:					/* アンコール */
		clif_skill_nodamage(src,bl,skillid,skilllv,1);
		if(sd)
			skill_use_id(sd,src->id,sd->skillid_dance,sd->skilllv_dance);
		break;
	case AS_SPLASHER:		/* ベナムスプラッシャー */
		if((double)battle_get_max_hp(bl)*2/3 < battle_get_hp(bl)) //HPが2/3以上残っていたら失敗
			return 1;
		clif_skill_nodamage(src,bl,skillid,skilllv,1);
		skill_status_change_start(bl,SkillStatusChangeTable[skillid],skilllv,skillid,src->id,0,skill_get_time(skillid,skilllv),0 );
		break;
	case PF_MINDBREAKER:		/* プロボック */
		{
			struct status_change *sc_data = battle_get_sc_data(bl);

			/* MVPmobと不死には効かない */
			if((bl->type==BL_MOB && battle_get_mode(bl)&0x20) || battle_check_undead(battle_get_race(bl),battle_get_elem_type(bl))) //不死には効かない
			{
				map_freeblock_unlock();
				return 1;
			}

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

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

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

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






	case RG_CLEANER:	//AppleGirl
		clif_skill_nodamage(src,bl,skillid,skilllv,1);
		{
			struct skill_unit *su=NULL;
			if((bl->type==BL_SKILL) &&
			   (su=(struct skill_unit *)bl) &&
			   (su->group->src_id == src->id || map[bl->m].flag.pvp || map[bl->m].flag.gvg) &&
			   (su->group->unit_id == 0xb0)){ //罠を取り返す
				if(sd)
				skill_delunit(su);
			}
		}
		break;
	default:
		printf("Unknown skill used:%d\n",skillid);
		map_freeblock_unlock();
		return 1;
	}

	map_freeblock_unlock();
	return 0;
}

/*==========================================
 * スキル使用（詠唱完了、ID指定）
 *------------------------------------------
 */
int skill_castend_id( int tid, unsigned int tick, int id,int data )
{
	struct map_session_data* sd = map_id2sd(id)/*,*target_sd=NULL*/;
	struct block_list *bl;
	int range,inf2;

	nullpo_retr(0, sd);

	if( sd->bl.prev == NULL ) //prevが無いのはありなの？
		return 0;

	if(sd->skillid != SA_CASTCANCEL && sd->skilltimer != tid )	/* タイマIDの確認 */
		return 0;
	if(sd->skillid != SA_CASTCANCEL && sd->skilltimer != -1 && pc_checkskill(sd,SA_FREECAST) > 0) {
		sd->speed = sd->prev_speed;
		clif_updatestatus(sd,SP_SPEED);
	}
	if(sd->skillid != SA_CASTCANCEL)
		sd->skilltimer=-1;

	if((bl=map_id2bl(sd->skilltarget))==NULL || bl->prev==NULL) {
		sd->canact_tick = tick;
		sd->canmove_tick = tick;
		sd->skillitem = sd->skillitemlv = -1;
		return 0;
	}
	if(sd->bl.m != bl->m || pc_isdead(sd)) { //マップが違うか自分が死んでいる
		sd->canact_tick = tick;
		sd->canmove_tick = tick;
		sd->skillitem = sd->skillitemlv = -1;
		return 0;
	}

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

	inf2 = skill_get_inf2(sd->skillid);
	if( ( (skill_get_inf(sd->skillid)&1) || inf2&4 ) &&	// 彼我敵対関係チェック
		battle_check_target(&sd->bl,bl, BCT_ENEMY)<=0 ) {
		sd->canact_tick = tick;
		sd->canmove_tick = tick;
		sd->skillitem = sd->skillitemlv = -1;
		return 0;
	}
	if(inf2 & 0xC00 && sd->bl.id != bl->id) {
		int fail_flag = 1;
		if(inf2 & 0x400 && battle_check_target(&sd->bl,bl, BCT_PARTY) > 0)
			fail_flag = 0;
		if(inf2 & 0x800 && sd->status.guild_id > 0 && sd->status.guild_id == battle_get_guild_id(bl))
			fail_flag = 0;
		if(fail_flag) {
			clif_skill_fail(sd,sd->skillid,0,0);
			sd->canact_tick = tick;
			sd->canmove_tick = tick;
			sd->skillitem = sd->skillitemlv = -1;
			return 0;
		}
	}

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

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

	switch( skill_get_nk(sd->skillid) )
	{
	/* 攻撃系/吹き飛ばし系 */
	case 0:	case 2:
		skill_castend_damage_id(&sd->bl,bl,sd->skillid,sd->skilllv,tick,0);
		break;
	case 1:/* 支援系 */
		if( (sd->skillid==AL_HEAL || (sd->skillid==ALL_RESURRECTION && bl->type != BL_PC) || sd->skillid==PR_ASPERSIO) && battle_check_undead(battle_get_race(bl),battle_get_elem_type(bl)))
			skill_castend_damage_id(&sd->bl,bl,sd->skillid,sd->skilllv,tick,0);
		else
			skill_castend_nodamage_id(&sd->bl,bl,sd->skillid,sd->skilllv,tick,0);
		break;
	}

	return 0;
}

/*==========================================
 * スキル使用（詠唱完了、場所指定の実際の処理）
 *------------------------------------------
 */
int skill_castend_pos2( struct block_list *src, int x,int y,int skillid,int skilllv,unsigned int tick,int flag)
{
	if(skilllv <= 0) return 0;

	struct map_session_data *sd=NULL;
	int i,tmpx = 0,tmpy = 0, x1 = 0, y1 = 0;

	nullpo_retr(0, src);

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

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

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

	case BS_HAMMERFALL:			/* ハンマーフォール */
		skill_area_temp[1]=src->id;
		skill_area_temp[2]=x;
		skill_area_temp[3]=y;
		map_foreachinarea(skill_area_sub,
			src->m,x-2,y-2,x+2,y+2,0,
			src,skillid,skilllv,tick, flag|BCT_ENEMY|2,
			skill_castend_nodamage_id);
		break;

	case HT_DETECTING:				/* ディテクティング */
		{
			const int range=7;
			map_foreachinarea( skill_status_change_timer_sub,
				src->m, src->x-range, src->y-range, src->x+range,src->y+range,0,
				src,SC_SIGHT,tick);
		}
		break;

	case MG_SAFETYWALL:			/* セイフティウォール */
	case MG_FIREWALL:			/* ファイヤーウォール */
	case MG_THUNDERSTORM:		/* サンダーストーム */
	case AL_PNEUMA:				/* ニューマ */
	case WZ_ICEWALL:			/* アイスウォール */
	case WZ_FIREPILLAR:			/* ファイアピラー */
	case WZ_SIGHTRASHER:
	case WZ_QUAGMIRE:			/* クァグマイア */
	case WZ_VERMILION:			/* ロードオブヴァーミリオン */
	case WZ_FROSTNOVA:			/* フロストノヴァ */
	case WZ_STORMGUST:			/* ストームガスト */
	case WZ_HEAVENDRIVE:		/* ヘヴンズドライブ */
	case PR_SANCTUARY:			/* サンクチュアリ */
	case PR_MAGNUS:				/* マグヌスエクソシズム */
	case CR_GRANDCROSS:			/* グランドクロス */
	case HT_SKIDTRAP:			/* スキッドトラップ */
	case HT_LANDMINE:			/* ランドマイン */
	case HT_ANKLESNARE:			/* アンクルスネア */
	case HT_SHOCKWAVE:			/* ショックウェーブトラップ */
	case HT_SANDMAN:			/* サンドマン */
	case HT_FLASHER:			/* フラッシャー */
	case HT_FREEZINGTRAP:		/* フリージングトラップ */
	case HT_BLASTMINE:			/* ブラストマイン */
	case HT_CLAYMORETRAP:		/* クレイモアートラップ */
	case AS_VENOMDUST:			/* ベノムダスト */
	case AM_DEMONSTRATION:			/* デモンストレーション */
	case PF_SPIDERWEB:			/* スパイダーウェッブ */
	case PF_FOGWALL:			/* フォグウォール */
	case HT_TALKIEBOX:			/* トーキーボックス */
		skill_unitsetting(src,skillid,skilllv,x,y,0);
			break;
	
	case RG_GRAFFITI:			/* Graffiti [Valaris] */
		skill_clear_unitgroup(src);
		skill_unitsetting(src,skillid,skilllv,x,y,0);
			break;

	case SA_VOLCANO:		/* ボルケーノ */
	case SA_DELUGE:			/* デリュージ */
	case SA_VIOLENTGALE:	/* バイオレントゲイル */
	case SA_LANDPROTECTOR:	/* ランドプロテクター */
		skill_clear_element_field(src);//既に自分が発動している属性場をクリア
		skill_unitsetting(src,skillid,skilllv,x,y,0);
		break;

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

	case AL_WARP:				/* ワープポータル */
		if(sd) {
			if(map[sd->bl.m].flag.noteleport)	/* テレポ禁止 */
				break;
			clif_skill_warppoint(sd,sd->skillid,sd->status.save_point.map,
				(sd->skilllv>1)?sd->status.memo_point[0].map:"",
				(sd->skilllv>2)?sd->status.memo_point[1].map:"",
				(sd->skilllv>3)?sd->status.memo_point[2].map:"");
		}
		break;
	case MO_BODYRELOCATION:
		if(sd){
			pc_movepos(sd,x,y);
		}else if( src->type==BL_MOB )
			mob_warp((struct mob_data *)src,-1,x,y,0);
		break;
	case AM_CANNIBALIZE:	// バイオプラント
		if(sd){
			int mx,my,id=0;
			struct mob_data *md;

			mx = x;// + (rand()%10 - 5);
			my = y;// + (rand()%10 - 5);
			id=mob_once_spawn(sd,"this",mx,my,"--ja--",1118,1,"");
			if( (md=(struct mob_data *)map_id2bl(id)) !=NULL ){
				md->master_id=sd->bl.id;
				md->hp=2210+skilllv*200;
				md->state.special_mob_ai=1;
				md->deletetimer=add_timer(gettick()+skill_get_time(skillid,skilllv),mob_timer_delete,id,0);
			}
			clif_skill_poseffect(src,skillid,skilllv,x,y,tick);
		}
		break;
	case AM_SPHEREMINE:	// スフィアーマイン
		if(sd){
			int mx,my,id=0;
			struct mob_data *md;

			mx = x;// + (rand()%10 - 5);
			my = y;// + (rand()%10 - 5);
			id=mob_once_spawn(sd,"this",mx,my,"--ja--",1142,1,"");
			if( (md=(struct mob_data *)map_id2bl(id)) !=NULL ){
				md->master_id=sd->bl.id;
				md->hp=1000+skilllv*200;
				md->state.special_mob_ai=2;
				md->deletetimer=add_timer(gettick()+skill_get_time(skillid,skilllv),mob_timer_delete,id,0);
			}
			clif_skill_poseffect(src,skillid,skilllv,x,y,tick);
		}
		break;
	}

	return 0;
}

/*==========================================
 * スキル使用（詠唱完了、map指定）
 *------------------------------------------
 */
int skill_castend_map( struct map_session_data *sd,int skill_num, const char *map)
{
	int x=0,y=0;

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

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

	if( sd->opt1>0 || sd->status.option&2 )
		return 0;
	//スキルが使えない状態異常中
	if(sd->sc_data){
		if( sd->sc_data[SC_DIVINA].timer!=-1 ||
			sd->sc_data[SC_ROKISWEIL].timer!=-1 ||
			sd->sc_data[SC_AUTOCOUNTER].timer != -1 ||
			sd->sc_data[SC_STEELBODY].timer != -1 ||
			sd->sc_data[SC_DANCING].timer!=-1 ||
			sd->sc_data[SC_BERSERK].timer != -1 )
			return 0;
	}

	if( skill_num != sd->skillid)	/* 不正パケットらしい */
		return 0;

	pc_stopattack(sd);

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

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

	switch(skill_num){
	case AL_TELEPORT:		/* テレポート */
		if(strcmp(map,"Random")==0)
			pc_randomwarp(sd,3);
		else
			pc_setpos(sd,sd->status.save_point.map,
				sd->status.save_point.x,sd->status.save_point.y,3);
		break;

	case AL_WARP:			/* ワープポータル */
		{
			const struct point *p[]={
				&sd->status.save_point,&sd->status.memo_point[0],
				&sd->status.memo_point[1],&sd->status.memo_point[2],
			};
			struct skill_unit_group *group;
			int i;
			int maxcount=0;

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

			if(sd->skilllv <= 0) return 0;
			for(i=0;i<sd->skilllv;i++){
				if(strcmp(map,p[i]->map)==0){
					x=p[i]->x;
					y=p[i]->y;
					break;
				}
			}
			if(x==0 || y==0)	/* 不正パケット？ */
				return 0;

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

	return 0;
}

/*==========================================
 * スキルユニット設定処理
 *------------------------------------------
 */
struct skill_unit_group *skill_unitsetting( struct block_list *src, int skillid,int skilllv,int x,int y,int flag)
{
	struct skill_unit_group *group;
	int i,count=1,limit=10000,val1=0,val2=0;
	int target=BCT_ENEMY,interval=1000,range=0;
	int dir=0,aoe_diameter=0;	// -- aoe_diameter (moonsoul) added for sage Area Of Effect skills

	nullpo_retr(0, src);

	switch(skillid){	/* 設定 */

	case MG_SAFETYWALL:			/* セイフティウォール */
		limit=skill_get_time(skillid,skilllv);
		val2=skilllv+1;
		interval = -1;
		target=(battle_config.defnotenemy)?BCT_NOENEMY:BCT_ALL;
		break;

	case MG_FIREWALL:			/* ファイヤーウォール */
		if(src->x == x && src->y == y)
			dir = 2;
		else
			dir=map_calc_dir(src,x,y);
		if(dir&1) count=5;
		else count=3;
		limit=skill_get_time(skillid,skilllv);
		val2=4+skilllv;
		interval=1;
		break;

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

	case AL_WARP:				/* ワープポータル */
		target=BCT_ALL;
		val1=skilllv+6;
		if(flag==0)
			limit=2000;
		else
			limit=skill_get_time(skillid,skilllv);
		break;

	case PR_SANCTUARY:			/* サンクチュアリ */
		count=21;
		limit=skill_get_time(skillid,skilllv);
		val1=skilllv+3;
		val2=(skilllv>6)?777:skilllv*100;
		target=BCT_ALL;
		range=1;
		break;

	case PR_MAGNUS:				/* マグヌスエクソシズム */
		count=33;
		limit=skill_get_time(skillid,skilllv);
		interval=3000;
		break;

	case WZ_FIREPILLAR:			/* ファイアーピラー */
		if(flag==0)
			limit=skill_get_time(skillid,skilllv);
		else
			limit=1000;
		interval=2000;
		val1=skilllv+2;
		range=1;
		break;

	case MG_THUNDERSTORM:		/* サンダーストーム */
		limit=500;
		range=1;
		break;

	case WZ_FROSTNOVA:		/* フロストノヴァ */
		limit=500;
		range=5;
		break;
	case WZ_HEAVENDRIVE:		/* ヘヴンズドライブ */
		limit=500;
		range=2;
		break;

	case WZ_METEOR:				/* メテオストーム */
		limit=500;
		range=3;
		break;

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

	case WZ_VERMILION:			/* ロードオブヴァーミリオン */
		limit=4100;
		interval=1000;
		range=6;
		break;

	case WZ_ICEWALL:			/* アイスウォール */
		limit=skill_get_time(skillid,skilllv);
		count=5;
		break;

	case WZ_STORMGUST:			/* ストームガスト */
		limit=4600;
		interval=450;
		range=5;
		break;

	case WZ_QUAGMIRE:			/* クァグマイア */
		limit=skill_get_time(skillid,skilllv);
		interval=200;
		count=25;
		break;

	case HT_SKIDTRAP:			/* スキッドトラップ */
	case HT_LANDMINE:			/* ランドマイン */
	case HT_ANKLESNARE:			/* アンクルスネア */
	case HT_SANDMAN:			/* サンドマン */
	case PF_SPIDERWEB:			/* スパイダーウェッブ */
	case HT_FLASHER:			/* フラッシャー */
	case HT_FREEZINGTRAP:		/* フリージングトラップ */
	case HT_BLASTMINE:			/* ブラストマイン */
	case HT_CLAYMORETRAP:		/* クレイモアートラップ */
		limit=skill_get_time(skillid,skilllv);
		range=1;
		break;

	case HT_TALKIEBOX:			/* トーキーボックス */
		limit=skill_get_time(skillid,skilllv);
		range=1;
		target=BCT_ALL;
		break;

	case HT_SHOCKWAVE:			/* ショックウェーブトラップ */
		limit=skill_get_time(skillid,skilllv);
		range=1;
		val1=skilllv*15+10;
		break;

	case AS_VENOMDUST:			/* ベノムダスト */
		limit=skill_get_time(skillid,skilllv);
		interval=1000;
		count=5;
		break;

	case CR_GRANDCROSS:			/* グランドクロス */
		count=29;
		limit=1000;
		interval=300;
		break;

	case SA_VOLCANO:			/* ボルケーノ */
	case SA_DELUGE:				/* デリュージ */
	case SA_VIOLENTGALE:				/* バイオレントゲイル */
		limit=skill_get_time(skillid,skilllv);
		count=skilllv<=2?25:(skilllv<=4?49:81);
		target=BCT_ALL;
		break;

	case SA_LANDPROTECTOR:	/* グランドクロス */
		limit=skill_get_time(skillid,skilllv);	// changed to get duration from cast_db (moonsoul)
		val1=skilllv*15+10;
		aoe_diameter=skilllv+skilllv%2+5;
		target=BCT_ALL;
		count=aoe_diameter*aoe_diameter;	// -- this will not function if changed to ^2 (moonsoul)
		break;

	case BD_LULLABY:			/* 子守唄 */
	case BD_ETERNALCHAOS:		/* エターナルカオス */
	case BD_ROKISWEIL:			/* ロキの叫び */
		count=81;
		limit=skill_get_time(skillid,skilllv);
		range=5;
		target=BCT_ALL;
		break;
	case BD_RICHMANKIM:
	case BD_DRUMBATTLEFIELD:	/* 戦太鼓の響き */
	case BD_RINGNIBELUNGEN:		/* ニーベルングの指輪 */
	case BD_INTOABYSS:			/* 深淵の中に */
	case BD_SIEGFRIED:			/* 不死身のジークフリード */
		count=81;
		limit=skill_get_time(skillid,skilllv);
		range=5;
		target=BCT_PARTY;
		break;

	case BA_WHISTLE:			/* 口笛 */
		count=49;
		limit=skill_get_time(skillid,skilllv);
		range=5;
		target=BCT_NOENEMY;
		if(src->type == BL_PC)
			val1 = (pc_checkskill((struct map_session_data *)src,BA_MUSICALLESSON)+1)>>1;
		val2 = ((battle_get_agi(src)/10)&0xffff)<<16;
		val2 |= (battle_get_luk(src)/10)&0xffff;
		break;
	case DC_HUMMING:			/* ハミング */
		count=49;
		limit=skill_get_time(skillid,skilllv);
		range=5;
		target=BCT_NOENEMY;
		if(src->type == BL_PC)
			val1 = (pc_checkskill((struct map_session_data *)src,DC_DANCINGLESSON)+1)>>1;
		val2 = battle_get_dex(src)/10;
		break;

	case BA_DISSONANCE:			/* 不協和音 */
	case DC_UGLYDANCE:			/* 自分勝手なダンス */
		count=49;
		limit=skill_get_time(skillid,skilllv);
		range=5;
		target=BCT_ENEMY;
		break;

	case DC_DONTFORGETME:		/* 私を忘れないで… */
		count=49;
		limit=skill_get_time(skillid,skilllv);
		range=5;
		target=BCT_ENEMY;
		if(src->type == BL_PC)
			val1 = (pc_checkskill((struct map_session_data *)src,DC_DANCINGLESSON)+1)>>1;
		val2 = ((battle_get_str(src)/20)&0xffff)<<16;
		val2 |= (battle_get_agi(src)/10)&0xffff;
		break;
	case BA_POEMBRAGI:			/* ブラギの詩 */
		count=49;
		limit=skill_get_time(skillid,skilllv);
		range=5;
		target=BCT_NOENEMY;
		if(src->type == BL_PC)
			val1 = pc_checkskill((struct map_session_data *)src,BA_MUSICALLESSON);
		val2 = ((battle_get_dex(src)/10)&0xffff)<<16;
		val2 |= (battle_get_int(src)/5)&0xffff;
		break;
	case BA_APPLEIDUN:			/* イドゥンの林檎 */
		count=49;
		limit=skill_get_time(skillid,skilllv);
		range=5;
		target=BCT_NOENEMY;
		if(src->type == BL_PC)
			val1 = ((pc_checkskill((struct map_session_data *)src,BA_MUSICALLESSON))&0xffff)<<16;
		else
			val1 = 0;
		val1 |= (battle_get_vit(src))&0xffff;
		val2 = 0;//回復用タイムカウンタ(6秒毎に1増加)
		break;
	case DC_SERVICEFORYOU:		/* サービスフォーユー */
		count=49;
		limit=skill_get_time(skillid,skilllv);
		range=5;
		target=BCT_PARTY;
		if(src->type == BL_PC)
			val1 = (pc_checkskill((struct map_session_data *)src,DC_DANCINGLESSON)+1)>>1;
		val2 = battle_get_int(src)/10;
		break;
	case BA_ASSASSINCROSS:		/* 夕陽のアサシンクロス */
		count=49;
		limit=skill_get_time(skillid,skilllv);
		range=5;
		target=BCT_NOENEMY;
		if(src->type == BL_PC)
			val1 = (pc_checkskill((struct map_session_data *)src,BA_MUSICALLESSON)+1)>>1;
		val2 = battle_get_agi(src)/20;
		break;
	case DC_FORTUNEKISS:		/* 幸運のキス */
		count=49;
		limit=skill_get_time(skillid,skilllv);
		range=5;
		target=BCT_NOENEMY;
		if(src->type == BL_PC)
			val1 = (pc_checkskill((struct map_session_data *)src,DC_DANCINGLESSON)+1)>>1;
		val2 = battle_get_luk(src)/10;
		break;
	case AM_DEMONSTRATION:		/* デモンストレーション */
		limit=skill_get_time(skillid,skilllv);
		interval=1000;
		range=1;
		target=BCT_ENEMY;
		break;
	case WE_CALLPARTNER:		/* あなたに逢いたい */
		limit=skill_get_time(skillid,skilllv);
		range=-1;
		break;

	case HP_BASILICA:			/* バジリカ */
		limit=skill_get_time(skillid,skilllv);
		target=BCT_ALL;
		range=3;
                //Fix to prevent the priest from walking while Basilica is up.
                battle_stopwalking(src,1);
                skill_status_change_start(src,SC_ANKLE,skilllv,0,0,0,limit,0);
		break;
	case PA_GOSPEL:		/* ゴスペル */
		count=49;
		target=BCT_PARTY;
		limit=skill_get_time(skillid,skilllv);
		break;
	case PF_FOGWALL:	/* フォグウォール */
		count=15;
		limit=skill_get_time(skillid,skilllv);
		break;
	case RG_GRAFFITI:			/* Graffiti */
		count=1;	// Leave this at 1 [Valaris]
		limit=600000;	// Time length [Valaris]
		break;
	};

	nullpo_retr(NULL, group=skill_initunitgroup(src,count,skillid,skilllv,skill_get_unit_id(skillid,flag&1)));
	group->limit=limit;
	group->val1=val1;
	group->val2=val2;
	group->target_flag=target;
	group->interval=interval;
	group->range=range;
	if(skillid==HT_TALKIEBOX ||
	   skillid==RG_GRAFFITI){
		group->valstr=calloc(80, 1);
		if(group->valstr==NULL){
			printf("skill_castend_map: out of memory !\n");
			exit(1);
		}
		memcpy(group->valstr,talkie_mes,80);
	}
	for(i=0;i<count;i++){
		struct skill_unit *unit;
		int ux=x,uy=y,val1=skilllv,val2=0,limit=group->limit,alive=1;
		int range=group->range;
		switch(skillid){	/* 設定 */
		case AL_PNEUMA:				/* ニューマ */
			{
				static const int dx[9]={-1, 0, 1,-1, 0, 1,-1, 0, 1};
				static const int dy[9]={-1,-1,-1, 0, 0, 0, 1, 1, 1};
				ux+=dx[i];
				uy+=dy[i];
			}
			break;
		case MG_FIREWALL:		/* ファイヤーウォール */
			{
				if(dir&1){	/* 斜め配置 */
					static const int dx[][5]={
						{ 1,1,0,0,-1 }, { -1,-1,0,0,1 },
					},dy[][5]={
						{ 1,0,0,-1,-1 }, { 1,0,0,-1,-1 },
					};
					ux+=dx[(dir>>1)&1][i];
					uy+=dy[(dir>>1)&1][i];
				}else{	/* 上下配置 */
					if(dir%4==0)	/* 上下 */
						ux+=i-1;
					else			/* 左右 */
						uy+=i-1;
				}
				val2=group->val2;
			}
			break;

		case PR_SANCTUARY:		/* サンクチュアリ */
			{
				static const int dx[]={
					-1,0,1, -2,-1,0,1,2, -2,-1,0,1,2, -2,-1,0,1,2, -1,0,1 };
				static const int dy[]={
					-2,-2,-2, -1,-1,-1,-1,-1, 0,0,0,0,0, 1,1,1,1,1, 2,2,2, };
				ux+=dx[i];
				uy+=dy[i];
			}
			break;

		case PR_MAGNUS:			/* マグヌスエクソシズム */
			{
				static const int dx[]={ -1,0,1, -1,0,1, -3,-2,-1,0,1,2,3,
					-3,-2,-1,0,1,2,3, -3,-2,-1,0,1,2,3, -1,0,1, -1,0,1, };
				static const int dy[]={
					-3,-3,-3, -2,-2,-2, -1,-1,-1,-1,-1,-1,-1,
					0,0,0,0,0,0,0, 1,1,1,1,1,1,1, 2,2,2, 3,3,3 };
				ux+=dx[i];
				uy+=dy[i];
			}
			break;

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

		case WZ_ICEWALL:		/* アイスウォール */
			{
				static const int dirx[8]={0,-1,-1,-1,0,1,1,1};
				static const int diry[8]={1,1,0,-1,-1,-1,0,1};
				if(skilllv <= 1)
					val1 = 500;
				else
					val1 = 200 + 200*skilllv;
				if(src->x == x && src->y == y)
					dir = 2;
				else
					dir=map_calc_dir(src,x,y);
				ux+=(2-i)*diry[dir];
				uy+=(i-2)*dirx[dir];
			}
			break;

		case WZ_QUAGMIRE:		/* クァグマイア */
			ux+=(i%5-2);
			uy+=(i/5-2);
			if(i==12)
				range=2;
			else
				range=-1;

			break;

		case AS_VENOMDUST:		/* ベノムダスト */
			{
				static const int dx[]={-1,0,0,0,1};
				static const int dy[]={0,-1,0,1,0};
				ux+=dx[i];
				uy+=dy[i];
			}
			break;

		case CR_GRANDCROSS:		/* グランドクロス */
			{
				static const int dx[]={
					0, 0, -1,0,1, -2,-1,0,1,2, -4,-3,-2,-1,0,1,2,3,4, -2,-1,0,1,2, -1,0,1, 0, 0, };
				static const int dy[]={
					-4, -3, -2,-2,-2, -1,-1,-1,-1,-1, 0,0,0,0,0,0,0,0,0, 1,1,1,1,1, 2,2,2, 3, 4, };
				ux+=dx[i];
				uy+=dy[i];
			}
			break;
		case SA_VOLCANO:			/* ボルケーノ */
		case SA_DELUGE:				/* デリュージ */
		case SA_VIOLENTGALE:				/* バイオレントゲイル */
			{
				int u_range=0,central=0;
				if(skilllv<=2){
					u_range=2;
					central=12;
				}else if(skilllv<=4){
					u_range=3;
					central=24;
				}else if(skilllv>=5){
					u_range=4;
					central=40;
				}
				ux+=(i%(u_range*2+1)-u_range);
				uy+=(i/(u_range*2+1)-u_range);

				if(i==central)
					range=u_range;//中央のユニットの効果範囲は全範囲
				else
					range=-1;//中央以外のユニットは飾り
			}
			break;
		case SA_LANDPROTECTOR:				/* ランドプロテクター */
			{
				int u_range=0;

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

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

				range=0;
			}
			break;

		/* ダンスなど */
		case BD_LULLABY:		/* 子守歌 */
		case BD_RICHMANKIM:		/* ニヨルドの宴 */
		case BD_ETERNALCHAOS:	/* 永遠の混沌 */
		case BD_DRUMBATTLEFIELD:/* 戦太鼓の響き */
		case BD_RINGNIBELUNGEN:	/* ニーベルングの指輪 */
		case BD_ROKISWEIL:		/* ロキの叫び */
		case BD_INTOABYSS:		/* 深淵の中に */
		case BD_SIEGFRIED:		/* 不死身のジークフリード */
			ux+=(i%9-4);
			uy+=(i/9-4);
			if(i==40)
				range=4;	/* 中心の場合は範囲を4にオーバーライド */
			else
				range=-1;	/* 中心じゃない場合は範囲を-1にオーバーライド */
			break;
		case BA_DISSONANCE:		/* 不協和音 */
		case BA_WHISTLE:		/* 口笛 */
		case BA_ASSASSINCROSS:	/* 夕陽のアサシンクロス */
		case BA_POEMBRAGI:		/* ブラギの詩 */
		case BA_APPLEIDUN:		/* イドゥンの林檎 */
		case DC_UGLYDANCE:		/* 自分勝手なダンス */
		case DC_HUMMING:		/* ハミング */
		case DC_DONTFORGETME:	/* 私を忘れないで… */
		case DC_FORTUNEKISS:	/* 幸運のキス */
		case DC_SERVICEFORYOU:	/* サービスフォーユー */
			ux+=(i%7-3);
			uy+=(i/7-3);
			if(i==40)
				range=4;	/* 中心の場合は範囲を4にオーバーライド */
			else
				range=-1;	/* 中心じゃない場合は範囲を-1にオーバーライド */
			break;
		case PA_GOSPEL:		/* ゴスペル */
			ux+=(i%7-3);
			uy+=(i/7-3);
			break;
		case PF_FOGWALL:	/* フォグウォール */
			ux+=(i%5-2);
			uy+=(i/5-1);
			break;
		case RG_GRAFFITI:	/* Graffiti [Valaris] */
			ux+=(i%5-2);
			uy+=(i/5-2);
			break;
		}
		//直上スキルの場合設置座標上にランドプロテクターがないかチェック
		if(range<=0)
			map_foreachinarea(skill_landprotector,src->m,ux,uy,ux,uy,BL_SKILL,skillid,&alive);

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

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

/*==========================================
 * スキルユニットの発動イベント
 *------------------------------------------
 */
int skill_unit_onplace(struct skill_unit *src,struct block_list *bl,unsigned int tick)
{
	struct skill_unit_group *sg;
	struct block_list *ss;
	struct skill_unit_group_tickset *ts;
	struct map_session_data *srcsd=NULL;
	int diff,goflag,splash_count=0;

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

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

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

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

	if( bl->type!=BL_PC && bl->type!=BL_MOB )
		return 0;
	nullpo_retr(0, ts=skill_unitgrouptickset_search( bl, sg->group_id));
	diff=DIFF_TICK(tick,ts->tick);
	goflag=(diff>sg->interval || diff<0);
	if (sg->skill_id == CR_GRANDCROSS && !battle_config.gx_allhit) // 重なっていたら3HITしない
		goflag = (diff>sg->interval*map_count_oncell(bl->m,bl->x,bl->y) || diff<0);

	//対象がLP上に居る場合は無効
	map_foreachinarea(skill_landprotector,bl->m,bl->x,bl->y,bl->x,bl->y,BL_SKILL,0,&goflag);

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

	switch(sg->unit_id){
	case 0x83:	/* サンクチュアリ */
		{
			int race=battle_get_race(bl);
			int damage_flag = (battle_check_undead(race,battle_get_elem_type(bl)) || race == 6)? 1:0;

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

			if((sg->val1--)<=0){
				skill_delunitgroup(sg);
				return 0;
			}
			if(!damage_flag) {
				int heal=sg->val2;
				if( bl->type==BL_PC && ((struct map_session_data *)bl)->special_state.no_magic_damage)
					heal=0;	/* 黄金蟲カード（ヒール量０） */
				clif_skill_nodamage(&src->bl,bl,AL_HEAL,heal,1);
				battle_heal(NULL,bl,heal,0,0);
			}
			else
				skill_attack(BF_MAGIC,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
		}
		break;

	case 0x84:	/* マグヌスエクソシズム */
		{
			int race=battle_get_race(bl);
			int damage_flag = (battle_check_undead(race,battle_get_elem_type(bl)) || race == 6)? 1:0;

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

	case 0x85:	/* ニューマ */
		{
			struct skill_unit *unit2;
			struct status_change *sc_data=battle_get_sc_data(bl);
			int type=SC_PNEUMA;
			if(sc_data && sc_data[type].timer==-1)
				skill_status_change_start(bl,type,sg->skill_lv,(int)src,0,0,0,0);
			else if((unit2=(struct skill_unit *)sc_data[type].val2) && unit2 != src ){
				if(DIFF_TICK(sg->tick,unit2->group->tick)>0 )
					skill_status_change_start(bl,type,sg->skill_lv,(int)src,0,0,0,0);
				ts->tick-=sg->interval;
			}
		}
		break;
	case 0x7e:	/* セイフティウォール */
		{
			struct skill_unit *unit2;
			struct status_change *sc_data=battle_get_sc_data(bl);
			int type=SC_SAFETYWALL;
			if(sc_data && sc_data[type].timer==-1)
				skill_status_change_start(bl,type,sg->skill_lv,(int)src,0,0,0,0);
			else if((unit2=(struct skill_unit *)sc_data[type].val2) && unit2 != src ){
				if(sg->val1 < unit2->group->val1 )
					skill_status_change_start(bl,type,sg->skill_lv,(int)src,0,0,0,0);
				ts->tick-=sg->interval;
			}
		}
		break;

	case 0x86:	/* ロードオブヴァーミリオン(＆ストームガスト ＆グランドクロス) */
		skill_attack(BF_MAGIC,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
		break;

	case 0x7f:	/* ファイヤーウォール */
		if( (src->val2--)>0)
			skill_attack(BF_MAGIC,ss,&src->bl,bl,
				sg->skill_id,sg->skill_lv,tick,0);
		if( src->val2<=0 )
			skill_delunit(src);
		break;

	case 0x87:	/* ファイアーピラー(発動前) */
		skill_delunit(src);
		skill_unitsetting(ss,sg->skill_id,sg->skill_lv,src->bl.x,src->bl.y,1);
		break;

	case 0x88:	/* ファイアーピラー(発動後) */
		if(DIFF_TICK(tick,sg->tick) < 150)
			skill_attack(BF_MAGIC,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
		break;

	case 0x90:	/* スキッドトラップ */
		{
			int i,c = skill_get_blewcount(sg->skill_id,sg->skill_lv);
			if(map[bl->m].flag.gvg) c = 0;
			for(i=0;i<c;i++)
				skill_blown(&src->bl,bl,1|0x30000);
			sg->unit_id = 0x8c;
			clif_changelook(&src->bl,LOOK_BASE,sg->unit_id);
			sg->limit=DIFF_TICK(tick,sg->tick)+1500;
		}
		break;

	case 0x93:	/* ランドマイン */
		skill_attack(BF_MISC,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
		sg->unit_id = 0x8c;
		clif_changelook(&src->bl,LOOK_BASE,0x88);
		sg->limit=DIFF_TICK(tick,sg->tick)+1500;
		break;

	case 0x8f:	/* ブラストマイン */
	case 0x94:	/* ショックウェーブトラップ */
	case 0x95:	/* サンドマン */
	case 0x96:	/* フラッシャー */
	case 0x97:	/* フリージングトラップ */
	case 0x98:	/* クレイモアートラップ */
		map_foreachinarea(skill_count_target,src->bl.m
					,src->bl.x-src->range,src->bl.y-src->range
					,src->bl.x+src->range,src->bl.y+src->range
					,0,&src->bl,&splash_count);
		map_foreachinarea(skill_trap_splash,src->bl.m
					,src->bl.x-src->range,src->bl.y-src->range
					,src->bl.x+src->range,src->bl.y+src->range
					,0,&src->bl,tick,splash_count);
		sg->unit_id = 0x8c;
		clif_changelook(&src->bl,LOOK_BASE,sg->unit_id);
		sg->limit=DIFF_TICK(tick,sg->tick)+1500;
		break;

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

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

	case 0x8e:	/* クァグマイア */
		{
			int type=SkillStatusChangeTable[sg->skill_id];
			if( bl->type==BL_PC && ((struct map_session_data *)bl)->special_state.no_magic_damage )
				break;
			if( battle_get_sc_data(bl)[type].timer==-1 )
				skill_status_change_start(bl,type,sg->skill_lv,(int)src,0,0,skill_get_time2(sg->skill_id,sg->skill_lv),0);
		}
		break;
	case 0x92:	/* ベノムダスト */
		{
			struct status_change *sc_data=battle_get_sc_data(bl);
			int type=SkillStatusChangeTable[sg->skill_id];
			if( sc_data && sc_data[type].timer==-1 )
				skill_status_change_start(bl,type,sg->skill_lv,(int)src,0,0,skill_get_time2(sg->skill_id,sg->skill_lv),0);
		}
		break;
	case 0x9a:	/* ボルケーノ */
	case 0x9b:	/* デリュージ */
	case 0x9c:	/* バイオレントゲイル */
		{
			struct skill_unit *unit2;
			struct status_change *sc_data=battle_get_sc_data(bl);
			int type=SkillStatusChangeTable[sg->skill_id];
			if(sc_data && sc_data[type].timer==-1)
				skill_status_change_start(bl,type,sg->skill_lv,(int)src,0,0,skill_get_time2(sg->skill_id,sg->skill_lv),0);
			else if((unit2=(struct skill_unit *)sc_data[type].val2) && unit2 != src ){
				if( DIFF_TICK(sg->tick,unit2->group->tick)>0 )
					skill_status_change_start(bl,type,sg->skill_lv,(int)src,0,0,skill_get_time2(sg->skill_id,sg->skill_lv),0);
				ts->tick-=sg->interval;
			}
		} break;

	case 0x9e:	/* 子守唄 */
	case 0x9f:	/* ニヨルドの宴 */
	case 0xa0:	/* 永遠の混沌 */
	case 0xa1:	/* 戦太鼓の響き */
	case 0xa2:	/* ニーベルングの指輪 */
	case 0xa3:	/* ロキの叫び */
	case 0xa4:	/* 深淵の中に */
	case 0xa5:	/* 不死身のジークフリード */
	case 0xa6:	/* 不協和音 */
	case 0xa7:	/* 口笛 */
	case 0xa8:	/* 夕陽のアサシンクロス */
	case 0xa9:	/* ブラギの詩 */
	case 0xab:	/* 自分勝手なダンス */
	case 0xac:	/* ハミング */
	case 0xad:	/* 私を忘れないで… */
	case 0xae:	/* 幸運のキス */
	case 0xaf:	/* サービスフォーユー */
	case 0xb4:
		{
			struct skill_unit *unit2;
			struct status_change *sc_data=battle_get_sc_data(bl);
			int type=SkillStatusChangeTable[sg->skill_id];
			if(sg->src_id == bl->id)
				break;
			if(sc_data && sc_data[type].timer==-1)
				skill_status_change_start(bl,type,sg->skill_lv,sg->val1,sg->val2,
					(int)src,skill_get_time2(sg->skill_id,sg->skill_lv),0);
			else if( (unit2=(struct skill_unit *)sc_data[type].val4) && unit2 != src ){
				if( unit2->group && DIFF_TICK(sg->tick,unit2->group->tick)>0 )
					skill_status_change_start(bl,type,sg->skill_lv,sg->val1,sg->val2,
						(int)src,skill_get_time2(sg->skill_id,sg->skill_lv),0);
				ts->tick-=sg->interval;
			}
		} break;

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

	case 0xb1:	/* デモンストレーション */
		skill_attack(BF_WEAPON,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
		if(bl->type == BL_PC && rand()%100 < sg->skill_lv && battle_config.equipment_breaking)
			pc_breakweapon((struct map_session_data *)bl);
		break;
	case 0x99:				/* トーキーボックス */
		if(sg->src_id == bl->id) //自分が踏んでも発動しない
			break;
		if(sg->val2==0){
			clif_talkiebox(&src->bl,sg->valstr);
			sg->unit_id = 0x8c;
			clif_changelook(&src->bl,LOOK_BASE,sg->unit_id);
			sg->limit=DIFF_TICK(tick,sg->tick)+5000;
			sg->val2=-1; //踏んだ
		}
		break;
	case 0xb2:				/* あなたを_会いたいです */
	case 0xb3:				/* ゴスペル */
	case 0xb6:				/* フォグウォール */
	//とりあえず何もしない
		break;






	case 0xb7:	/* スパイダーウェッブ */
		if(sg->val2==0){
			int moveblock = ( bl->x/BLOCK_SIZE != src->bl.x/BLOCK_SIZE || bl->y/BLOCK_SIZE != src->bl.y/BLOCK_SIZE);
			skill_additional_effect(ss,bl,sg->skill_id,sg->skill_lv,BF_MISC,tick);
			if(moveblock) map_delblock(bl);
			bl->x = (&src->bl)->x;
			bl->y = (&src->bl)->y;
			if(moveblock) map_addblock(bl);
			if(bl->type == BL_MOB)
				clif_fixmobpos((struct mob_data *)bl);
			else if(bl->type == BL_PET)
				clif_fixpetpos((struct pet_data *)bl);
			else
				clif_fixpos(bl);
			clif_01ac(&src->bl);
			sg->limit=DIFF_TICK(tick,sg->tick) + skill_get_time2(sg->skill_id,sg->skill_lv);
			sg->val2=bl->id;
		}
		break;

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

	return 0;
}
/*==========================================
 * スキルユニットから離脱する(もしくはしている)場合
 *------------------------------------------
 */
int skill_unit_onout(struct skill_unit *src,struct block_list *bl,unsigned int tick)
{
	struct skill_unit_group *sg;

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

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

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

	switch(sg->unit_id){
	case 0x7e:	/* セイフティウォール */
	case 0x85:	/* ニューマ */
	case 0x8e:	/* クァグマイア */
		{
			struct status_change *sc_data=battle_get_sc_data(bl);
			int type=
				(sg->unit_id==0x85)?SC_PNEUMA:
				((sg->unit_id==0x7e)?SC_SAFETYWALL:
				 SC_QUAGMIRE);
			if((type != SC_QUAGMIRE || bl->type != BL_MOB) &&
				sc_data && sc_data[type].timer!=-1 && ((struct skill_unit *)sc_data[type].val2)==src){
				skill_status_change_end(bl,type,-1);
			}
		} break;

	case 0x91:	/* アンクルスネア */
		{
			struct block_list *target=map_id2bl(sg->val2);
			if( target && target==bl ){
				skill_status_change_end(bl,SC_ANKLE,-1);
				sg->limit=DIFF_TICK(tick,sg->tick)+1000;
			}
		}
		break;
	case 0xb5:
	case 0xb8:
		{
			struct block_list *target=map_id2bl(sg->val2);
			if( target==bl )
				skill_status_change_end(bl,SC_SPIDERWEB,-1);
			sg->limit=DIFF_TICK(tick,sg->tick)+1000;
		}
		break;
	case 0xb6:
		{
			struct block_list *target=map_id2bl(sg->val2);
			if( target==bl )
				skill_status_change_end(bl,SC_FOGWALL,-1);
			sg->limit=DIFF_TICK(tick,sg->tick)+1000;
		}
		break;
	case 0x9a:	/* ボルケーノ */
	case 0x9b:	/* デリュージ */
	case 0x9c:	/* バイオレントゲイル */
		{
			struct status_change *sc_data=battle_get_sc_data(bl);
			struct skill_unit *su;
			int type=SkillStatusChangeTable[sg->skill_id];
			if( sc_data && sc_data[type].timer!=-1 && (su=((struct skill_unit *)sc_data[type].val2)) && su == src ){
				skill_status_change_end(bl,type,-1);
			}
		}
		break;

	case 0x9e:	/* 子守唄 */
	case 0x9f:	/* ニヨルドの宴 */
	case 0xa0:	/* 永遠の混沌 */
	case 0xa1:	/* 戦太鼓の響き */
	case 0xa2:	/* ニーベルングの指輪 */
	case 0xa3:	/* ロキの叫び */
	case 0xa4:	/* 深淵の中に */
	case 0xa5:	/* 不死身のジークフリード */
	case 0xa6:	/* 不協和音 */
	case 0xa7:	/* 口笛 */
	case 0xa8:	/* 夕陽のアサシンクロス */
	case 0xa9:	/* ブラギの詩 */
	case 0xaa:	/* イドゥンの林檎 */
	case 0xab:	/* 自分勝手なダンス */
	case 0xac:	/* ハミング */
	case 0xad:	/* 私を忘れないで… */
	case 0xae:	/* 幸運のキス */
	case 0xaf:	/* サービスフォーユー */
	case 0xb4:
		{
			struct status_change *sc_data=battle_get_sc_data(bl);
			struct skill_unit *su;
			int type=SkillStatusChangeTable[sg->skill_id];
			if( sc_data && sc_data[type].timer!=-1 && (su=((struct skill_unit *)sc_data[type].val4)) && su == src ){
				skill_status_change_end(bl,type,-1);
			}
		}
		break;
	case 0xb7:	/* スパイダーウェッブ */
		{
			struct block_list *target=map_id2bl(sg->val2);
			if( target && target==bl )
				skill_status_change_end(bl,SC_SPIDERWEB,-1);
			sg->limit=DIFF_TICK(tick,sg->tick)+1000;
		}
		break;

/*	default:
		if(battle_config.error_log)
			printf("skill_unit_onout: Unknown skill unit id=%d block=%d\n",sg->unit_id,bl->id);
		break;*/
	}
	skill_unitgrouptickset_delete(bl,sg->group_id);
	return 0;
}
/*==========================================
 * スキルユニットの削除イベント
 *------------------------------------------
 */
int skill_unit_ondelete(struct skill_unit *src,struct block_list *bl,unsigned int tick)
{
	struct skill_unit_group *sg;

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

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

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

	switch(sg->unit_id){
	case 0x85:	/* ニューマ */
	case 0x7e:	/* セイフティウォール */
	case 0x8e:	/* クァグマイヤ */
	case 0x9a:	/* ボルケーノ */
	case 0x9b:	/* デリュージ */
	case 0x9c:	/* バイオレントゲイル */
	case 0x9e:	/* 子守唄 */
	case 0x9f:	/* ニヨルドの宴 */
	case 0xa0:	/* 永遠の混沌 */
	case 0xa1:	/* 戦太鼓の響き */
	case 0xa2:	/* ニーベルングの指輪 */
	case 0xa3:	/* ロキの叫び */
	case 0xa4:	/* 深淵の中に */
	case 0xa5:	/* 不死身のジークフリード */
	case 0xa6:	/* 不協和音 */
	case 0xa7:	/* 口笛 */
	case 0xa8:	/* 夕陽のアサシンクロス */
	case 0xa9:	/* ブラギの詩 */
	case 0xaa:	/* イドゥンの林檎 */
	case 0xab:	/* 自分勝手なダンス */
	case 0xac:	/* ハミング */
	case 0xad:	/* 私を忘れないで… */
	case 0xae:	/* 幸運のキス */
	case 0xaf:	/* サービスフォーユー */
	case 0xb4:
		return skill_unit_onout(src,bl,tick);

/*	default:
		if(battle_config.error_log)
			printf("skill_unit_ondelete: Unknown skill unit id=%d block=%d\n",sg->unit_id,bl->id);
		break;*/
	}
	skill_unitgrouptickset_delete(bl,sg->group_id);
	return 0;
}
/*==========================================
 * スキルユニットの限界イベント
 *------------------------------------------
 */
int skill_unit_onlimit(struct skill_unit *src,unsigned int tick)
{
	struct skill_unit_group *sg;

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

	switch(sg->unit_id){
	case 0x81:	/* ワープポータル(発動前) */
		{
			struct skill_unit_group *group=
				skill_unitsetting(map_id2bl(sg->src_id),sg->skill_id,sg->skill_lv,
					src->bl.x,src->bl.y,1);
			if(group == NULL)
				return 0;
			group->valstr=calloc(24, 1);
			if(group->valstr==NULL){
				printf("skill_unit_onlimit: out of memory !\n");
				exit(1);
			}
			memcpy(group->valstr,sg->valstr,24);
			group->val2=sg->val2;
		}
		break;

	case 0x8d:	/* アイスウォール */
		map_setcell(src->bl.m,src->bl.x,src->bl.y,src->val2);
		clif_changemapcell(src->bl.m,src->bl.x,src->bl.y,src->val2,1);
		break;
	case 0xb2:	/* あなたに会いたい */
		{
			struct map_session_data *sd = NULL;
			struct map_session_data *p_sd = NULL;
			if((sd = (struct map_session_data *)(map_id2bl(sg->src_id))) == NULL)
				return 0;
			if((p_sd = pc_get_partner(sd)) == NULL)
				return 0;

			pc_setpos(p_sd,map[src->bl.m].name,src->bl.x,src->bl.y,3);
		}
		break;
	}
	return 0;
}
/*==========================================
 * スキルユニットのダメージイベント
 *------------------------------------------
 */
int skill_unit_ondamaged(struct skill_unit *src,struct block_list *bl,
	int damage,unsigned int tick)
{
	struct skill_unit_group *sg;

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

	switch(sg->unit_id){
	case 0x8d:	/* アイスウォール */
		src->val1-=damage;
		break;
	case 0x8f:	/* ブラストマイン */
	case 0x98:	/* クレイモアートラップ */
		skill_blown(bl,&src->bl,2); //吹き飛ばしてみる
		break;
	default:
		damage = 0;
		break;
	}
	return damage;
}


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

/*==========================================
 * スキル使用（詠唱完了、場所指定）
 *------------------------------------------
 */
int skill_castend_pos( int tid, unsigned int tick, int id,int data )
{
	struct map_session_data* sd=map_id2sd(id)/*,*target_sd=NULL*/;
	int range,maxcount;

	nullpo_retr(0, sd);

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

	if(battle_config.pc_skill_reiteration == 0) {
		range = -1;
		switch(sd->skillid) {
			case MG_SAFETYWALL:
			case WZ_FIREPILLAR:
			case HT_SKIDTRAP:
			case HT_LANDMINE:
			case HT_ANKLESNARE:
			case HT_SHOCKWAVE:
			case HT_SANDMAN:
			case HT_FLASHER:
			case HT_FREEZINGTRAP:
			case HT_BLASTMINE:
			case HT_CLAYMORETRAP:
			case HT_TALKIEBOX:
			case AL_WARP:
			case PF_SPIDERWEB:		/* スパイダーウェッブ */
			case RG_GRAFFITI:		/* グラフィティ */
				range = 0;
				break;
			case AL_PNEUMA:
				range = 1;
				break;
		}
		if(range >= 0) {
			if(skill_check_unit_range(sd->bl.m,sd->skillx,sd->skilly,range,sd->skillid) > 0) {
				clif_skill_fail(sd,sd->skillid,0,0);
				sd->canact_tick = tick;
				sd->canmove_tick = tick;
				sd->skillitem = sd->skillitemlv = -1;
				return 0;
			}
		}
	}
	if(battle_config.pc_skill_nofootset) {
		range = -1;
		switch(sd->skillid) {
			case WZ_FIREPILLAR:
			case HT_SKIDTRAP:
			case HT_LANDMINE:
			case HT_ANKLESNARE:
			case HT_SHOCKWAVE:
			case HT_SANDMAN:
			case HT_FLASHER:
			case HT_FREEZINGTRAP:
			case HT_BLASTMINE:
			case HT_CLAYMORETRAP:
			case HT_TALKIEBOX:
			case PF_SPIDERWEB:		/* スパイダーウェッブ */
			case WZ_ICEWALL:
				range = 1;
				break;
			case AL_WARP:
				range = 0;
				break;
		}
		if(range >= 0) {
			if(skill_check_unit_range2(sd->bl.m,sd->skillx,sd->skilly,range) > 0) {
				clif_skill_fail(sd,sd->skillid,0,0);
				sd->canact_tick = tick;
				sd->canmove_tick = tick;
				sd->skillitem = sd->skillitemlv = -1;
				return 0;
			}
		}
	}

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

	if(sd->skilllv <= 0) return 0;
	range = skill_get_range(sd->skillid,sd->skilllv);
	if(range < 0)
		range = battle_get_range(&sd->bl) - (range + 1);
	range += battle_config.pc_skill_add_range;
	if(battle_config.skill_out_range_consume) {  // changed to allow casting when target walks out of range [Valaris]
		if(range < distance(sd->bl.x,sd->bl.y,sd->skillx,sd->skilly)) {
			clif_skill_fail(sd,sd->skillid,0,0);
			sd->canact_tick = tick;
			sd->canmove_tick = tick;
			sd->skillitem = sd->skillitemlv = -1;
			return 0;
		}
	}
	if(!skill_check_condition(sd,1)) {		/* 使用条件チェック */
		sd->canact_tick = tick;
		sd->canmove_tick = tick;
		sd->skillitem = sd->skillitemlv = -1;
		return 0;
	}
	sd->skillitem = sd->skillitemlv = -1;
	if(battle_config.skill_out_range_consume) {
		if(range < distance(sd->bl.x,sd->bl.y,sd->skillx,sd->skilly)) {
			clif_skill_fail(sd,sd->skillid,0,0);
			sd->canact_tick = tick;
			sd->canmove_tick = tick;
			return 0;
		}
	}

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

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

	return 0;
}

/*==========================================
 * 範囲内キャラ存在確認判定処理(foreachinarea)
 *------------------------------------------
 */

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

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

	s_class = pc_calc_base_job(sd->status.class);
	//チェックしない設定ならcにありえない大きな数字を返して終了
	if(!battle_config.player_skill_partner_check){	//本当はforeachの前にやりたいけど設定適用箇所をまとめるためにここへ
		(*c)=99;
		return 0;
	}

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

	switch(ssd->skillid){
	case PR_BENEDICTIO:				/* 聖体降福 */
		if(sd != ssd && (sd->status.class == 4 || sd->status.class == 8 || sd->status.class == 15 ||
			sd->status.class == 4005 || sd->status.class == 4009 || sd->status.class == 4016) &&
			(sd->bl.x == ssd->bl.x - 1 || sd->bl.x == ssd->bl.x + 1) && sd->status.sp >= 10)
			(*c)++;
		break;
	case BD_LULLABY:				/* 子守歌 */
	case BD_RICHMANKIM:				/* ニヨルドの宴 */
	case BD_ETERNALCHAOS:			/* 永遠の混沌 */
	case BD_DRUMBATTLEFIELD:		/* 戦太鼓の響き */
	case BD_RINGNIBELUNGEN:			/* ニーベルングの指輪 */
	case BD_ROKISWEIL:				/* ロキの叫び */
	case BD_INTOABYSS:				/* 深淵の中に */
	case BD_SIEGFRIED:				/* 不死身のジークフリード */
	case BD_RAGNAROK:				/* 神々の黄昏 */
	case CG_MOONLIT:				/* 月明りの泉に落ちる花びら */
		if(sd != ssd &&
		 ((ssd->status.class==19 && sd->status.class==20) ||
		 (ssd->status.class==20 && sd->status.class==19) ||
		 (ssd->status.class==4020 && sd->status.class==4021) ||
		 (ssd->status.class==4021 && sd->status.class==4020) ||
		 (ssd->status.class==20 && sd->status.class==4020) ||
		 (ssd->status.class==19 && sd->status.class==4021)) &&
		 pc_checkskill(sd,ssd->skillid) > 0 &&
		 (*c)==0 &&
		 sd->status.party_id == ssd->status.party_id &&
		 !pc_issit(sd) &&
		 sd->sc_data[SC_DANCING].timer==-1
		 )
			(*c)=pc_checkskill(sd,ssd->skillid);
		break;
	}
	return 0;
}
/*==========================================
 * 範囲内キャラ存在確認判定後スキル使用処理(foreachinarea)
 *------------------------------------------
 */

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

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

	s_class = pc_calc_base_job(sd->status.class);
	
	//チェックしない設定ならcにありえない大きな数字を返して終了
	if(!battle_config.player_skill_partner_check){	//本当はforeachの前にやりたいけど設定適用箇所をまとめるためにここへ
		(*c)=99;
		return 0;
	}

	ss_class = pc_calc_base_job(ssd->status.class);
	skillid=ssd->skillid;
	skilllv=ssd->skilllv;
	if(skilllv <= 0) return 0;
	switch(skillid){
	case PR_BENEDICTIO:				/* 聖体降福 */
		if(sd != ssd && (sd->status.class == 4 || sd->status.class == 8 || sd->status.class == 15 ||
			sd->status.class == 4005 || sd->status.class == 4009 || sd->status.class == 4016) &&
			(sd->bl.x == ssd->bl.x - 1 || sd->bl.x == ssd->bl.x + 1) && sd->status.sp >= 10){
			sd->status.sp -= 10;
			pc_calcstatus(sd,0);
			(*c)++;
		}
		break;
	case BD_LULLABY:				/* 子守歌 */
	case BD_RICHMANKIM:				/* ニヨルドの宴 */
	case BD_ETERNALCHAOS:			/* 永遠の混沌 */
	case BD_DRUMBATTLEFIELD:		/* 戦太鼓の響き */
	case BD_RINGNIBELUNGEN:			/* ニーベルングの指輪 */
	case BD_ROKISWEIL:				/* ロキの叫び */
	case BD_INTOABYSS:				/* 深淵の中に */
	case BD_SIEGFRIED:				/* 不死身のジークフリード */
	case BD_RAGNAROK:				/* 神々の黄昏 */
	case CG_MOONLIT:				/* 月明りの泉に落ちる花びら */
		if(sd != ssd && //本人以外で
		  ((ssd->status.class==19 && sd->status.class==20) ||
		 (ssd->status.class==20 && sd->status.class==19) ||
		 (ssd->status.class==4020 && sd->status.class==4021) ||
		 (ssd->status.class==4021 && sd->status.class==4020) ||
		 (ssd->status.class==20 && sd->status.class==4020) ||
		 (ssd->status.class==19 && sd->status.class==4021)) && //自分がダンサーならバードで
		   pc_checkskill(sd,skillid) > 0 && //スキルを持っていて
		   (*c)==0 && //最初の一人で
		   sd->status.party_id == ssd->status.party_id && //パーティーが同じで
		   !pc_issit(sd) && //座ってない
		   sd->sc_data[SC_DANCING].timer==-1 //ダンス中じゃない
		  ){
			ssd->sc_data[SC_DANCING].val4=bl->id;
			clif_skill_nodamage(bl,src,skillid,skilllv,1);
			skill_status_change_start(bl,SC_DANCING,skillid,ssd->sc_data[SC_DANCING].val2,0,src->id,skill_get_time(skillid,skilllv)+1000,0);
			sd->skillid_dance=sd->skillid=skillid;
			sd->skilllv_dance=sd->skilllv=skilllv;
			(*c)++;
		}
		break;
	}
	return 0;
}
/*==========================================
 * 範囲内バイオプラント、スフィアマイン用Mob存在確認判定処理(foreachinarea)
 *------------------------------------------
 */

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

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

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

/*==========================================
 * スキル使用条件（偽で使用失敗）
 *------------------------------------------
 */
int skill_check_condition(struct map_session_data *sd,int type)
{
	int i,hp,sp,hp_rate,sp_rate,zeny,weapon,state,spiritball,skill,lv,mhp;
	int	index[10],itemid[10],amount[10];

	nullpo_retr(0, sd);

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

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

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

	if(sd->skillitem == sd->skillid) {	/* アイテムの場合無条件成功 */
		if(type&1)
			sd->skillitem = sd->skillitemlv = -1;
		return 1;
	}
	if( sd->opt1>0 ){
		clif_skill_fail(sd,sd->skillid,0,0);
		return 0;
	}
	if(sd->sc_data){
		if( sd->sc_data[SC_DIVINA].timer!=-1 ||
			sd->sc_data[SC_ROKISWEIL].timer!=-1 ||
			(sd->sc_data[SC_AUTOCOUNTER].timer != -1 && sd->skillid != KN_AUTOCOUNTER) ||
			sd->sc_data[SC_STEELBODY].timer != -1 ||
			sd->sc_data[SC_BERSERK].timer != -1
		){
		clif_skill_fail(sd,sd->skillid,0,0);
			return 0;	/* 状態異常や沈黙など */
		}
	}
	skill = sd->skillid;
	lv = sd->skilllv;
	if(lv <= 0) return 0;
	hp=skill_get_hp(skill, lv);	/* 消費HP */
	sp=skill_get_sp(skill, lv);	/* 消費SP */
	if((sd->skillid_old == BD_ENCORE) && skill==sd->skillid_dance)
		sp=sp/2;	//アンコール時はSP消費が半分
	hp_rate = (lv <= 0)? 0:skill_db[skill].hp_rate[lv-1];
	sp_rate = (lv <= 0)? 0:skill_db[skill].sp_rate[lv-1];
	zeny = skill_get_zeny(skill,lv);
	weapon = skill_db[skill].weapon;
	state = skill_db[skill].state;
	spiritball = (lv <= 0)? 0:skill_db[skill].spiritball[lv-1];
	mhp=skill_get_mhp(skill, lv);	/* 消費HP */
	for(i=0;i<10;i++) {
		itemid[i] = skill_db[skill].itemid[i];
		amount[i] = skill_db[skill].amount[i];
	}
	if(mhp > 0)
		hp += (sd->status.max_hp * mhp)/100;
	if(hp_rate > 0)
		hp += (sd->status.hp * hp_rate)/100;
	else
		hp += (sd->status.max_hp * abs(hp_rate))/100;
	if(sp_rate > 0)
		sp += (sd->status.sp * sp_rate)/100;
	else
		sp += (sd->status.max_sp * abs(sp_rate))/100;
	if(sd->dsprate!=100)
		sp=sp*sd->dsprate/100;	/* 消費SP修正 */

	switch(skill) {
	case SA_CASTCANCEL:
		if(sd->skilltimer == -1) {
			clif_skill_fail(sd,skill,0,0);
			return 0;
		}
		break;
	case BS_MAXIMIZE:		/* マキシマイズパワー */
	case NV_TRICKDEAD:		/* 死んだふり */
	case TF_HIDING:			/* ハイディング */
	case AS_CLOAKING:		/* クローキング */
	case CR_AUTOGUARD:				/* オートガード */
	case CR_DEFENDER:				/* ディフェンダー */
	case ST_CHASEWALK:
		if(sd->sc_data[SkillStatusChangeTable[skill]].timer!=-1)
			return 1;			/* 解除する場合はSP消費しない */
		break;
	case AL_TELEPORT:
	case AL_WARP:
		if(map[sd->bl.m].flag.noteleport) {
			clif_skill_teleportmessage(sd,0);
			return 0;
		}
		break;
	case MO_CALLSPIRITS:	/* 気功 */
		if(sd->spiritball >= lv) {
			clif_skill_fail(sd,skill,0,0);
			return 0;
		}
		break;
	case CH_SOULCOLLECT:	/* 狂気功 */
		if(sd->spiritball >= 5) {
			clif_skill_fail(sd,skill,0,0);
			return 0;
		}
		break;
	case MO_FINGEROFFENSIVE:				//指弾
		if (sd->spiritball > 0 && sd->spiritball < spiritball) {
			spiritball = sd->spiritball;
			sd->spiritball_old = sd->spiritball;
		}
		else sd->spiritball_old = lv;
		break;
	case MO_CHAINCOMBO:						//連打掌
		if(sd->sc_data[SC_BLADESTOP].timer==-1){
		if(sd->sc_data[SC_COMBO].timer == -1 || sd->sc_data[SC_COMBO].val1 != MO_TRIPLEATTACK)
			return 0;
		}
		break;
	case MO_COMBOFINISH:					//猛龍拳
		if(sd->sc_data[SC_COMBO].timer == -1 || sd->sc_data[SC_COMBO].val1 != MO_CHAINCOMBO)
			return 0;
		break;
	case CH_TIGERFIST:						//伏虎拳
		if(sd->sc_data[SC_COMBO].timer == -1 || sd->sc_data[SC_COMBO].val1 != MO_COMBOFINISH)
			return 0;
		break;
	case CH_CHAINCRUSH:						//連柱崩撃
		if(sd->sc_data[SC_COMBO].timer == -1)
			return 0;
		if(sd->sc_data[SC_COMBO].val1 != MO_COMBOFINISH && sd->sc_data[SC_COMBO].val1 != CH_TIGERFIST)
			return 0;
		break;
	case MO_EXTREMITYFIST:					// 阿修羅覇鳳拳
		if((sd->sc_data[SC_COMBO].timer != -1 && (sd->sc_data[SC_COMBO].val1 == MO_COMBOFINISH || sd->sc_data[SC_COMBO].val1 == CH_CHAINCRUSH)) || sd->sc_data[SC_BLADESTOP].timer!=-1)
			spiritball--;
		break;
	case BD_ADAPTATION:				/* アドリブ */
		{
			struct skill_unit_group *group=NULL;
			if(sd->sc_data[SC_DANCING].timer==-1 || ((group=(struct skill_unit_group*)sd->sc_data[SC_DANCING].val2) && (skill_get_time(sd->sc_data[SC_DANCING].val1,group->skill_lv) - sd->sc_data[SC_DANCING].val3*1000) <= skill_get_time2(skill,lv))){ //ダンス中で使用後5秒以上のみ？
				clif_skill_fail(sd,skill,0,0);
				return 0;
			}
		}
		break;
	case PR_BENEDICTIO:				/* 聖体降福 */
		{
			int range=1;
			int c=0;
			if(!(type&1)){
			map_foreachinarea(skill_check_condition_char_sub,sd->bl.m,
				sd->bl.x-range,sd->bl.y-range,
				sd->bl.x+range,sd->bl.y+range,BL_PC,&sd->bl,&c);
			if(c<2){
				clif_skill_fail(sd,skill,0,0);
				return 0;
			}
			}else{
				map_foreachinarea(skill_check_condition_use_sub,sd->bl.m,
					sd->bl.x-range,sd->bl.y-range,
					sd->bl.x+range,sd->bl.y+range,BL_PC,&sd->bl,&c);
			}
		}
		break;
	case WE_CALLPARTNER:		/* あなたに逢いたい */
		if(!sd->status.partner_id){
			clif_skill_fail(sd,skill,0,0);
			return 0;
		}
		break;
	case AM_CANNIBALIZE:		/* バイオプラント */
	case AM_SPHEREMINE:			/* スフィアーマイン */
		if(type&1){
			int c=0;
			int maxcount=skill_get_maxcount(skill);
			int mob_class=(skill==AM_CANNIBALIZE)?1118:1142;
			if(battle_config.pc_land_skill_limit && maxcount>0) {
				map_foreachinarea(skill_check_condition_mob_master_sub ,sd->bl.m, 0, 0, map[sd->bl.m].xs, map[sd->bl.m].ys, BL_MOB, sd->bl.id, mob_class,&c );
				if(c >= maxcount){
					clif_skill_fail(sd,skill,0,0);
					return 0;
				}
			}
		}
		break;
	case MG_FIREWALL:		/* ファイアーウォール */
		/* 数制限 */
		if(battle_config.pc_land_skill_limit) {
			int maxcount = skill_get_maxcount(skill);
			if(maxcount > 0) {
				int i,c;
				for(i=c=0;i<MAX_SKILLUNITGROUP;i++) {
					if(sd->skillunit[i].alive_count > 0 && sd->skillunit[i].skill_id == skill)
						c++;
				}
				if(c >= maxcount) {
					clif_skill_fail(sd,skill,0,0);
					return 0;
				}
			}
		}
		break;
	}

	if(!(type&2)){
		if( hp>0 && sd->status.hp < hp) {				/* HPチェック */
			clif_skill_fail(sd,skill,2,0);		/* HP不足：失敗通知 */
			return 0;
		}
		if( sp>0 && sd->status.sp < sp) {				/* SPチェック */
			clif_skill_fail(sd,skill,1,0);		/* SP不足：失敗通知 */
			return 0;
		}
		if( zeny>0 && sd->status.zeny < zeny) {
			clif_skill_fail(sd,skill,5,0);
			return 0;
		}
		if(!(weapon & (1<<sd->status.weapon) ) ) {
			clif_skill_fail(sd,skill,6,0);
			return 0;
		}
		if( spiritball > 0 && sd->spiritball < spiritball) {
			clif_skill_fail(sd,skill,0,0);		// 氣球不足
			return 0;
		}
	}

	switch(state) {
	case ST_HIDING:
		if(!(sd->status.option&2)) {
			clif_skill_fail(sd,skill,0,0);
			return 0;
		}
		break;
	case ST_CLOAKING:
		if(!(sd->status.option&4)) {
			clif_skill_fail(sd,skill,0,0);
			return 0;
		}
		break;
	case ST_HIDDEN:
		if(!pc_ishiding(sd)) {
			clif_skill_fail(sd,skill,0,0);
			return 0;
		}
		break;
	case ST_RIDING:
		if(!pc_isriding(sd)) {
			clif_skill_fail(sd,skill,0,0);
			return 0;
		}
		break;
	case ST_FALCON:
		if(!pc_isfalcon(sd)) {
			clif_skill_fail(sd,skill,0,0);
			return 0;
		}
		break;
	case ST_CART:
		if(!pc_iscarton(sd)) {
			clif_skill_fail(sd,skill,0,0);
			return 0;
		}
		break;
	case ST_SHIELD:
		if(sd->status.shield <= 0) {
			clif_skill_fail(sd,skill,0,0);
			return 0;
		}
		break;
	case ST_SIGHT:
		if(sd->sc_data[SC_SIGHT].timer == -1 && type&1) {
			clif_skill_fail(sd,skill,0,0);
			return 0;
		}
		break;
	case ST_EXPLOSIONSPIRITS:
		if(sd->sc_data[SC_EXPLOSIONSPIRITS].timer == -1) {
			clif_skill_fail(sd,skill,0,0);
			return 0;
		}
		break;
	case ST_RECOV_WEIGHT_RATE:
		if(battle_config.natural_heal_weight_rate <= 100 && sd->weight*100/sd->max_weight >= battle_config.natural_heal_weight_rate) {
			clif_skill_fail(sd,skill,0,0);
			return 0;
		}
		break;
	case ST_MOVE_ENABLE:
		{
			struct walkpath_data wpd;
			if(path_search(&wpd,sd->bl.m,sd->bl.x,sd->bl.y,sd->skillx,sd->skilly,1)==-1) {
				clif_skill_fail(sd,skill,0,0);
				return 0;
			}
		}
		break;
	case ST_WATER:
		if(map_getcell(sd->bl.m,sd->bl.x,sd->bl.y) != 3 && (sd->sc_data[SC_DELUGE].timer==-1)){	//水場判定
			clif_skill_fail(sd,skill,0,0);
			return 0;
		}
		break;
	}

	for(i=0;i<10;i++) {
		int x = lv%11 - 1;
		index[i] = -1;
		if(itemid[i] <= 0)
			continue;
		if(itemid[i] >= 715 && itemid[i] <= 717 && sd->special_state.no_gemstone)
			continue;
		if(((itemid[i] >= 715 && itemid[i] <= 717) || itemid[i] == 1065) && sd->sc_data[SC_INTOABYSS].timer != -1)
			continue;
		if(skill == AM_POTIONPITCHER && i != x)
			continue;

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

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

	if(skill != AM_POTIONPITCHER) {
		if(skill == AL_WARP && !(type&2))
			return 1;
		for(i=0;i<10;i++) {
			if(index[i] >= 0)
				pc_delitem(sd,index[i],amount[i],0);		// アイテム消費
		}
	}

	if(type&2)
		return 1;

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


	return 1;
}

/*==========================================
 * 詠唱時間計算
 *------------------------------------------
 */
int skill_castfix( struct block_list *bl, int time )
{
	struct map_session_data *sd;
	struct mob_data *md; // [Valaris]
	struct status_change *sc_data;
	int dex;
	int castrate=100;
	int skill,lv,castnodex;

	nullpo_retr(0, bl);

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

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

	if(lv <= 0) return 0;

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

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

	castnodex=skill_get_castnodex(skill, lv);

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

	/* サフラギウム */
	if(sc_data && sc_data[SC_SUFFRAGIUM].timer!=-1 ){
		time=time*(100-sc_data[SC_SUFFRAGIUM].val1*15)/100;
		skill_status_change_end( bl, SC_SUFFRAGIUM, -1);
	}
	/* ブラギの詩 */
	if(sc_data && sc_data[SC_POEMBRAGI].timer!=-1 )
		time=time*(100-(sc_data[SC_POEMBRAGI].val1*3+sc_data[SC_POEMBRAGI].val2
				+(sc_data[SC_POEMBRAGI].val3>>16)))/100;

	return (time>0)?time:0;
}
/*==========================================
 * ディレイ計算
 *------------------------------------------
 */
int skill_delayfix( struct block_list *bl, int time )
{
	struct status_change *sc_data;

	nullpo_retr(0, bl);

	sc_data = battle_get_sc_data(bl);
	if(time<=0)
		return 0;

	if(bl->type == BL_PC) {
		if( battle_config.delay_dependon_dex )	/* dexの影響を計算する */
			time=time*(battle_config.castrate_dex_scale - battle_get_dex(bl))/battle_config.castrate_dex_scale;
		time=time*battle_config.delay_rate/100;
	}

	/* ブラギの詩 */
	if(sc_data && sc_data[SC_POEMBRAGI].timer!=-1 )
		time=time*(100-(sc_data[SC_POEMBRAGI].val1*3+sc_data[SC_POEMBRAGI].val2
				+(sc_data[SC_POEMBRAGI].val3&0xffff)))/100;

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

/*==========================================
 * スキル使用（ID指定）
 *------------------------------------------
 */
int skill_use_id( struct map_session_data *sd, int target_id,
	int skill_num, int skill_lv)
{
	unsigned int tick;
	int casttime=0,delay=0,skill,range;
	struct map_session_data* target_sd=NULL;
	int forcecast=0;
	struct block_list *bl;
	struct status_change *sc_data;
	tick=gettick();

	nullpo_retr(0, sd);

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

	/* 沈黙や異常（ただし、グリムなどの判定をする） */
	if( sd->opt1>0 )
		return 0;
	if(sd->sc_data){
		if(sc_data[SC_CHASEWALK].timer != -1) return 0;
		if(sc_data[SC_VOLCANO].timer != -1){
			if(skill_num==WZ_ICEWALL) return 0;
		}
		if(sc_data[SC_ROKISWEIL].timer!=-1){
			if(skill_num==BD_ADAPTATION) return 0;
		}
		if( sd->sc_data[SC_DIVINA].timer!=-1 ||
			sd->sc_data[SC_ROKISWEIL].timer!=-1 ||
			(sd->sc_data[SC_AUTOCOUNTER].timer != -1 && sd->skillid != KN_AUTOCOUNTER) ||
			sd->sc_data[SC_STEELBODY].timer != -1 ||
			sd->sc_data[SC_BERSERK].timer != -1 ){
			return 0;	/* 状態異常や沈黙など */
		}

		if(sc_data[SC_BLADESTOP].timer != -1){
		int lv = sc_data[SC_BLADESTOP].val1;
		if(sc_data[SC_BLADESTOP].val2==1) return 0;//白羽された側なのでダメ
		if(lv==1) return 0;
		if(lv==2 && skill_num!=MO_FINGEROFFENSIVE) return 0;
		if(lv==3 && skill_num!=MO_FINGEROFFENSIVE && skill_num!=MO_INVESTIGATE) return 0;
		if(lv==4 && skill_num!=MO_FINGEROFFENSIVE && skill_num!=MO_INVESTIGATE && skill_num!=MO_CHAINCOMBO) return 0;
		if(lv==5 && skill_num!=MO_FINGEROFFENSIVE && skill_num!=MO_INVESTIGATE && skill_num!=MO_CHAINCOMBO && skill_num!=MO_EXTREMITYFIST) return 0;
	}
	}

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

	if(map[sd->bl.m].flag.gvg){ //GvGで使用できないスキル
		switch(skill_num){
		case SM_ENDURE:
		case AL_TELEPORT:
		case AL_WARP:
		case WZ_ICEWALL:
		case TF_BACKSLIDING:
		case LK_BERSERK:
		case HP_BASILICA:
		case ST_CHASEWALK:
		return 0;
		}
	}

	/* 演奏/ダンス中 */
	if( sc_data && sc_data[SC_DANCING].timer!=-1 ){
//		if(battle_config.pc_skill_log)
//			printf("dancing! %d\n",skill_num);
		if( sc_data[SC_DANCING].val4 && skill_num!=BD_ADAPTATION ) //合奏中はアドリブ以外不可
			return 0;
		if(skill_num!=BD_ADAPTATION && skill_num!=BA_MUSICALSTRIKE && skill_num!=DC_THROWARROW){
			return 0;
		}
	}

	if(skill_get_inf2(skill_num)&0x200 && sd->bl.id == target_id)
		return 0;
	//直前のスキルが何か覚える必要のあるスキル
	switch(skill_num){
	case SA_CASTCANCEL:
		if(sd->skillid != skill_num){ //キャストキャンセル自体は覚えない
			sd->skillid_old = sd->skillid;
			sd->skilllv_old = sd->skilllv;
			break;
		}
	case BD_ENCORE:					/* アンコール */
		if(!sd->skillid_dance){ //前回使用した踊りがないとだめ
			clif_skill_fail(sd,skill_num,0,0);
			return 0;
		}else{
			sd->skillid_old = skill_num;
		}
		break;
	}

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

	switch(skill_num){ //事前にレベルが変わったりするスキル
	case BD_LULLABY:				/* 子守歌 */
	case BD_RICHMANKIM:				/* ニヨルドの宴 */
	case BD_ETERNALCHAOS:			/* 永遠の混沌 */
	case BD_DRUMBATTLEFIELD:		/* 戦太鼓の響き */
	case BD_RINGNIBELUNGEN:			/* ニーベルングの指輪 */
	case BD_ROKISWEIL:				/* ロキの叫び */
	case BD_INTOABYSS:				/* 深淵の中に */
	case BD_SIEGFRIED:				/* 不死身のジークフリード */
	case BD_RAGNAROK:				/* 神々の黄昏 */
	case CG_MOONLIT:				/* 月明りの泉に落ちる花びら */
		{
			int range=1;
			int c=0;
			map_foreachinarea(skill_check_condition_char_sub,sd->bl.m,
				sd->bl.x-range,sd->bl.y-range,
				sd->bl.x+range,sd->bl.y+range,BL_PC,&sd->bl,&c);
			if(c<1){
				clif_skill_fail(sd,skill_num,0,0);
				return 0;
			}else if(c==99){ //相方不要設定だった
				;
			}else{
				sd->skilllv=(c + skill_lv)/2;
			}
		}
		break;
	}

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

	/* 射程と障害物チェック */
	range = skill_get_range(skill_num,skill_lv);
	if(range < 0)
		range = battle_get_range(&sd->bl) - (range + 1);
	if(!battle_check_range(&sd->bl,bl,range) )
		return 0;

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

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

	switch(skill_num){	/* 何か特殊な処理が必要 */
//	case AL_HEAL:	/* ヒール */
//		if(battle_check_undead(battle_get_race(bl),battle_get_elem_type(bl)))
//			forcecast=1;	/* ヒールアタックなら詠唱エフェクト有り */
//		break;
	case ALL_RESURRECTION:	/* リザレクション */
		if(bl->type != BL_PC && battle_check_undead(battle_get_race(bl),battle_get_elem_type(bl))){	/* 敵がアンデッドなら */
			forcecast=1;	/* ターンアンデットと同じ詠唱時間 */
			casttime=skill_castfix(&sd->bl, skill_get_cast(PR_TURNUNDEAD,skill_lv) );
		}
		break;
	case MO_FINGEROFFENSIVE:	/* 指弾 */
		casttime += casttime * ((skill_lv > sd->spiritball)? sd->spiritball:skill_lv);
		break;
	case MO_CHAINCOMBO:		/*連打掌*/
		target_id = sd->attacktarget;
		if( sc_data && sc_data[SC_BLADESTOP].timer!=-1 ){
			struct block_list *tbl;
			if((tbl=(struct block_list *)sc_data[SC_BLADESTOP].val4) == NULL) //ターゲットがいない？
				return 0;
			target_id = tbl->id;
		}
		break;
	case MO_COMBOFINISH:		/*猛龍拳*/
	case CH_TIGERFIST:		/* 伏虎拳 */
	case CH_CHAINCRUSH:		/* 連柱崩撃 */
		target_id = sd->attacktarget;
		break;

// -- moonsoul	(altered to allow proper usage of extremity from new champion combos)
//
	case MO_EXTREMITYFIST:	/*阿修羅覇鳳拳*/
		if(sc_data && sc_data[SC_COMBO].timer != -1 && (sc_data[SC_COMBO].val1 == MO_COMBOFINISH || sc_data[SC_COMBO].val1 == CH_CHAINCRUSH)) {
			casttime = 0;
			target_id = sd->attacktarget;
		}
		forcecast=1;
		break;
	case SA_MAGICROD:
	case SA_SPELLBREAKER:
		forcecast=1;
		break;
	case WE_MALE:
	case WE_FEMALE:
		{
		struct map_session_data *p_sd = NULL;
		if((p_sd = pc_get_partner(sd)) == NULL)
			return 0;
		target_id = p_sd->bl.id;
		//rangeをもう1回検査
		range = skill_get_range(skill_num,skill_lv);
		if(range < 0)
			range = battle_get_range(&sd->bl) - (range + 1);
		if(!battle_check_range(&sd->bl,&p_sd->bl,range) ){
			return 0;
			}
		}
		break;
	case AS_SPLASHER:				/* ベナムスプラッシャー */
		{
			struct status_change *t_sc_data = battle_get_sc_data(bl);
			if(t_sc_data && t_sc_data[SC_POISON].timer==-1){
				clif_skill_fail(sd,skill_num,0,10);
				return 0;
			}
		}
		break;
	case PF_MEMORIZE:				/* メモライズ */
		casttime = 12000;
		break;

	}

	//メモライズ状態ならキャストタイムが1/3
	if(sc_data && sc_data[SC_MEMORIZE].timer != -1 && casttime > 0){
		casttime = casttime/3;
		if((--sc_data[SC_MEMORIZE].val2)<=0)
			skill_status_change_end(&sd->bl, SC_MEMORIZE, -1);
	}

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

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

	if( casttime>0 || forcecast ){ /* 詠唱が必要 */
		struct mob_data *md;
		clif_skillcasting( &sd->bl,
			sd->bl.id, target_id, 0,0, skill_num,casttime);

		/* 詠唱反応モンスター */
		if( bl->type==BL_MOB && (md=(struct mob_data *)bl) && mob_db[md->class].mode&0x10 &&
			md->state.state!=MS_ATTACK && sd->invincible_timer == -1){
				md->target_id=sd->bl.id;
				md->state.targettype = ATTACKABLE;
				md->min_chase=13;
		}
	}

	if( casttime<=0 )	/* 詠唱の無いものはキャンセルされない */
		sd->state.skillcastcancel=0;

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

	//マジックパワーの効果終了
	if(sc_data && sc_data[SC_MAGICPOWER].timer != -1 && skill_num != HW_MAGICPOWER)
		skill_status_change_end(&sd->bl,SC_MAGICPOWER,-1);

	return 0;
}

/*==========================================
 * スキル使用（場所指定）
 *------------------------------------------
 */
int skill_use_pos( struct map_session_data *sd,
	int skill_x, int skill_y, int skill_num, int skill_lv)
{
	struct block_list bl;
	struct status_change *sc_data;
	unsigned int tick;
	int casttime=0,delay=0,skill,range;

	nullpo_retr(0, sd);

	if(pc_isdead(sd))
		return 0;

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

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

	sc_data=sd->sc_data;

	if( sd->opt1>0 )
		return 0;
	if(sc_data){
		if( sc_data[SC_DIVINA].timer!=-1 ||
			sc_data[SC_ROKISWEIL].timer!=-1 ||
			sc_data[SC_AUTOCOUNTER].timer != -1 ||
			sc_data[SC_STEELBODY].timer != -1 ||
			sc_data[SC_DANCING].timer!=-1 ||
			sc_data[SC_BERSERK].timer != -1 )
			return 0;	/* 状態異常や沈黙など */
	}

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

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

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

	/* 射程と障害物チェック */
	bl.type = BL_NUL;
	bl.m = sd->bl.m;
	bl.x = skill_x;
	bl.y = skill_y;
	range = skill_get_range(skill_num,skill_lv);
	if(range < 0)
		range = battle_get_range(&sd->bl) - (range + 1);
	if(!battle_check_range(&sd->bl,&bl,range) )
		return 0;

	pc_stopattack(sd);

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

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

//	if(sd->skillitem == skill_num)
//		casttime = delay = 0;
	//メモライズ状態ならキャストタイムが1/3
	if(sc_data && sc_data[SC_MEMORIZE].timer != -1 && casttime > 0){
		casttime = casttime/3;
		if((--sc_data[SC_MEMORIZE].val2)<=0)
			skill_status_change_end(&sd->bl, SC_MEMORIZE, -1);
	}

	if( casttime>0 )	/* 詠唱が必要 */
		clif_skillcasting( &sd->bl,
			sd->bl.id, 0, skill_x,skill_y, skill_num,casttime);

	if( casttime<=0 )	/* 詠唱の無いものはキャンセルされない */
		sd->state.skillcastcancel=0;

	sd->skilltarget	= 0;
/*	sd->cast_target_bl	= NULL; */
	tick=gettick();
	sd->canact_tick = tick + casttime + delay;
	sd->canmove_tick = tick;
	if(!(battle_config.pc_cloak_check_type&2) && sc_data && sc_data[SC_CLOAKING].timer != -1)
		skill_status_change_end(&sd->bl,SC_CLOAKING,-1);
	if(casttime > 0) {
		sd->skilltimer = add_timer( tick+casttime, skill_castend_pos, sd->bl.id, 0 );
		if((skill = pc_checkskill(sd,SA_FREECAST)) > 0) {
			sd->prev_speed = sd->speed;
			sd->speed = sd->speed*(175 - skill*5)/100;
			clif_updatestatus(sd,SP_SPEED);
		}
		else
			pc_stop_walking(sd,0);
	}
	else {
		sd->skilltimer = -1;
		skill_castend_pos(sd->skilltimer,tick,sd->bl.id,0);
	}
	//マジックパワーの効果終了
	if(sc_data && sc_data[SC_MAGICPOWER].timer != -1 && skill_num != HW_MAGICPOWER)
		skill_status_change_end(&sd->bl,SC_MAGICPOWER,-1);

	return 0;
}

/*==========================================
 * スキル詠唱キャンセル
 *------------------------------------------
 */
int skill_castcancel(struct block_list *bl,int type)
{
	int inf;
	int ret=0;

	nullpo_retr(0, bl);

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

		return 0;
	}else if(bl->type==BL_MOB){
		struct mob_data *md=(struct mob_data *)bl;
		nullpo_retr(0, md);
		if( md->skilltimer!=-1 ){
			if((inf = skill_get_inf( md->skillid )) == 2 || inf == 32)
				ret=delete_timer( md->skilltimer, mobskill_castend_pos );
			else
				ret=delete_timer( md->skilltimer, mobskill_castend_id );
			md->skilltimer=-1;
			clif_skillcastcancel(bl);
		}
		if(ret<0)
			printf("delete timer error : skillid : %d\n",md->skillid);
		return 0;
	}
	return 1;
}
/*=========================================
 * ブランディッシュスピア 初期範囲決定
 *----------------------------------------
 */
void skill_brandishspear_first(struct square *tc,int dir,int x,int y){

	nullpo_retv(tc);

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

}

/*=========================================
 * ブランディッシュスピア 方向判定 範囲拡張
 *-----------------------------------------
 */
void skill_brandishspear_dir(struct square *tc,int dir,int are){

	int c;

	nullpo_retv(tc);

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

/*==========================================
 * ディボーション 有効確認
 *------------------------------------------
 */
void skill_devotion(struct map_session_data *md,int target)
{
	// 総確認
	int n;

	nullpo_retv(md);

	for(n=0;n<5;n++){
		if(md->dev.val1[n]){
			struct map_session_data *sd = map_id2sd(md->dev.val1[n]);
			// 相手が見つからない // 相手をディボしてるのが自分じゃない // 距離が離れてる
			if( sd == NULL || (sd->sc_data && (md->bl.id != sd->sc_data[SC_DEVOTION].val1)) || skill_devotion3(&md->bl,md->dev.val1[n])){
				skill_devotion_end(md,sd,n);
			}
		}
	}
}
void skill_devotion2(struct block_list *bl,int crusader)
{
	// 被ディボーションが歩いた時の距離チェック
	struct map_session_data *sd = map_id2sd(crusader);

	nullpo_retv(bl);

	if(sd) skill_devotion3(&sd->bl,bl->id);
}
int skill_devotion3(struct block_list *bl,int target)
{
	// クルセが歩いた時の距離チェック
	struct map_session_data *md;
	struct map_session_data *sd;
	int n,r=0;

	nullpo_retr(1, bl);

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

	if(pc_checkskill(sd,CR_DEVOTION)+6 < r){	// 許容範囲を超えてた
		for(n=0;n<5;n++)
			if(md->dev.val1[n]==target)
				md->dev.val2[n]=0;	// 離れた時は、糸を切るだけ
		clif_devotion(md,sd->bl.id);
		return 1;
	}
	return 0;
}

void skill_devotion_end(struct map_session_data *md,struct map_session_data *sd,int target)
{
	// クルセと被ディボキャラのリセット
	nullpo_retv(md);
	nullpo_retv(sd);

	md->dev.val1[target]=md->dev.val2[target]=0;
	if(sd && sd->sc_data){
	//	skill_status_change_end(sd->bl,SC_DEVOTION,-1);
		sd->sc_data[SC_DEVOTION].val1=0;
		sd->sc_data[SC_DEVOTION].val2=0;
		clif_status_change(&sd->bl,SC_DEVOTION,0);
		clif_devotion(md,sd->bl.id);
	}
}
/*==========================================
 * オートスペル
 *------------------------------------------
 */
int skill_autospell(struct map_session_data *sd,int skillid)
{
	int skilllv;
	int maxlv=1,lv;

	nullpo_retr(0, sd);

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

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

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

	skill_status_change_start(&sd->bl,SC_AUTOSPELL,skilllv,skillid,maxlv,0,	// val1:スキルID val2:使用最大Lv
		skill_get_time(SA_AUTOSPELL,skilllv),0);// にしてみたけどbscriptが書き易い・・・？
	return 0;
}

/*==========================================
 * ギャングスターパラダイス判定処理(foreachinarea)
 *------------------------------------------
 */

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

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

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

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

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

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

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

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

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

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

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

	nullpo_retr(0, sd);

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

	if(type==1) {/* 座った時の処理 */
		map_foreachinarea(skill_gangster_count,sd->bl.m,
			sd->bl.x-range,sd->bl.y-range,
			sd->bl.x+range,sd->bl.y+range,BL_PC,&c);
		if(c > 0) {/*ギャングスター成功したら自分にもギャングスター属性付与*/
			map_foreachinarea(skill_gangster_in,sd->bl.m,
				sd->bl.x-range,sd->bl.y-range,
				sd->bl.x+range,sd->bl.y+range,BL_PC);
			sd->state.gangsterparadise = 1;
		}
		return 0;
	}
	else if(type==0) {/* 立ち上がったときの処理 */
		map_foreachinarea(skill_gangster_count,sd->bl.m,
			sd->bl.x-range,sd->bl.y-range,
			sd->bl.x+range,sd->bl.y+range,BL_PC,&c);
		if(c < 1)
			map_foreachinarea(skill_gangster_out,sd->bl.m,
				sd->bl.x-range,sd->bl.y-range,
				sd->bl.x+range,sd->bl.y+range,BL_PC);
		sd->state.gangsterparadise = 0;
		return 0;
	}
	return 0;
}
/*==========================================
 * 寒いジョーク・スクリーム判定処理(foreachinarea)
 *------------------------------------------
 */
int skill_frostjoke_scream(struct block_list *bl,va_list ap)
{
	struct block_list *src;
	int skillnum,skilllv;
	unsigned int tick;

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

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

	if(src == bl)//自分には効かない
		return 0;

	if(battle_check_target(src,bl,BCT_ENEMY) > 0)
		skill_additional_effect(src,bl,skillnum,skilllv,BF_MISC,tick);
	else if(battle_check_target(src,bl,BCT_PARTY) > 0) {
		if(rand()%100 < 10)//PTメンバにも低確率でかかる(とりあえず10%)
			skill_additional_effect(src,bl,skillnum,skilllv,BF_MISC,tick);
	}

	return 0;
}

/*==========================================
 *アブラカダブラの使用スキル決定(決定スキルがダメなら0を返す)
 *------------------------------------------
 */
int skill_abra_dataset(int skilllv)
{
	if(skilllv <= 0) return 0;
	int skill = rand()%331;
	//dbに基づくレベル・確率判定
	if(skill_abra_db[skill].req_lv > skilllv || rand()%10000 >= skill_abra_db[skill].per) return 0;
	//NPCスキルはダメ
	if(skill >= NPC_PIERCINGATT && skill <= NPC_SUMMONMONSTER) return 0;
	//演奏スキルはダメ
	if(skill_is_danceskill(skill)) return 0;

	return skill;
}

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

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

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

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

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

	nullpo_retr(0, bl);

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

	for(i=0;i<MAX_MOBSKILLUNITGROUP;i++){
		if(sd){
			skillid=sd->skillunit[i].skill_id;
			if(skillid==SA_DELUGE||skillid==SA_VOLCANO||skillid==SA_VIOLENTGALE||skillid==SA_LANDPROTECTOR)
				skill_delunitgroup(&sd->skillunit[i]);
		}else if(md){
			skillid=md->skillunit[i].skill_id;
			if(skillid==SA_DELUGE||skillid==SA_VOLCANO||skillid==SA_VIOLENTGALE||skillid==SA_LANDPROTECTOR)
				skill_delunitgroup(&md->skillunit[i]);
		}
	}
	return 0;
}
/*==========================================
 * ランドプロテクターチェック(foreachinarea)
 *------------------------------------------
 */
int skill_landprotector(struct block_list *bl, va_list ap )
{
	int skillid;
	int *alive;
	struct skill_unit *unit;

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

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

	if(skillid==SA_LANDPROTECTOR){
		skill_delunit(unit);
	}else{
		if(alive && unit->group->skill_id==SA_LANDPROTECTOR)
			(*alive)=0;
	}
	return 0;
}
/*==========================================
 * イドゥンの林檎の回復処理(foreachinarea)
 *------------------------------------------
 */
int skill_idun_heal(struct block_list *bl, va_list ap )
{
	struct skill_unit *unit;
	struct skill_unit_group *sg;
	int heal;

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

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

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

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

/*==========================================
 * 指定範囲内でsrcに対して有効なターゲットのblの数を数える(foreachinarea)
 *------------------------------------------
 */
int skill_count_target(struct block_list *bl, va_list ap ){
	struct block_list *src;
	int *c;

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

	if((src = va_arg(ap,struct block_list *)) == NULL)
		return 0;
	if((c = va_arg(ap,int *)) == NULL)
		return 0;
	if(battle_check_target(src,bl,BCT_ENEMY) > 0)
		(*c)++;
	return 0;
}
/*==========================================
 * トラップ範囲処理(foreachinarea)
 *------------------------------------------
 */
int skill_trap_splash(struct block_list *bl, va_list ap )
{
	struct block_list *src;
	int tick;
	int splash_count;
	struct skill_unit *unit;
	struct skill_unit_group *sg;
	struct block_list *ss;
	int i;

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

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

	if(battle_check_target(src,bl,BCT_ENEMY) > 0){
		switch(sg->unit_id){
			case 0x95:	/* サンドマン */
			case 0x96:	/* フラッシャー */
			case 0x94:	/* ショックウェーブトラップ */
				skill_additional_effect(ss,bl,sg->skill_id,sg->skill_lv,BF_MISC,tick);
				break;
			case 0x8f:	/* ブラストマイン */
			case 0x98:	/* クレイモアートラップ */
				for(i=0;i<splash_count;i++){
					skill_attack(BF_MISC,ss,src,bl,sg->skill_id,sg->skill_lv,tick,(sg->val2)?0x0500:0);
				}
			case 0x97:	/* フリージングトラップ */
					skill_attack(BF_WEAPON,	ss,src,bl,sg->skill_id,sg->skill_lv,tick,(sg->val2)?0x0500:0);
				break;
			default:
				break;
		}
	}

	return 0;
}
/*----------------------------------------------------------------------------
 * ステータス異常
 *----------------------------------------------------------------------------
 */

/*==========================================
 * ステータス異常タイマー範囲処理
 *------------------------------------------
 */
int skill_status_change_timer_sub(struct block_list *bl, va_list ap )
{
	struct block_list *src;
	int type;
	unsigned int tick;

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

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

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

/*==========================================
 * ステータス異常終了
 *------------------------------------------
 */
int skill_status_change_end(struct block_list* bl, int type, int tid) 
{
	struct status_change* sc_data;
	int opt_flag=0, calc_flag = 0;
	short *sc_count, *option, *opt1, *opt2, *opt3;

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

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

		if (tid == -1)	// タイマから呼ばれていないならタイマ削除をする
			delete_timer(sc_data[type].timer,skill_status_change_timer);

		/* 該当の異常を正常に戻す */
		sc_data[type].timer=-1;
		(*sc_count)--;

		switch(type){	/* 異常の種類ごとの処理 */
			case SC_PROVOKE:			/* プロボック */
			case SC_CONCENTRATE:		/* 集中力向上 */
			case SC_BLESSING:			/* ブレッシング */
			case SC_ANGELUS:			/* アンゼルス */
			case SC_INCREASEAGI:		/* 速度上昇 */
			case SC_DECREASEAGI:		/* 速度減少 */
			case SC_SIGNUMCRUCIS:		/* シグナムクルシス */
			case SC_HIDING:
			case SC_TWOHANDQUICKEN:		/* 2HQ */
			case SC_ADRENALINE:			/* アドレナリンラッシュ */
			case SC_ENCPOISON:			/* エンチャントポイズン */
			case SC_IMPOSITIO:			/* インポシティオマヌス */
			case SC_GLORIA:				/* グロリア */
			case SC_LOUD:				/* ラウドボイス */
			case SC_QUAGMIRE:			/* クァグマイア */
			case SC_PROVIDENCE:			/* プロヴィデンス */
			case SC_SPEARSQUICKEN:		/* スピアクイッケン */
			case SC_VOLCANO:
			case SC_DELUGE:
			case SC_VIOLENTGALE:
			case SC_ETERNALCHAOS:		/* エターナルカオス */
			case SC_DRUMBATTLE:			/* 戦太鼓の響き */
			case SC_NIBELUNGEN:			/* ニーベルングの指輪 */
			case SC_SIEGFRIED:			/* 不死身のジークフリード */
			case SC_WHISTLE:			/* 口笛 */
			case SC_ASSNCROS:			/* 夕陽のアサシンクロス */
			case SC_HUMMING:			/* ハミング */
			case SC_DONTFORGETME:		/* 私を忘れないで */
			case SC_FORTUNE:			/* 幸運のキス */
			case SC_SERVICE4U:			/* サービスフォーユー */
			case SC_EXPLOSIONSPIRITS:	// 爆裂波動
			case SC_STEELBODY:			// 金剛
			case SC_DEFENDER:
			case SC_SPEEDPOTION0:		/* 増速ポーション */
			case SC_SPEEDPOTION1:
			case SC_SPEEDPOTION2:
			case SC_APPLEIDUN:			/* イドゥンの林檎 */
			case SC_RIDING:
			case SC_BLADESTOP_WAIT:
			case SC_AURABLADE:			/* オーラブレード */
			case SC_PARRYING:			/* パリイング */
			case SC_CONCENTRATION:		/* コンセントレーション */
			case SC_TENSIONRELAX:		/* テンションリラックス */
			case SC_ASSUMPTIO:			/* アシャンプティオ */
			case SC_WINDWALK:		/* ウインドウォーク */
			case SC_TRUESIGHT:		/* トゥルーサイト */
			case SC_SPIDERWEB:		/* スパイダーウェッブ */
			case SC_MAGICPOWER:		/* 魔法力増幅 */
			case SC_CHASEWALK:
			case SC_ATKPOT:		/* attack potion [Valaris] */
			case SC_MATKPOT:		/* magic attack potion [Valaris] */
			case SC_WEDDING:	//結婚用(結婚衣裳になって歩くのが遅いとか)
			case SC_MELTDOWN:		/* メルトダウン */
				calc_flag = 1;
				break;
			case SC_BERSERK:			/* バーサーク */
				calc_flag = 1;
				clif_status_change(bl,SC_INCREASEAGI,0);	/* アイコン消去 */
				break;
			case SC_DEVOTION:		/* ディボーション */
				{
					struct map_session_data *md = map_id2sd(sc_data[type].val1);
					sc_data[type].val1=sc_data[type].val2=0;
					skill_devotion(md,bl->id);
					calc_flag = 1;
				}
				break;
			case SC_BLADESTOP:
				{
					struct status_change *t_sc_data = battle_get_sc_data((struct block_list *)sc_data[type].val4);
					//片方が切れたので相手の白刃状態が切れてないのなら解除
					if(t_sc_data && t_sc_data[SC_BLADESTOP].timer!=-1)
						skill_status_change_end((struct block_list *)sc_data[type].val4,SC_BLADESTOP,-1);

					if(sc_data[type].val2==2)
						clif_bladestop((struct block_list *)sc_data[type].val3,(struct block_list *)sc_data[type].val4,0);
				}
				break;
			case SC_DANCING:
				{
					struct map_session_data *dsd;
					struct status_change *d_sc_data;
					if(sc_data[type].val4 && (dsd=map_id2sd(sc_data[type].val4))){
						d_sc_data = dsd->sc_data;
						//合奏で相手がいる場合相手のval4を0にする
						if(d_sc_data && d_sc_data[type].timer!=-1)
							d_sc_data[type].val4=0;
					}
				}
				calc_flag = 1;
				break;
			case SC_GRAFFITI:
				{
					struct skill_unit_group *sg=(struct skill_unit_group *)sc_data[type].val4;	//val4がグラフィティのgroup_id
					if(sg)
						skill_delunitgroup(sg);
				}
				break;
			case SC_NOCHAT:	//チャット禁止状態
				{
					struct map_session_data *sd=NULL;
					if(bl->type == BL_PC && (sd=(struct map_session_data *)bl)){
						sd->status.manner = 0;
						clif_updatestatus(sd,SP_MANNER);
					}
				}
				break;
			case SC_SPLASHER:		/* ベナムスプラッシャー */
				{
					struct block_list *src=map_id2bl(sc_data[type].val3);
					if(src && tid!=-1){
						//自分にダメージ＆周囲3*3にダメージ
						skill_castend_damage_id(src, bl,sc_data[type].val2,sc_data[type].val1,gettick(),0 );
					}
				}
				break;
			case SC_SELFDESTRUCTION:		/* 自爆 */
				{
					//自分のダメージは0にして
					struct mob_data *md=NULL;
					if(bl->type == BL_MOB && (md=(struct mob_data*)bl))
						skill_castend_damage_id(bl, bl,sc_data[type].val2,sc_data[type].val1,gettick(),0 );
				}
				break;
		/* option1 */
			case SC_FREEZE:
				sc_data[type].val3 = 0;
				break;

		/* option2 */
			case SC_POISON:				/* 毒 */
			case SC_BLIND:				/* 暗黒 */
			case SC_CURSE:
				calc_flag = 1;
				break;
		}

		if(bl->type==BL_PC && type<SC_SENDMAX)
			clif_status_change(bl,type,0);	/* アイコン消去 */

		switch(type){	/* 正常に戻るときなにか処理が必要 */
		case SC_STONE:
		case SC_FREEZE:
		case SC_STAN:
		case SC_SLEEP:
			*opt1 = 0;
			opt_flag = 1;
			break;

		case SC_POISON:
		case SC_CURSE:
		case SC_SILENCE:
		case SC_BLIND:
			*opt2 &= ~(1<<(type-SC_POISON));
			opt_flag = 1;
			break;

		case SC_SIGNUMCRUCIS:
			*opt2 &= ~0x40;
			opt_flag = 1;
			break;

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

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

		case SC_SIGHT:
			*option &= ~1;
			opt_flag = 1;
			break;
		case SC_WEDDING:	//結婚用(結婚衣裳になって歩くのが遅いとか)
			*option &= ~4096;
			opt_flag = 1;
			break;
		case SC_RUWACH:
			*option &= ~8192;
			opt_flag = 1;
			break;
			
		//opt3
		case SC_TWOHANDQUICKEN:		/* 2HQ */
		case SC_SPEARSQUICKEN:		/* スピアクイッケン */
		case SC_CONCENTRATION:		/* コンセントレーション */
			*opt3 &= ~1;
			break;
		case SC_OVERTHRUST:			/* オーバースラスト */
			*opt3 &= ~2;
			break;
		case SC_ENERGYCOAT:			/* エナジーコート */
			*opt3 &= ~4;
			break;
		case SC_EXPLOSIONSPIRITS:	// 爆裂波動
			*opt3 &= ~8;
			break;
		case SC_STEELBODY:			// 金剛
			*opt3 &= ~16;
			break;
		case SC_BLADESTOP:		/* 白刃取り */
			*opt3 &= ~32;
			break;
		case SC_BERSERK:		/* バーサーク */
			*opt3 &= ~128;
			break;
		case SC_MARIONETTE:		/* マリオネットコントロール */
			*opt3 &= ~1024;
			break;
		case SC_ASSUMPTIO:		/* アスムプティオ */
			*opt3 &= ~2048;
			break;
		}

		if (night_flag == 1 && (*opt2 & STATE_BLIND) == 0 && bl->type == BL_PC) { // by [Yor]
			*opt2 |= STATE_BLIND;
			opt_flag = 1;
		}

		if(opt_flag)	/* optionの変更を伝える */
			clif_changeoption(bl);

		if (bl->type == BL_PC && calc_flag)
			pc_calcstatus((struct map_session_data *)bl,0);	/* ステータス再計算 */
	}

	return 0;
}
/*==========================================
 * ステータス異常終了タイマー
 *------------------------------------------
 */
int skill_status_change_timer(int tid, unsigned int tick, int id, int data)
{
	int type=data;
	struct block_list *bl;
	struct map_session_data *sd=NULL;
	struct status_change *sc_data;
	//short *sc_count; //使ってない？

	if( (bl=map_id2bl(id)) == NULL )
		return 0; //該当IDがすでに消滅しているというのはいかにもありそうなのでスルーしてみる
	nullpo_retr(0, sc_data=battle_get_sc_data(bl));

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

	//sc_count=battle_get_sc_count(bl); //使ってない？

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

	switch(type){	/* 特殊な処理になる場合 */
	case SC_MAXIMIZEPOWER:	/* マキシマイズパワー */
	case SC_CLOAKING:
		if(sd){
			if( sd->status.sp > 0 ){ /* SP切れるまで持続 */
				sd->status.sp--;
				clif_updatestatus(sd,SP_SP);
				sc_data[type].timer=add_timer( /* タイマー再設定 */
				sc_data[type].val2+tick, skill_status_change_timer, bl->id, data);
				return 0;
			}
		}
		break;

	case SC_CHASEWALK:
		if(sd){
			if( sd->status.sp > 19+sc_data[SC_CHASEWALK].val1*3){
				sd->status.sp-=(19+(sc_data[SC_CHASEWALK].val1*3)); // update sp cost [Celest]
				clif_updatestatus(sd,SP_SP);
				sc_data[type].timer=add_timer( /* タイマー再設定 */
				sc_data[type].val2+tick, skill_status_change_timer, bl->id, data);
				return 0;
			}
		}
	break;

	case SC_HIDING:		/* ハイディング */
		if(sd){		/* SPがあって、時間制限の間は持続 */
			if( sd->status.sp > 0 && (--sc_data[type].val2)>0 ){
				if(sc_data[type].val2 % (sc_data[type].val1+3) ==0 ){
					sd->status.sp--;
					clif_updatestatus(sd,SP_SP);
				}
				sc_data[type].timer=add_timer(	/* タイマー再設定 */
					1000+tick, skill_status_change_timer,
					bl->id, data);
				return 0;
			}
		}
	break;

	case SC_SIGHT:	/* サイト */
		{
			const int range=7;
			map_foreachinarea( skill_status_change_timer_sub,
				bl->m, bl->x-range, bl->y-range, bl->x+range,bl->y+range,0,
				bl,type,tick);

			if( (--sc_data[type].val2)>0 ){
				sc_data[type].timer=add_timer(	/* タイマー再設定 */
					250+tick, skill_status_change_timer,
					bl->id, data);
				return 0;
			}
		}
		break;
	case SC_RUWACH:	/* ルアフ */
		{
			const int range=5;
			map_foreachinarea( skill_status_change_timer_sub,
				bl->m, bl->x-range, bl->y-range, bl->x+range,bl->y+range,0,
				bl,type,tick);

			if( (--sc_data[type].val2)>0 ){
				sc_data[type].timer=add_timer(	/* タイマー再設定 */
					250+tick, skill_status_change_timer,
					bl->id, data);
				return 0;
			}
		}
		break;

	case SC_SIGNUMCRUCIS:		/* シグナムクルシス */
		{
			int race = battle_get_race(bl);
			if(race == 6 || battle_check_undead(race,battle_get_elem_type(bl))) {
				sc_data[type].timer=add_timer(1000*600+tick,skill_status_change_timer, bl->id, data );
				return 0;
			}
		}
		break;

	case SC_PROVOKE:	/* プロボック/オートバーサーク */
		if(sc_data[type].val2!=0){	/* オートバーサーク（１秒ごとにHPチェック） */
			if(sd && sd->status.hp>sd->status.max_hp>>2)	/* 停止 */
				break;
			sc_data[type].timer=add_timer( 1000+tick,skill_status_change_timer, bl->id, data );
			return 0;
		}
		break;

	case SC_WATERBALL:	/* ウォーターボール */
		{
			struct block_list *target=map_id2bl(sc_data[type].val2);
			if(target==NULL || target->prev==NULL)
				break;
			skill_attack(BF_MAGIC,bl,bl,target,WZ_WATERBALL,sc_data[type].val1,tick,0);
			if((--sc_data[type].val3)>0) {
				sc_data[type].timer=add_timer( 150+tick,skill_status_change_timer, bl->id, data );
				return 0;
			}
		}
		break;

	case SC_ENDURE:	/* インデュア */
		if(sd && sd->special_state.infinite_endure) {
			sc_data[type].timer=add_timer( 1000*600+tick,skill_status_change_timer, bl->id, data );
			sc_data[type].val2=1;
			return 0;
		}
		break;

	case SC_DISSONANCE:	/* 不協和音 */
		if( (--sc_data[type].val2)>0){
			struct skill_unit *unit=
				(struct skill_unit *)sc_data[type].val4;
			struct block_list *src;

			if(!unit || !unit->group)
				break;
			src=map_id2bl(unit->group->src_id);
			if(!src)
				break;
			skill_attack(BF_MISC,src,&unit->bl,bl,unit->group->skill_id,sc_data[type].val1,tick,0);
			sc_data[type].timer=add_timer(skill_get_time2(unit->group->skill_id,unit->group->skill_lv)+tick,
				skill_status_change_timer, bl->id, data );
			return 0;
		}
		break;

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

	case SC_STONE:
		if(sc_data[type].val2 != 0) {
			short *opt1 = battle_get_opt1(bl);
			sc_data[type].val2 = 0;
			sc_data[type].val4 = 0;
			battle_stopwalking(bl,1);
			if(opt1) {
				*opt1 = 1;
				clif_changeoption(bl);
			}
			sc_data[type].timer=add_timer(1000+tick,skill_status_change_timer, bl->id, data );
			return 0;
		}
		else if( (--sc_data[type].val3) > 0) {
			int hp = battle_get_max_hp(bl);
			if((++sc_data[type].val4)%5 == 0 && battle_get_hp(bl) > hp>>2) {
				hp = hp/100;
				if(hp < 1) hp = 1;
				if(bl->type == BL_PC)
					pc_heal((struct map_session_data *)bl,-hp,0);
				else if(bl->type == BL_MOB){
					struct mob_data *md;
					if((md=((struct mob_data *)bl)) == NULL)
						break;
					md->hp -= hp;
				}
			}
			sc_data[type].timer=add_timer(1000+tick,skill_status_change_timer, bl->id, data );
			return 0;
		}
		break;
	case SC_POISON:
		if(sc_data[SC_SLOWPOISON].timer == -1) {
			if( (--sc_data[type].val3) > 0) {
				int hp = battle_get_max_hp(bl);
				if(battle_get_hp(bl) > hp>>2) {
					if(bl->type == BL_PC) {
						hp = 3 + hp*3/200;
						pc_heal((struct map_session_data *)bl,-hp,0);
					}
					else if(bl->type == BL_MOB) {
						struct mob_data *md;
						if((md=((struct mob_data *)bl)) == NULL)
							break;
						hp = 3 + hp/200;
						md->hp -= hp;
					}
				}
				sc_data[type].timer=add_timer(1000+tick,skill_status_change_timer, bl->id, data );
			}
		}
		else
			sc_data[type].timer=add_timer(1000+tick,skill_status_change_timer, bl->id, data );
		break;
		case SC_TENSIONRELAX:	/* テンションリラックス */
		if(sd){		/* SPがあって、HPが満タンでなければ継続 */
			if( sd->status.sp > 12 && sd->status.max_hp > sd->status.hp ){
				if(sc_data[type].val2 % (sc_data[type].val1+3) ==0 ){
					sd->status.sp -= 12;
					clif_updatestatus(sd,SP_SP);
				}
				sc_data[type].timer=add_timer(	/* タイマー再設定 */
					10000+tick, skill_status_change_timer,
					bl->id, data);
				return 0;
			}
			if(sd->status.max_hp <= sd->status.hp)
				skill_status_change_end(&sd->bl,SC_TENSIONRELAX,-1);
		}
		break;

	/* 時間切れ無し？？ */
	case SC_AETERNA:
	case SC_TRICKDEAD:
	case SC_RIDING:
	case SC_FALCON:
	case SC_WEIGHT50:
	case SC_WEIGHT90:
	case SC_MAGICPOWER:		/* 魔法力増幅 */
	case SC_REJECTSWORD:	/* リジェクトソード */
	case SC_MEMORIZE:	/* メモライズ */
	case SC_BROKNWEAPON:
	case SC_BROKNARMOR:
		if(sc_data[type].timer==tid)
			sc_data[type].timer=add_timer( 1000*600+tick,skill_status_change_timer, bl->id, data );
		return 0;

	case SC_DANCING: //ダンススキルの時間SP消費
		{
			int s=0;
			if(sd){
				if(sd->status.sp > 0 && (--sc_data[type].val3)>0){
					switch(sc_data[type].val1){
					case BD_RICHMANKIM:				/* ニヨルドの宴 3秒にSP1 */
					case BD_DRUMBATTLEFIELD:		/* 戦太鼓の響き 3秒にSP1 */
					case BD_RINGNIBELUNGEN:			/* ニーベルングの指輪 3秒にSP1 */
					case BD_SIEGFRIED:				/* 不死身のジークフリード 3秒にSP1 */
					case BA_DISSONANCE:				/* 不協和音 3秒でSP1 */
					case BA_ASSASSINCROSS:			/* 夕陽のアサシンクロス 3秒でSP1 */
					case DC_UGLYDANCE:				/* 自分勝手なダンス 3秒でSP1 */
						s=3;
						break;
					case BD_LULLABY:				/* 子守歌 4秒にSP1 */
					case BD_ETERNALCHAOS:			/* 永遠の混沌 4秒にSP1 */
					case BD_ROKISWEIL:				/* ロキの叫び 4秒にSP1 */
					case DC_FORTUNEKISS:			/* 幸運のキス 4秒でSP1 */
						s=4;
						break;
					case BD_INTOABYSS:				/* 深淵の中に 5秒にSP1 */
					case BA_WHISTLE:				/* 口笛 5秒でSP1 */
					case DC_HUMMING:				/* ハミング 5秒でSP1 */
					case BA_POEMBRAGI:				/* ブラギの詩 5秒でSP1 */
					case DC_SERVICEFORYOU:			/* サービスフォーユー 5秒でSP1 */
						s=5;
						break;
					case BA_APPLEIDUN:				/* イドゥンの林檎 6秒でSP1 */
						s=6;
						break;
					case DC_DONTFORGETME:			/* 私を忘れないで… 10秒でSP1 */
					case CG_MOONLIT:				/* 月明りの泉に落ちる花びら 10秒でSP1？ */
						s=10;
						break;
					}
					if(s && ((sc_data[type].val3 % s) == 0)){
						sd->status.sp--;
						clif_updatestatus(sd,SP_SP);
					}
					sc_data[type].timer=add_timer(	/* タイマー再設定 */
						1000+tick, skill_status_change_timer,
						bl->id, data);
					return 0;
				}
			}
		}
		break;
	case SC_BERSERK:		/* バーサーク */
		if(sd){		/* HPが100以上なら継続 */
			if( (sd->status.hp - sd->status.hp/100) > 100 ){
				sd->status.hp -= sd->status.hp/100;
				clif_updatestatus(sd,SP_HP);
				sc_data[type].timer=add_timer(	/* タイマー再設定 */
					15000+tick, skill_status_change_timer,
					bl->id, data);
				return 0;
			}
		}
		break;
	case SC_WEDDING:	//結婚用(結婚衣裳になって歩くのが遅いとか)
		if(sd){
			time_t timer;
			if(time(&timer) < ((sc_data[type].val2) + 3600)){	//1時間たっていないので継続
				sc_data[type].timer=add_timer(	/* タイマー再設定 */
					10000+tick, skill_status_change_timer,
					bl->id, data);
				return 0;
			}
		}
		break;
	case SC_NOCHAT:	//チャット禁止状態
		if(sd && battle_config.muting_players){
			time_t timer;
			if((++sd->status.manner) && time(&timer) < ((sc_data[type].val2) + 60*(0-sd->status.manner))){	//開始からstatus.manner分経ってないので継続
				clif_updatestatus(sd,SP_MANNER);
				sc_data[type].timer=add_timer(	/* タイマー再設定(60秒) */
					60000+tick, skill_status_change_timer,
					bl->id, data);
				return 0;
			}
		}
		break;
	case SC_SELFDESTRUCTION:		/* 自爆 */
		if(--sc_data[type].val3>0){
			struct mob_data *md;
			if(bl->type==BL_MOB && (md=(struct mob_data *)bl) && md->speed > 250){
				md->speed -= 250;
				md->next_walktime=tick;
			}
			sc_data[type].timer=add_timer(	/* タイマー再設定 */
				1000+tick, skill_status_change_timer,
				bl->id, data);
				return 0;
		}
		break;
	}

	return skill_status_change_end( bl,type,tid );
}

/*==========================================
 * ステータス異常終了
 *------------------------------------------
 */
int skill_encchant_eremental_end(struct block_list *bl,int type)
{
	struct status_change *sc_data;

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

	if( type!=SC_ENCPOISON && sc_data[SC_ENCPOISON].timer!=-1 )	/* エンチャントポイズン解除 */
		skill_status_change_end(bl,SC_ENCPOISON,-1);
	if( type!=SC_ASPERSIO && sc_data[SC_ASPERSIO].timer!=-1 )	/* アスペルシオ解除 */
		skill_status_change_end(bl,SC_ASPERSIO,-1);
	if( type!=SC_FLAMELAUNCHER && sc_data[SC_FLAMELAUNCHER].timer!=-1 )	/* フレイムランチャ解除 */
		skill_status_change_end(bl,SC_FLAMELAUNCHER,-1);
	if( type!=SC_FROSTWEAPON && sc_data[SC_FROSTWEAPON].timer!=-1 )	/* フロストウェポン解除 */
		skill_status_change_end(bl,SC_FROSTWEAPON,-1);
	if( type!=SC_LIGHTNINGLOADER && sc_data[SC_LIGHTNINGLOADER].timer!=-1 )	/* ライトニングローダー解除 */
		skill_status_change_end(bl,SC_LIGHTNINGLOADER,-1);
	if( type!=SC_SEISMICWEAPON && sc_data[SC_SEISMICWEAPON].timer!=-1 )	/* サイスミックウェポン解除 */
		skill_status_change_end(bl,SC_SEISMICWEAPON,-1);

	return 0;
}
/*==========================================
 * ステータス異常開始
 *------------------------------------------
 */
int skill_status_change_start(struct block_list *bl, int type, int val1, int val2, int val3, int val4, int tick, int flag) 
{
	struct map_session_data *sd = NULL;
	struct status_change* sc_data;
	short *sc_count, *option, *opt1, *opt2, *opt3;
	int opt_flag = 0, calc_flag = 0,updateflag = 0, race, mode, elem, undead_flag;
	int scdef=0;

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


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

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

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

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

		if(SC_STONE<=type && type<=SC_BLIND){	/* カードによる耐性 */
			if( sd && sd->reseff[type-SC_STONE] > 0 && rand()%10000<sd->reseff[type-SC_STONE]){
				if(battle_config.battle_log)
					printf("PC %d skill_sc_start: cardによる異常耐性発動\n",sd->bl.id);
				return 0;
			}
		}
	}
	else if(bl->type == BL_MOB) {
	}
	else {
		if(battle_config.error_log)
			printf("skill_status_change_start: neither MOB nor PC !\n");
		return 0;
	}

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

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

	if(mode & 0x20 && (type==SC_STONE || type==SC_FREEZE ||
		type==SC_STAN || type==SC_SLEEP || type==SC_SILENCE || type==SC_QUAGMIRE || type == SC_DECREASEAGI || type == SC_SIGNUMCRUCIS || type == SC_PROVOKE ||
		(type == SC_BLESSING && (undead_flag || race == 6))) && !(flag&1)){
		/* ボスには効かない(ただしカードによる効果は適用される) */
		return 0;
	}
	if(type==SC_FREEZE || type==SC_STAN || type==SC_SLEEP)
		battle_stopwalking(bl,1);

	if(sc_data[type].timer != -1){	/* すでに同じ異常になっている場合タイマ解除 */
		if(sc_data[type].val1 > val1 && type != SC_COMBO && type != SC_DANCING && type != SC_DEVOTION &&
			type != SC_SPEEDPOTION0 && type != SC_SPEEDPOTION1 && type != SC_SPEEDPOTION2
						 && type != SC_ATKPOT && type != SC_MATKPOT) // added atk and matk potions [Valaris]
			return 0;
		if(type >=SC_STAN && type <= SC_BLIND)
			return 0;/* 継ぎ足しができない状態異常である時は状態異常を行わない */
		if(type == SC_GRAFFITI){	//異常中にもう一度状態異常になった時に解除してから再度かかる
			skill_status_change_end(bl,type,-1);
		}else{
		(*sc_count)--;
		delete_timer(sc_data[type].timer, skill_status_change_timer);
		sc_data[type].timer = -1;
	}
	}

	switch(type){	/* 異常の種類ごとの処理 */
		case SC_PROVOKE:			/* プロボック */
			calc_flag = 1;
			if(tick <= 0) tick = 1000;	/* (オートバーサーク) */
			break;
		case SC_ENDURE:				/* インデュア */
			if(tick <= 0) tick = 1000 * 60;
			break;
		case SC_CONCENTRATE:		/* 集中力向上 */
			calc_flag = 1;
			break;
		case SC_BLESSING:			/* ブレッシング */
			{
				if(bl->type == BL_PC || (!undead_flag && race != 6)) {
					if(sc_data[SC_CURSE].timer!=-1 )
						skill_status_change_end(bl,SC_CURSE,-1);
					if(sc_data[SC_STONE].timer!=-1 && sc_data[SC_STONE].val2 == 0)
						skill_status_change_end(bl,SC_STONE,-1);
				}
				calc_flag = 1;
			}
			break;
		case SC_ANGELUS:			/* アンゼルス */
			calc_flag = 1;
			break;
		case SC_INCREASEAGI:		/* 速度上昇 */
			calc_flag = 1;
			if(sc_data[SC_DECREASEAGI].timer!=-1 )
				skill_status_change_end(bl,SC_DECREASEAGI,-1);
			if(sc_data[SC_WINDWALK].timer!=-1 )	/* ウインドウォーク */
				skill_status_change_end(bl,SC_WINDWALK,-1);
			break;
		case SC_DECREASEAGI:		/* 速度減少 */
			calc_flag = 1;
			if(sc_data[SC_INCREASEAGI].timer!=-1 )
				skill_status_change_end(bl,SC_INCREASEAGI,-1);
			break;
		case SC_SIGNUMCRUCIS:		/* シグナムクルシス */
			calc_flag = 1;
//			val2 = 14 + val1;
			val2 = 10 + val1*2;
			tick = 600*1000;
			clif_emotion(bl,4);
			break;
		case SC_SLOWPOISON:
			if(sc_data[SC_POISON].timer == -1 )
				return 0;
			break;
		case SC_TWOHANDQUICKEN:		/* 2HQ */
			*opt3 |= 1;
			calc_flag = 1;
			break;
		case SC_ADRENALINE:			/* アドレナリンラッシュ */
			calc_flag = 1;
			break;
		case SC_WEAPONPERFECTION:	/* ウェポンパーフェクション */
			if(battle_config.party_skill_penaly && !val2) tick /= 5;
			break;
		case SC_OVERTHRUST:			/* オーバースラスト */
			*opt3 |= 2;
			if(battle_config.party_skill_penaly && !val2) tick /= 10;
			break;
		case SC_MAXIMIZEPOWER:		/* マキシマイズパワー(SPが1減る時間,val2にも) */
			if(bl->type == BL_PC)
				val2 = tick;
			else
				tick = 5000*val1;
			break;
		case SC_ENCPOISON:			/* エンチャントポイズン */
			calc_flag = 1;
			val2=(((val1 - 1) / 2) + 3)*100;	/* 毒付与確率 */
			skill_encchant_eremental_end(bl,SC_ENCPOISON);
			break;
		case SC_POISONREACT:	/* ポイズンリアクト */
			break;
		case SC_IMPOSITIO:			/* インポシティオマヌス */
			calc_flag = 1;
			break;
		case SC_ASPERSIO:			/* アスペルシオ */
			skill_encchant_eremental_end(bl,SC_ASPERSIO);
			break;
		case SC_SUFFRAGIUM:			/* サフラギム */
		case SC_BENEDICTIO:			/* 聖体 */
		case SC_MAGNIFICAT:			/* マグニフィカート */
		case SC_AETERNA:			/* エーテルナ */
			break;
		case SC_ENERGYCOAT:			/* エナジーコート */
			*opt3 |= 4;
			break;
		case SC_MAGICROD:
			val2 = val1*20;
			break;
		case SC_KYRIE:				/* キリエエレイソン */
			val2 = battle_get_max_hp(bl) * (val1 * 2 + 10) / 100;/* 耐久度 */
			val3 = (val1 / 2 + 5);	/* 回数 */
// -- moonsoul (added to undo assumptio status if target has it)
			if(sc_data[SC_ASSUMPTIO].timer!=-1 )
				skill_status_change_end(bl,SC_ASSUMPTIO,-1);
			break;
		case SC_MINDBREAKER:
			calc_flag = 1;
			if(tick <= 0) tick = 1000;	/* (オートバーサーク) */
		case SC_GLORIA:				/* グロリア */
			calc_flag = 1;
			break;
		case SC_LOUD:				/* ラウドボイス */
			calc_flag = 1;
			break;
		case SC_TRICKDEAD:			/* 死んだふり */
			break;
		case SC_QUAGMIRE:			/* クァグマイア */
			calc_flag = 1;
			if(sc_data[SC_CONCENTRATE].timer!=-1 )	/* 集中力向上解除 */
				skill_status_change_end(bl,SC_CONCENTRATE,-1);
			if(sc_data[SC_INCREASEAGI].timer!=-1 )	/* 速度上昇解除 */
				skill_status_change_end(bl,SC_INCREASEAGI,-1);
			if(sc_data[SC_TWOHANDQUICKEN].timer!=-1 )
				skill_status_change_end(bl,SC_TWOHANDQUICKEN,-1);
			if(sc_data[SC_SPEARSQUICKEN].timer!=-1 )
				skill_status_change_end(bl,SC_SPEARSQUICKEN,-1);
			if(sc_data[SC_ADRENALINE].timer!=-1 )
				skill_status_change_end(bl,SC_ADRENALINE,-1);
			if(sc_data[SC_LOUD].timer!=-1 )
				skill_status_change_end(bl,SC_LOUD,-1);
			if(sc_data[SC_TRUESIGHT].timer!=-1 )	/* トゥルーサイト */
				skill_status_change_end(bl,SC_TRUESIGHT,-1);
			if(sc_data[SC_WINDWALK].timer!=-1 )	/* ウインドウォーク */
				skill_status_change_end(bl,SC_WINDWALK,-1);
			if(sc_data[SC_CARTBOOST].timer!=-1 )	/* カートブースト */
				skill_status_change_end(bl,SC_CARTBOOST,-1);
			break;
		case SC_FLAMELAUNCHER:		/* フレームランチャー */
			skill_encchant_eremental_end(bl,SC_FLAMELAUNCHER);
			break;
		case SC_FROSTWEAPON:		/* フロストウェポン */
			skill_encchant_eremental_end(bl,SC_FROSTWEAPON);
			break;
		case SC_LIGHTNINGLOADER:	/* ライトニングローダー */
			skill_encchant_eremental_end(bl,SC_LIGHTNINGLOADER);
			break;
		case SC_SEISMICWEAPON:		/* サイズミックウェポン */
			skill_encchant_eremental_end(bl,SC_SEISMICWEAPON);
			break;
		case SC_DEVOTION:			/* ディボーション */
			calc_flag = 1;
			break;
		case SC_PROVIDENCE:			/* プロヴィデンス */
			calc_flag = 1;
			val2=val1*5;
			break;
		case SC_REFLECTSHIELD:
			val2=10+val1*3;
			break;
		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:
			break;

		case SC_AUTOSPELL:			/* オートスペル */
			val4 = 5 + val1*2;
			break;

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

		case SC_SPEARSQUICKEN:		/* スピアクイッケン */
			calc_flag = 1;
			val2 = 20+val1;
			*opt3 |= 1;
			break;
		case SC_COMBO:
			break;
		case SC_BLADESTOP_WAIT:		/* 白刃取り(待ち) */
			break;
		case SC_BLADESTOP:		/* 白刃取り */
			if(val2==2) clif_bladestop((struct block_list *)val3,(struct block_list *)val4,1);
			*opt3 |= 32;
			break;

		case SC_LULLABY:			/* 子守唄 */
			val2 = 11;
			break;
		case SC_RICHMANKIM:
			break;
		case SC_ETERNALCHAOS:		/* エターナルカオス */
			calc_flag = 1;
			break;
		case SC_DRUMBATTLE:			/* 戦太鼓の響き */
			calc_flag = 1;
			val2 = (val1+1)*25;
			val3 = (val1+1)*2;
			break;
		case SC_NIBELUNGEN:			/* ニーベルングの指輪 */
			calc_flag = 1;
			val2 = (val1+2)*50;
			val3 = (val1+2)*25;
			break;
		case SC_ROKISWEIL:			/* ロキの叫び */
			break;
		case SC_INTOABYSS:			/* 深淵の中に */
			break;
		case SC_SIEGFRIED:			/* 不死身のジークフリード */
			calc_flag = 1;
			val2 = 40 + val1*5;
			val3 = val1*10;
			break;
		case SC_DISSONANCE:			/* 不協和音 */
			val2 = 10;
			break;
		case SC_WHISTLE:			/* 口笛 */
			calc_flag = 1;
			break;
		case SC_ASSNCROS:			/* 夕陽のアサシンクロス */
			calc_flag = 1;
			break;
		case SC_POEMBRAGI:			/* ブラギの詩 */
			break;
		case SC_APPLEIDUN:			/* イドゥンの林檎 */
			calc_flag = 1;
			break;
		case SC_UGLYDANCE:			/* 自分勝手なダンス */
			val2 = 10;
			break;
		case SC_HUMMING:			/* ハミング */
			calc_flag = 1;
			break;
		case SC_DONTFORGETME:		/* 私を忘れないで */
			calc_flag = 1;
			if(sc_data[SC_INCREASEAGI].timer!=-1 )	/* 速度上昇解除 */
				skill_status_change_end(bl,SC_INCREASEAGI,-1);
			if(sc_data[SC_TWOHANDQUICKEN].timer!=-1 )
				skill_status_change_end(bl,SC_TWOHANDQUICKEN,-1);
			if(sc_data[SC_SPEARSQUICKEN].timer!=-1 )
				skill_status_change_end(bl,SC_SPEARSQUICKEN,-1);
			if(sc_data[SC_ADRENALINE].timer!=-1 )
				skill_status_change_end(bl,SC_ADRENALINE,-1);
			if(sc_data[SC_ASSNCROS].timer!=-1 )
				skill_status_change_end(bl,SC_ASSNCROS,-1);
			if(sc_data[SC_TRUESIGHT].timer!=-1 )	/* トゥルーサイト */
				skill_status_change_end(bl,SC_TRUESIGHT,-1);
			if(sc_data[SC_WINDWALK].timer!=-1 )	/* ウインドウォーク */
				skill_status_change_end(bl,SC_WINDWALK,-1);
			if(sc_data[SC_CARTBOOST].timer!=-1 )	/* カートブースト */
				skill_status_change_end(bl,SC_CARTBOOST,-1);
			break;
		case SC_FORTUNE:			/* 幸運のキス */
			calc_flag = 1;
			break;
		case SC_SERVICE4U:			/* サービスフォーユー */
			calc_flag = 1;
			break;
		case SC_DANCING:			/* ダンス/演奏中 */
			calc_flag = 1;
			val3= tick / 1000;
			tick = 1000;
			break;

		case SC_EXPLOSIONSPIRITS:	// 爆裂波動
			calc_flag = 1;
			val2 = 75 + 25*val1;
			*opt3 |= 8;
			break;
		case SC_STEELBODY:			// 金剛
			calc_flag = 1;
			*opt3 |= 16;
			break;
		case SC_EXTREMITYFIST:		/* 阿修羅覇凰拳 */
			break;
		case SC_AUTOCOUNTER:
			val3 = val4 = 0;
			break;

		case SC_SPEEDPOTION0:		/* 増速ポーション */
		case SC_SPEEDPOTION1:
		case SC_SPEEDPOTION2:
			calc_flag = 1;
			tick = 1000 * tick;
			val2 = 5*(2+type-SC_SPEEDPOTION0);
			break;

		/* atk & matk potions [Valaris] */
		case SC_ATKPOT:
		case SC_MATKPOT:
			calc_flag = 1;
			tick = 1000 * tick;
			break;
		case SC_WEDDING:	//結婚用(結婚衣裳になって歩くのが遅いとか)
			{
				time_t timer;
	
				calc_flag = 1;
				tick = 10000;
				if(!val2)
					val2 = time(&timer);
			}
			break;
		case SC_NOCHAT:	//チャット禁止状態
			{
				time_t timer;

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

		/* option1 */
		case SC_STONE:				/* 石化 */
			if(!(flag&2)) {
				int sc_def = battle_get_mdef(bl)*200;
				tick = tick - sc_def;
			}
			val3 = tick/1000;
			if(val3 < 1) val3 = 1;
			tick = 5000;
			val2 = 1;
			break;
		case SC_SLEEP:				/* 睡眠 */
			if(!(flag&2)) {
//				int sc_def = 100 - (battle_get_int(bl) + battle_get_luk(bl)/3);
//				tick = tick * sc_def / 100;
//				if(tick < 1000) tick = 1000;
				tick = 30000;//睡眠はステータス耐性に関わらず30秒
			}
			break;
		case SC_FREEZE:				/* 凍結 */
			if(!(flag&2)) {
				int sc_def = 100 - battle_get_mdef(bl);
				tick = tick * sc_def / 100;
			}
			break;
		case SC_STAN:				/* スタン（val2にミリ秒セット） */
			if(!(flag&2)) {
				int sc_def = 100 - (battle_get_vit(bl) + battle_get_luk(bl)/3);
				tick = tick * sc_def / 100;
			}
			break;

		/* option2 */
		case SC_POISON:				/* 毒 */
			calc_flag = 1;
			if(!(flag&2)) {
				int sc_def = 100 - (battle_get_vit(bl) + battle_get_luk(bl)/5);
				tick = tick * sc_def / 100;
			}
			val3 = tick/1000;
			if(val3 < 1) val3 = 1;
			tick = 1000;
			break;
		case SC_SILENCE:			/* 沈黙（レックスデビーナ） */
			if(!(flag&2)) {
				int sc_def = 100 - battle_get_vit(bl);
				tick = tick * sc_def / 100;
			}
			break;
		case SC_BLIND:				/* 暗黒 */
			calc_flag = 1;
			if(!(flag&2)) {
				int sc_def = battle_get_lv(bl)/10 + battle_get_int(bl)/15;
				tick = 30000 - sc_def;
			}
			break;
		case SC_CURSE:
			calc_flag = 1;
			if(!(flag&2)) {
				int sc_def = 100 - battle_get_vit(bl);
				tick = tick * sc_def / 100;
			}
			break;

		/* option */
		case SC_HIDING:		/* ハイディング */
			calc_flag = 1;
			if(bl->type == BL_PC) {
				val2 = tick / 1000;		/* 持続時間 */
				tick = 1000;
			}
			break;
		case SC_CHASEWALK:
		case SC_CLOAKING:		/* クローキング */
			calc_flag = 1; // [Celest]
			if(bl->type == BL_PC)
				val2 = tick;
			else
				tick = 5000*val1;
			break;
		case SC_SIGHT:			/* サイト/ルアフ */
		case SC_RUWACH:
			val2 = tick/250;
			tick = 10;
			break;

		/* セーフティウォール、ニューマ */
		case SC_SAFETYWALL:	case SC_PNEUMA:
			tick=((struct skill_unit *)val2)->group->limit;
			break;

		/* アンクル */
		case SC_ANKLE:
			break;

		/* ウォーターボール */
		case SC_WATERBALL:
			tick=150;
			if(val1>5) //レベルが5以上の場合は25発に制限(1発目はすでに打ってるので-1)
				val3=5*5-1;
			else
			val3= (val1|1)*(val1|1)-1;
			break;

		/* スキルじゃない/時間に関係しない */
		case SC_RIDING:
			calc_flag = 1;
			tick = 600*1000;
			break;
		case SC_FALCON:
		case SC_WEIGHT50:
		case SC_WEIGHT90:
		case SC_BROKNWEAPON:
		case SC_BROKNARMOR:
			tick=600*1000;
			break;

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

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

		case SC_KEEPING:
		case SC_BARRIER:
		case SC_HALLUCINATION:
			break;
		case SC_CONCENTRATION:	/* コンセントレーション */
			*opt3 |= 1;
			calc_flag = 1;
			break;
		case SC_TENSIONRELAX:	/* テンションリラックス */
			calc_flag = 1;
			if(bl->type == BL_PC) {
				tick = 10000;
			}
			break;
		case SC_AURABLADE:		/* オーラブレード */
		case SC_PARRYING:		/* パリイング */
//		case SC_ASSUMPTIO:		/*  */
		case SC_HEADCRUSH:		/* ヘッドクラッシュ */
		case SC_JOINTBEAT:		/* ジョイントビート */
//		case SC_MARIONETTE:		/* マリオネットコントロール */

			//とりあえず手抜き
			break;

// -- moonsoul	(for new upper class related skill status effects)
/*
		case SC_AURABLADE:
			val2 = val1*10;
			break;
		case SC_PARRYING:
			val2=val1*3;
			break;
		case SC_CONCENTRATION:
			calc_flag=1;
			val2=val1*10;
			val3=val1*5;
			break;
		case SC_TENSIONRELAX:
//			val2 = 10;
//			val3 = 15;
			break;
		case SC_BERSERK:
			calc_flag=1;
			break;
		case SC_ASSUMPTIO:
			if(sc_data[SC_KYRIE].timer!=-1 )
				skill_status_change_end(bl,SC_KYRIE,-1);
				break;
*/
		case SC_WINDWALK:		/* ウインドウォーク */
			calc_flag = 1;
			val2 = (val1 / 2); //Flee上昇率
			break;
		case SC_BERSERK:		/* バーサーク */
			if(sd){
				sd->status.sp = 0;
				clif_updatestatus(sd,SP_SP);
				clif_status_change(bl,SC_INCREASEAGI,1);	/* アイコン表示 */
			}
			*opt3 |= 128;
			tick = 1000;
			calc_flag = 1;
			break;
		case SC_ASSUMPTIO:		/* アスムプティオ */
			*opt3 |= 2048;
			break;
		case SC_MARIONETTE:		/* マリオネットコントロール */
			*opt3 |= 1024;
			break;
		case SC_MELTDOWN:		/* メルトダウン */
		case SC_CARTBOOST:		/* カートブースト */
		case SC_TRUESIGHT:		/* トゥルーサイト */
		case SC_SPIDERWEB:		/* スパイダーウェッブ */
		case SC_MAGICPOWER:		/* 魔法力増幅 */
			calc_flag = 1;
			break;
		case SC_REJECTSWORD:	/* リジェクトソード */
			val2 = 3; //3回攻撃を跳ね返す
			break;
		case SC_MEMORIZE:		/* メモライズ */
			val2 = 3; //3回詠唱を1/3にする
			break;
		case SC_GRAFFITI:		/* グラフィティ */
			{
				struct skill_unit_group *sg = skill_unitsetting(bl,RG_GRAFFITI,val1,val2,val3,0);
				if(sg)
					val4 = (int)sg;
			}
			break;
		case SC_SPLASHER:		/* ベナムスプラッシャー */
			break;
		default:
			if(battle_config.error_log)
				printf("UnknownStatusChange [%d]\n", type);
			return 0;
	}

	if(bl->type==BL_PC && type<SC_SENDMAX)
		clif_status_change(bl,type,1);	/* アイコン表示 */

	/* optionの変更 */
	switch(type){
		case SC_STONE:
		case SC_FREEZE:
		case SC_STAN:
		case SC_SLEEP:
			battle_stopattack(bl);	/* 攻撃停止 */
			skill_stop_dancing(bl,0);	/* 演奏/ダンスの中断 */
			{	/* 同時に掛からないステータス異常を解除 */
				int i;
				for(i = SC_STONE; i <= SC_SLEEP; i++){
					if(sc_data[i].timer != -1){
						(*sc_count)--;
						delete_timer(sc_data[i].timer, skill_status_change_timer);
						sc_data[i].timer = -1;
					}
				}
			}
			if(type == SC_STONE)
				*opt1 = 6;
			else
				*opt1 = type - SC_STONE + 1;
			opt_flag = 1;
			break;
		case SC_POISON:
		case SC_CURSE:
		case SC_SILENCE:
		case SC_BLIND:
			*opt2 |= 1<<(type-SC_POISON);
			opt_flag = 1;
			break;
		case SC_SIGNUMCRUCIS:
			*opt2 |= 0x40;
			opt_flag = 1;
			break;
		case SC_HIDING:
		case SC_CLOAKING:
			battle_stopattack(bl);	/* 攻撃停止 */
			*option |= ((type==SC_HIDING)?2:4);
			opt_flag =1 ;
			break;
		case SC_CHASEWALK:
			battle_stopattack(bl);	/* 攻撃停止 */
			*option |= 16388;
			opt_flag =1 ;
			break;
		case SC_SIGHT:
			*option |= 1;
			opt_flag = 1;
			break;
		case SC_RUWACH:
			*option |= 8192;
			opt_flag = 1;
			break;
		case SC_WEDDING:
			*option |= 4096;
			opt_flag = 1;
	}

	if(opt_flag)	/* optionの変更 */
		clif_changeoption(bl);

	(*sc_count)++;	/* ステータス異常の数 */

	sc_data[type].val1 = val1;
	sc_data[type].val2 = val2;
	sc_data[type].val3 = val3;
	sc_data[type].val4 = val4;
	/* タイマー設定 */
	sc_data[type].timer = add_timer(
		gettick() + tick, skill_status_change_timer, bl->id, type);

	if(bl->type==BL_PC && calc_flag)
		pc_calcstatus(sd,0);	/* ステータス再計算 */

	if(bl->type==BL_PC && updateflag)
		clif_updatestatus(sd,updateflag);	/* ステータスをクライアントに送る */

	return 0;
}
/*==========================================
 * ステータス異常全解除
 *------------------------------------------
 */
int skill_status_change_clear(struct block_list *bl, int type)
{
	struct status_change* sc_data;
	short *sc_count, *option, *opt1, *opt2, *opt3;
	int i;

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

	if (*sc_count == 0)
		return 0;
	for(i = 0; i < MAX_STATUSCHANGE; i++){
		if(sc_data[i].timer != -1){	/* 異常があるならタイマーを削除する */
/*
			delete_timer(sc_data[i].timer, skill_status_change_timer);
			sc_data[i].timer = -1;

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

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

	if (night_flag == 1 && type == BL_PC) // by [Yor]
		*opt2 |= STATE_BLIND;

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

	return 0;
}

/* クローキング検査（周りに移動不可能地帯があるか） */
int skill_check_cloaking(struct block_list *bl) 
{
	struct map_session_data *sd=NULL;
	static int dx[]={-1, 0, 1,-1, 1,-1, 0, 1};
	static int dy[]={-1,-1,-1, 0, 0, 1, 1, 1};
	int end=1,i;

	nullpo_retr(0, bl);
	sd=(struct map_session_data *)bl; //missing sd [Found by Celest, commited by Aria]

	if(pc_checkskill(sd,AS_CLOAKING)>2)
		return 0;
	if(bl->type == BL_PC && battle_config.pc_cloak_check_type&1)
		return 0;
	if(bl->type == BL_MOB && battle_config.monster_cloak_check_type&1)
		return 0;
	for(i=0;i<sizeof(dx)/sizeof(dx[0]);i++){
		int c=map_getcell(bl->m,bl->x+dx[i],bl->y+dy[i]);
		if(c==1 || c==5) end=0;
	}
	if(end){
		skill_status_change_end(bl, SC_CLOAKING, -1);
		*battle_get_option(bl)&=~4;	/* 念のための処理 */
	}
	return end;
}

int skill_type_cloaking(struct block_list *bl)
{
	static int dx[]={-1, 0, 1,-1, 1,-1, 0, 1};
	static int dy[]={-1,-1,-1, 0, 0, 1, 1, 1};
	int end=1,i;

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

/*
 *----------------------------------------------------------------------------
 * スキルユニット
 *----------------------------------------------------------------------------
 */

/*==========================================
 * 演奏/ダンススキルかどうか判定
 * 引数 スキルID
 * 戻り ダンスじゃない=0 合奏=2 それ以外のダンス=1
 *------------------------------------------
 */
int skill_is_danceskill(int id)
{
	int i;
	switch(id){
	case BD_LULLABY:				/* 子守歌 */
	case BD_RICHMANKIM:				/* ニヨルドの宴 */
	case BD_ETERNALCHAOS:			/* 永遠の混沌 */
	case BD_DRUMBATTLEFIELD:		/* 戦太鼓の響き */
	case BD_RINGNIBELUNGEN:			/* ニーベルングの指輪 */
	case BD_ROKISWEIL:				/* ロキの叫び */
	case BD_INTOABYSS:				/* 深淵の中に */
	case BD_SIEGFRIED:				/* 不死身のジークフリード */
	case BD_RAGNAROK:				/* 神々の黄昏 */
	case CG_MOONLIT:				/* 月明りの泉に落ちる花びら */
		i=2;
		break;
	case BA_DISSONANCE:				/* 不協和音 */
	case BA_FROSTJOKE:				/* 寒いジョーク */
	case BA_WHISTLE:				/* 口笛 */
	case BA_ASSASSINCROSS:			/* 夕陽のアサシンクロス */
	case BA_POEMBRAGI:				/* ブラギの詩 */
	case BA_APPLEIDUN:				/* イドゥンの林檎 */
	case DC_UGLYDANCE:				/* 自分勝手なダンス */
	case DC_SCREAM:					/* スクリーム */
	case DC_HUMMING:				/* ハミング */
	case DC_DONTFORGETME:			/* 私を忘れないで… */
	case DC_FORTUNEKISS:			/* 幸運のキス */
	case DC_SERVICEFORYOU:			/* サービスフォーユー */
		i=1;
		break;
	default:
		i=0;
	}
	return i;
}

/*==========================================
 * 演奏/ダンスをやめる
 * flag 1で合奏中なら相方にユニットを任せる
 *
 *------------------------------------------
 */
void skill_stop_dancing(struct block_list *src, int flag)
{
	struct status_change* sc_data;
	struct skill_unit_group* group;

	nullpo_retv(src);

	sc_data=battle_get_sc_data(src);
	if(sc_data && sc_data[SC_DANCING].timer==-1)
		return;
	group=(struct skill_unit_group *)sc_data[SC_DANCING].val2; //ダンスのスキルユニットIDはval2に入ってる
	if(group && src->type==BL_PC && sc_data && sc_data[SC_DANCING].val4){ //合奏中断
		struct map_session_data* dsd=map_id2sd(sc_data[SC_DANCING].val4); //相方のsd取得
		if(flag){ //ログアウトなど片方が落ちても演奏が継続される
			if(dsd && src->id == group->src_id){ //グループを持ってるPCが落ちる
				group->src_id=sc_data[SC_DANCING].val4; //相方にグループを任せる
				if(flag&1) //ログアウト
				dsd->sc_data[SC_DANCING].val4=0; //相方の相方を0にして合奏終了→通常のダンス状態
				if(flag&2) //ハエ飛びなど
					return; //合奏もダンス状態も終了させない＆スキルユニットは置いてけぼり
			}else if(dsd && dsd->bl.id == group->src_id){ //相方がグループを持っているPCが落ちる(自分はグループを持っていない)
				if(flag&1) //ログアウト
				dsd->sc_data[SC_DANCING].val4=0; //相方の相方を0にして合奏終了→通常のダンス状態
				if(flag&2) //ハエ飛びなど
					return; //合奏もダンス状態も終了させない＆スキルユニットは置いてけぼり
			}
			skill_status_change_end(src,SC_DANCING,-1);//自分のステータスを終了させる
			//そしてグループは消さない＆消さないのでステータス計算もいらない？
			return;
		}else{
			if(dsd && src->id == group->src_id){ //グループを持ってるPCが止める
				skill_status_change_end((struct block_list *)dsd,SC_DANCING,-1);//相手のステータスを終了させる
			}
			if(dsd && dsd->bl.id == group->src_id){ //相方がグループを持っているPCが止める(自分はグループを持っていない)
				skill_status_change_end(src,SC_DANCING,-1);//自分のステータスを終了させる
			}
		}
	}
	if(flag&2 && group && src->type==BL_PC){ //ハエで飛んだときとかはユニットも飛ぶ
		struct map_session_data *sd = (struct map_session_data *)src;
		skill_unit_move_unit_group(group, sd->bl.m,(sd->to_x - sd->bl.x),(sd->to_y - sd->bl.y));
		return;
	}
	skill_delunitgroup(group);
	if(src->type==BL_PC)
		pc_calcstatus((struct map_session_data *)src,0);
}

/*==========================================
 * スキルユニット初期化
 *------------------------------------------
 */
struct skill_unit *skill_initunit(struct skill_unit_group *group,int idx,int x,int y)
{
	struct skill_unit *unit;

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

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

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

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

int skill_unit_timer_sub_ondelete( struct block_list *bl, va_list ap );
/*==========================================
 * スキルユニット削除
 *------------------------------------------
 */
int skill_delunit(struct skill_unit *unit)
{
	struct skill_unit_group *group;
	int range;

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

	/* onlimitイベント呼び出し */
	skill_unit_onlimit( unit,gettick() );

	/* ondeleteイベント呼び出し */
	range=group->range;
	map_foreachinarea( skill_unit_timer_sub_ondelete, unit->bl.m,
		unit->bl.x-range,unit->bl.y-range,unit->bl.x+range,unit->bl.y+range,0,
		&unit->bl,gettick() );

	clif_skill_delunit(unit);

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

	return 0;
}
/*==========================================
 * スキルユニットグループ初期化
 *------------------------------------------
 */
static int skill_unit_group_newid=10;
struct skill_unit_group *skill_initunitgroup(struct block_list *src,
	int count,int skillid,int skilllv,int unit_id)
{
	if(skilllv <= 0) return 0;
	int i;
	struct skill_unit_group *group=NULL, *list=NULL;
	int maxsug=0;

	nullpo_retr(NULL, src);

	if(src->type==BL_PC){
		list=((struct map_session_data *)src)->skillunit;
		maxsug=MAX_SKILLUNITGROUP;
	}else if(src->type==BL_MOB){
		list=((struct mob_data *)src)->skillunit;
		maxsug=MAX_MOBSKILLUNITGROUP;
	}else if(src->type==BL_PET){
		list=((struct pet_data *)src)->skillunit;
		maxsug=MAX_MOBSKILLUNITGROUP;
	}
	if(list){
		for(i=0;i<maxsug;i++)	/* 空いているもの検索 */
			if(list[i].group_id==0){
				group=&list[i];
				break;
			}

		if(group==NULL){	/* 空いてないので古いもの検索 */
			int j=0;
			unsigned maxdiff=0,x,tick=gettick();
			for(i=0;i<maxsug;i++)
				if((x=DIFF_TICK(tick,list[i].tick))>maxdiff){
					maxdiff=x;
					j=i;
				}
			skill_delunitgroup(&list[j]);
			group=&list[j];
		}
	}

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

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

	if( skill_is_danceskill(skillid) ){
		struct map_session_data *sd = NULL;
		if(src->type==BL_PC && (sd=(struct map_session_data *)src) ){
			sd->skillid_dance=skillid;
			sd->skilllv_dance=skilllv;
		}
		skill_status_change_start(src,SC_DANCING,skillid,(int)group,0,0,skill_get_time(skillid,skilllv)+1000,0);
		switch(skillid){ //合奏スキルは相方をダンス状態にする
		case BD_LULLABY:				/* 子守歌 */
		case BD_RICHMANKIM:				/* ニヨルドの宴 */
		case BD_ETERNALCHAOS:			/* 永遠の混沌 */
		case BD_DRUMBATTLEFIELD:		/* 戦太鼓の響き */
		case BD_RINGNIBELUNGEN:			/* ニーベルングの指輪 */
		case BD_ROKISWEIL:				/* ロキの叫び */
		case BD_INTOABYSS:				/* 深淵の中に */
		case BD_SIEGFRIED:				/* 不死身のジークフリード */
		case BD_RAGNAROK:				/* 神々の黄昏 */
		case CG_MOONLIT:				/* 月明りの泉に落ちる花びら */
			{
				int range=1;
				int c=0;
				if(sd){
					map_foreachinarea(skill_check_condition_use_sub,sd->bl.m,
						sd->bl.x-range,sd->bl.y-range,
						sd->bl.x+range,sd->bl.y+range,BL_PC,&sd->bl,&c);
				}
			}
		}
	}
	return group;
}

/*==========================================
 * スキルユニットグループ削除
 *------------------------------------------
 */
int skill_delunitgroup(struct skill_unit_group *group)
{
	struct block_list *src;
	int i;

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

	src=map_id2bl(group->src_id);
	if( skill_is_danceskill(group->skill_id) ){ //ダンススキルはダンス状態を解除する
		if(src)
			skill_status_change_end(src,SC_DANCING,-1);
		}

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

	map_freeblock(group->unit);	/* free()の替わり */
	group->unit=NULL;
	group->src_id=0;
	group->group_id=0;
	group->unit_count=0;
	return 0;
}

/*==========================================
 * スキルユニットグループ全削除
 *------------------------------------------
 */
int skill_clear_unitgroup(struct block_list *src)
{
	struct skill_unit_group *group=NULL;
	int maxsug=0;

	nullpo_retr(0, src);

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

/*==========================================
 * スキルユニットグループの被影響tick検索
 *------------------------------------------
 */
struct skill_unit_group_tickset *skill_unitgrouptickset_search(
	struct block_list *bl,int group_id)
{
	int i,j=0,k,s=group_id%MAX_SKILLUNITGROUPTICKSET;
	struct skill_unit_group_tickset *set=NULL;

	nullpo_retr(0, bl);

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

	return &set[j];
}

/*==========================================
 * スキルユニットグループの被影響tick削除
 *------------------------------------------
 */
int skill_unitgrouptickset_delete(struct block_list *bl,int group_id)
{
	int i,s=group_id%MAX_SKILLUNITGROUPTICKSET;
	struct skill_unit_group_tickset *set=NULL,*ts;

	nullpo_retr(0, bl);

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

	if(set!=NULL){

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

	}
	return 0;
}

/*==========================================
 * スキルユニットタイマー発動処理用(foreachinarea)
 *------------------------------------------
 */
int skill_unit_timer_sub_onplace( struct block_list *bl, va_list ap )
{
	struct block_list *src;
	struct skill_unit *su;
	unsigned int tick;

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

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

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

/*==========================================
 * スキルユニットタイマー削除処理用(foreachinarea)
 *------------------------------------------
 */
int skill_unit_timer_sub_ondelete( struct block_list *bl, va_list ap )
{
	struct block_list *src;
	struct skill_unit *su;
	unsigned int tick;

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

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

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

/*==========================================
 * スキルユニットタイマー処理用(foreachobject)
 *------------------------------------------
 */
int skill_unit_timer_sub( struct block_list *bl, va_list ap )
{
	struct skill_unit *unit;
	struct skill_unit_group *group;
	int range;
	unsigned int tick;

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

	if(!unit->alive)
		return 0;

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

	/* onplaceイベント呼び出し */
	if(unit->alive && unit->range>=0){
		map_foreachinarea( skill_unit_timer_sub_onplace, bl->m,
			bl->x-range,bl->y-range,bl->x+range,bl->y+range,0,
			bl,tick);
		if(group->unit_id == 0xaa && DIFF_TICK(tick,group->tick)>=6000*group->val2){
			map_foreachinarea( skill_idun_heal, bl->m,
				bl->x-range,bl->y-range,bl->x+range,bl->y+range,0,unit);
			group->val2++;
		}
	}
	/* 時間切れ削除 */
	if(unit->alive &&
		(DIFF_TICK(tick,group->tick)>=group->limit || DIFF_TICK(tick,group->tick)>=unit->limit) ){
		switch(group->unit_id){






			case 0x8f:	/* ブラストマイン */
				group->unit_id = 0x8c;
				clif_changelook(bl,LOOK_BASE,group->unit_id);
				group->limit=DIFF_TICK(tick+1500,group->tick);
				unit->limit=DIFF_TICK(tick+1500,group->tick);
				break;
			case 0x90:	/* スキッドトラップ */
			case 0x91:	/* アンクルスネア */
			case 0x93:	/* ランドマイン */
			case 0x94:	/* ショックウェーブトラップ */
			case 0x95:	/* サンドマン */
			case 0x96:	/* フラッシャー */
			case 0x97:	/* フリージングトラップ */
			case 0x98:	/* クレイモアートラップ */
			case 0x99:	/* トーキーボックス */
				{
					struct block_list *src=map_id2bl(group->src_id);
					if(group->unit_id == 0x91 && group->val2);
					else{
						if(src && src->type==BL_PC){
							struct item item_tmp;
							memset(&item_tmp,0,sizeof(item_tmp));
							item_tmp.nameid=1065;
							item_tmp.identify=1;
							map_addflooritem(&item_tmp,1,bl->m,bl->x,bl->y,NULL,NULL,NULL,0);	// 罠返還
						}
					}
				}
			default:
				skill_delunit(unit);
		}
	}

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

	return 0;
}
/*==========================================
 * スキルユニットタイマー処理
 *------------------------------------------
 */
int skill_unit_timer( int tid,unsigned int tick,int id,int data)
{
	map_freeblock_lock();

	map_foreachobject( skill_unit_timer_sub, BL_SKILL, tick );

	map_freeblock_unlock();

	return 0;
}

/*==========================================
 * スキルユニット移動時処理用(foreachinarea)
 *------------------------------------------
 */
int skill_unit_out_all_sub( struct block_list *bl, va_list ap )
{
	struct skill_unit *unit;
	struct skill_unit_group *group;
	struct block_list *src;
	int range;
	unsigned int tick;

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

	tick=va_arg(ap,unsigned int);

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

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

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

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

	return 0;
}


/*==========================================
 * スキルユニット移動時処理
 *------------------------------------------
 */
int skill_unit_out_all( struct block_list *bl,unsigned int tick,int range)
{
	nullpo_retr(0, bl);

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

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

	return 0;
}

/*==========================================
 * スキルユニット移動時処理用(foreachinarea)
 *------------------------------------------
 */
int skill_unit_move_sub( struct block_list *bl, va_list ap )
{
	struct skill_unit *unit;
	struct skill_unit_group *group;
	struct block_list *src;
	int range;
	unsigned int tick;

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

	tick=va_arg(ap,unsigned int);

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

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

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

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

	return 0;
}

/*==========================================
 * スキルユニット移動時処理
 *------------------------------------------
 */
int skill_unit_move( struct block_list *bl,unsigned int tick,int range)
{
	nullpo_retr(0, bl);

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

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

	return 0;
}

/*==========================================
 * スキルユニット自体の移動時処理(foreachinarea)
 *------------------------------------------
 */
int skill_unit_move_unit_group_sub( struct block_list *bl, va_list ap )
{
	struct skill_unit *unit;
	struct skill_unit_group *group;
	struct block_list *src;
	int range;
	unsigned int tick;

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

	tick=va_arg(ap,unsigned int);

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

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

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

/*==========================================
 * スキルユニット自体の移動時処理
 * 引数はグループと移動量
 *------------------------------------------
 */
int skill_unit_move_unit_group( struct skill_unit_group *group, int m,int dx,int dy)
{
	nullpo_retr(0, group);

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

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

			//先にフラグを全部決める
		for(i=0;i<group->unit_count;i++){
				int move_check=0;// かぶりフラグ
				unit1=&group->unit[i];
			for(j=0;j<group->unit_count;j++){
					unit2=&group->unit[j];
					if(unit1->bl.m==m && unit1->bl.x+dx==unit2->bl.x && unit1->bl.y+dy==unit2->bl.y){
						//移動先にユニットがかぶってたら
						s_flag[i]=1;// 移動前のユニットナンバーの継承フラグon
						r_flag[j]=1;// かぶるユニットナンバーの残留フラグon
						move_check=1;//ユニットがかぶった。
						break;
					}
				}
				if(!move_check)// ユニットがかぶってなかったら
					m_flag[i]=1;// 移動前ユニットナンバーの移動フラグon
			}

			//フラグに基づいてユニット移動
			for(i=0;i<group->unit_count;i++){
				unit1=&group->unit[i];
				if(m_flag[i]){// 移動フラグがonで
					if(!r_flag[i]){// 残留フラグがoffなら
						//単純移動(rangeも継承の必要無し)
						int range=unit1->range;
						map_delblock(&unit1->bl);
					unit1->bl.m = m;
					unit1->bl.x += dx;
					unit1->bl.y += dy;
						map_addblock(&unit1->bl);
						clif_skill_setunit(unit1);
						if(range > 0){
							if(range < 7)
								range = 7;
							map_foreachinarea( skill_unit_move_unit_group_sub, unit1->bl.m,
								unit1->bl.x-range,unit1->bl.y-range,unit1->bl.x+range,unit1->bl.y+range,0,
								&unit1->bl,gettick() );
						}
					}else{// 残留フラグがonなら
						//空ユニットになるので、継承可能なユニットを探す
						for(j=0;j<group->unit_count;j++){
							unit2=&group->unit[j];
							if(s_flag[j] && !r_flag[j]){
								// 継承移動(range継承付き)
								int range=unit1->range;
								map_delblock(&unit2->bl);
								unit2->bl.m = m;
								unit2->bl.x = unit1->bl.x + dx;
								unit2->bl.y = unit1->bl.y + dy;
								unit2->range = unit1->range;
								map_addblock(&unit2->bl);
								clif_skill_setunit(unit2);
								if(range > 0){
									if(range < 7)
										range = 7;
									map_foreachinarea( skill_unit_move_unit_group_sub, unit2->bl.m,
										unit2->bl.x-range,unit2->bl.y-range,unit2->bl.x+range,unit2->bl.y+range,0,
										&unit2->bl,gettick() );
								}
								s_flag[j]=0;// 継承完了したのでoff
								break;
							}
						}
					}
				}
			}
                        free(r_flag);
                        free(s_flag);
                        free(m_flag);
		}
	}
	return 0;
}

/*----------------------------------------------------------------------------
 * アイテム合成
 *----------------------------------------------------------------------------
 */

/*==========================================
 * アイテム合成可能判定
 *------------------------------------------
 */
int skill_can_produce_mix( struct map_session_data *sd, int nameid, int trigger )
{
	int i,j;

	nullpo_retr(0, sd);

	if(nameid<=0)
		return 0;

	for(i=0;i<MAX_SKILL_PRODUCE_DB;i++){
		if(skill_produce_db[i].nameid == nameid )
			break;
	}
	if( i >= MAX_SKILL_PRODUCE_DB )	/* データベースにない */
		return 0;

	if(trigger>=0){
		if(trigger==32 || trigger==16 || trigger==64){
			if(skill_produce_db[i].itemlv!=trigger)	/* ファーマシー＊ポーション類と溶鉱炉＊鉱石以外はだめ */
				return 0;
		}else{
			if(skill_produce_db[i].itemlv>=16)		/* 武器以外はだめ */
				return 0;
			if( itemdb_wlv(nameid)>trigger )	/* 武器Lv判定 */
				return 0;
		}
	}
	if( (j=skill_produce_db[i].req_skill)>0 && pc_checkskill(sd,j)<=0 )
		return 0;		/* スキルが足りない */

	for(j=0;j<5;j++){
		int id,x,y;
		if( (id=skill_produce_db[i].mat_id[j]) <= 0 )	/* これ以上は材料要らない */
			continue;
		if(skill_produce_db[i].mat_amount[j] <= 0) {
			if(pc_search_inventory(sd,id) < 0)
				return 0;
		}
		else {
			for(y=0,x=0;y<MAX_INVENTORY;y++)
				if( sd->status.inventory[y].nameid == id )
					x+=sd->status.inventory[y].amount;
			if(x<skill_produce_db[i].mat_amount[j])	/* アイテムが足りない */
				return 0;
		}
	}
	return i+1;
}

/*==========================================
 * アイテム合成可能判定
 *------------------------------------------
 */
int skill_produce_mix( struct map_session_data *sd,
	int nameid, int slot1, int slot2, int slot3 )
{
	int slot[3];
	int i,sc,ele,idx,equip,wlv,make_per,flag;

	nullpo_retr(0, sd);

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

	/* 埋め込み処理 */
	for(i=0,sc=0,ele=0;i<3;i++){
		int j;
		if( slot[i]<=0 )
			continue;
		j = pc_search_inventory(sd,slot[i]);
		if(j < 0)	/* 不正パケット(アイテム存在)チェック */
			continue;
		if(slot[i]==1000){	/* 星のかけら */
			pc_delitem(sd,j,1,1);
			sc++;
		}
		if(slot[i]>=994 && slot[i]<=997 && ele==0){	/* 属性石 */
			static const int ele_table[4]={3,1,4,2};
			pc_delitem(sd,j,1,1);
			ele=ele_table[slot[i]-994];
		}
	}

	/* 材料消費 */
	for(i=0;i<5;i++){
		int j,id,x;
		if( (id=skill_produce_db[idx].mat_id[i]) <= 0 )
			continue;
		x=skill_produce_db[idx].mat_amount[i];	/* 必要な個数 */
		do{	/* ２つ以上のインデックスにまたがっているかもしれない */
			int y=0;
			j = pc_search_inventory(sd,id);

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

			x-=y;	/* まだ足りない個数を計算 */
		}while( j>=0 && x>0 );	/* 材料を消費するか、エラーになるまで繰り返す */
	}

	/* 確率判定 */
	equip = itemdb_isequip(nameid);
	if(!equip) {
		if(skill_produce_db[idx].req_skill==AM_PHARMACY) {
			if((nameid >= 501 && nameid <= 506) || (nameid >= 545 && nameid <= 547) || nameid == 525)
				make_per = 2000 + sd->status.base_level*30 + sd->paramc[3]*20 + sd->paramc[4]*15 + pc_checkskill(sd,AM_LEARNINGPOTION)*100 + pc_checkskill(sd,AM_PHARMACY)*300 + pc_checkskill(sd,AM_POTIONPITCHER)*100;
			else if(nameid == 970)
				make_per = 1500 + sd->status.base_level*30 + sd->paramc[3]*20 + sd->paramc[4]*15 + pc_checkskill(sd,AM_LEARNINGPOTION)*100 + pc_checkskill(sd,AM_PHARMACY)*300;
			else if(nameid == 7135)
				make_per = 1000 + sd->status.base_level*30 + sd->paramc[3]*20 + sd->paramc[4]*15 + pc_checkskill(sd,AM_LEARNINGPOTION)*100 + pc_checkskill(sd,AM_PHARMACY)*300 + pc_checkskill(sd,AM_DEMONSTRATION)*100;
			else if(nameid == 7136)
				make_per = 1000 + sd->status.base_level*30 + sd->paramc[3]*20 + sd->paramc[4]*15 + pc_checkskill(sd,AM_LEARNINGPOTION)*100 + pc_checkskill(sd,AM_PHARMACY)*300 + pc_checkskill(sd,AM_ACIDTERROR)*100;
			else if(nameid == 7137)
				make_per = 1000 + sd->status.base_level*30 + sd->paramc[3]*20 + sd->paramc[4]*15 + pc_checkskill(sd,AM_LEARNINGPOTION)*100 + pc_checkskill(sd,AM_PHARMACY)*300 + pc_checkskill(sd,AM_CANNIBALIZE)*100;
			else if(nameid == 7138)
				make_per = 1000 + sd->status.base_level*30 + sd->paramc[3]*20 + sd->paramc[4]*15 + pc_checkskill(sd,AM_LEARNINGPOTION)*100 + pc_checkskill(sd,AM_PHARMACY)*300 + pc_checkskill(sd,AM_SPHEREMINE)*100;
			else if(nameid == 7139)
				make_per = 1000 + sd->status.base_level*30 + sd->paramc[3]*20 + sd->paramc[4]*15 + pc_checkskill(sd,AM_LEARNINGPOTION)*100 + pc_checkskill(sd,AM_PHARMACY)*300 + pc_checkskill(sd,AM_CP_WEAPON)*100 +
					pc_checkskill(sd,AM_CP_SHIELD)*100 + pc_checkskill(sd,AM_CP_ARMOR)*100 + pc_checkskill(sd,AM_CP_HELM)*100;
			else
				make_per = 1000 + sd->status.base_level*30 + sd->paramc[3]*20 + sd->paramc[4]*15 + pc_checkskill(sd,AM_LEARNINGPOTION)*100 + pc_checkskill(sd,AM_PHARMACY)*300;
		}
		else {
			if(nameid == 998)
				make_per = 2000 + sd->status.base_level*30 + sd->paramc[4]*20 + sd->paramc[5]*10 + pc_checkskill(sd,skill_produce_db[idx].req_skill)*600;
			else if(nameid == 985)
				make_per = 1000 + sd->status.base_level*30 + sd->paramc[4]*20 + sd->paramc[5]*10 + (pc_checkskill(sd,skill_produce_db[idx].req_skill)-1)*500;
			else
				make_per = 1000 + sd->status.base_level*30 + sd->paramc[4]*20 + sd->paramc[5]*10 + pc_checkskill(sd,skill_produce_db[idx].req_skill)*500;
		}
	}
	else {
		int add_per;
		if(pc_search_inventory(sd,989) >= 0) add_per = 750;
		else if(pc_search_inventory(sd,988) >= 0) add_per = 500;
		else if(pc_search_inventory(sd,987) >= 0) add_per = 250;
		else if(pc_search_inventory(sd,986) >= 0) add_per = 0;
		else add_per = -500;
		if(ele) add_per -= 500;
		add_per -= sc*500;
		wlv = itemdb_wlv(nameid);
		make_per = ((250 + sd->status.base_level*15 + sd->paramc[4]*10 + sd->paramc[5]*5 + pc_checkskill(sd,skill_produce_db[idx].req_skill)*500 +
			add_per) * (100 - (wlv - 1)*20))/100 + pc_checkskill(sd,BS_WEAPONRESEARCH)*100 + ((wlv >= 3)? pc_checkskill(sd,BS_ORIDEOCON)*100 : 0);
	}

	if(make_per < 1) make_per = 1;

	if(skill_produce_db[idx].req_skill==AM_PHARMACY) {
		if( battle_config.pp_rate!=100 )
			make_per=make_per*battle_config.pp_rate/100;
	}
	else {
		if( battle_config.wp_rate!=100 )	/* 確率補正 */
			make_per=make_per*battle_config.wp_rate/100;
	}

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

	if(rand()%10000 < make_per){
		/* 成功 */
		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){	/* 武器の場合 */
			tmp_item.card[0]=0x00ff; /* 製造武器フラグ */
			tmp_item.card[1]=((sc*5)<<8)+ele;	/* 属性とつよさ */
			*((unsigned long *)(&tmp_item.card[2]))=sd->char_id;	/* キャラID */
		}
		else if((battle_config.produce_item_name_input && skill_produce_db[idx].req_skill!=AM_PHARMACY) ||
			(battle_config.produce_potion_name_input && skill_produce_db[idx].req_skill==AM_PHARMACY)) {
			tmp_item.card[0]=0x00fe;
			tmp_item.card[1]=0;
			*((unsigned long *)(&tmp_item.card[2]))=sd->char_id;	/* キャラID */
		}

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

		if(skill_produce_db[idx].req_skill!=AM_PHARMACY && skill_produce_db[idx].req_skill!=WS_CREATECOIN) {	//武器製造の場合
			clif_produceeffect(sd,0,nameid);/* 武器製造エフェクトパケット */
			clif_misceffect(&sd->bl,3); /* 他人にも成功を通知（精錬成功エフェクトと同じでいいの？） */
		}
		else if(skill_produce_db[idx].req_skill==AM_PHARMACY){	//ファーマシーの場合
			clif_produceeffect(sd,2,nameid);/* 製薬エフェクトパケット */
			clif_misceffect(&sd->bl,5); /* 他人にも成功を通知*/
		}else{
			clif_produceeffect(sd,0,nameid);/* 不明なのでとりあえず製造エフェクトパケット */
			clif_misceffect(&sd->bl,3); /* 他人にも成功を通知*/
		}

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

		if(skill_produce_db[idx].req_skill!=AM_PHARMACY) {	//武器製造の場合
			clif_produceeffect(sd,1,nameid);/* 武器製造失敗エフェクトパケット */
			clif_misceffect(&sd->bl,2); /* 他人にも失敗を通知 */
		}
		else if(skill_produce_db[idx].req_skill==AM_PHARMACY){	//ファーマシーの場合
			clif_produceeffect(sd,3,nameid);/* 製薬失敗エフェクトパケット */
			clif_misceffect(&sd->bl,6); /* 他人にも失敗を通知*/
		}else{
			clif_produceeffect(sd,1,nameid);/* 不明なのでとりあえず製造失敗エフェクトパケット */
			clif_misceffect(&sd->bl,2); /* 他人にも失敗を通知*/
		}
	}
	return 0;
}

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

	nullpo_retr(0, sd);

	if(nameid <= 0)
		return 1;

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

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

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

	return 0;
}

/*----------------------------------------------------------------------------
 * 初期化系
 */

/*==========================================
 * スキル関係ファイル読み込み
 * skill_db.txt スキルデータ
 * skill_cast_db.txt スキルの詠唱時間とディレイデータ
 * produce_db.txt アイテム作成スキル用データ
 * create_arrow_db.txt 矢作成スキル用データ
 * abra_db.txt アブラカダブラ発動スキルデータ
 *------------------------------------------
 */
int skill_readdb(void)
{
	int i,j,k,l,m;
	FILE *fp;
	char line[1024],*p;
	char *filename[]={"db/produce_db.txt","db/produce_db2.txt"};

	/* スキルデータベース */
	memset(skill_db,0,sizeof(skill_db));
	fp=fopen("db/skill_db.txt","r");
	if(fp==NULL){
		printf("can't read db/skill_db.txt\n");
		return 1;
	}
	while(fgets(line,1020,fp)){
		char *split[50], *split2[MAX_SKILL_LEVEL];
		if(line[0]=='/' && line[1]=='/')
			continue;
		for(j=0,p=line;j<14 && p;j++){
			split[j]=p;
			p=strchr(p,',');
			if(p) *p++=0;
		}
		if(split[13]==NULL || j<14)
			continue;

		i=atoi(split[0]);
		if(i<0 || i>MAX_SKILL_DB)
			continue;

/*		printf("skill id=%d\n",i); */
		memset(split2,0,sizeof(split2));
		for(j=0,p=split[1];j<MAX_SKILL_LEVEL && p;j++){
			split2[j]=p;
			p=strchr(p,':');
			if(p) *p++=0;
		}
		for(k=0;k<MAX_SKILL_LEVEL;k++)
			skill_db[i].range[k]=(split2[k])? atoi(split2[k]):atoi(split2[0]);
		skill_db[i].hit=atoi(split[2]);
		skill_db[i].inf=atoi(split[3]);
		skill_db[i].pl=atoi(split[4]);
		skill_db[i].nk=atoi(split[5]);
		skill_db[i].max=atoi(split[6]);

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

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

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

		i=atoi(split[0]);
		if(i<0 || i>MAX_SKILL_DB)
			continue;

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

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

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

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

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

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

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

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

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

	/* キャスティングデータベース */
	fp=fopen("db/skill_cast_db.txt","r");
	if(fp==NULL){
		printf("can't read db/skill_cast_db.txt\n");
		return 1;
	}
	while(fgets(line,1020,fp)){
		char *split[50], *split2[MAX_SKILL_LEVEL];
		memset(split,0,sizeof(split));	// [Valaris] thanks to fov
		if(line[0]=='/' && line[1]=='/')
			continue;
		for(j=0,p=line;j<5 && p;j++){
			split[j]=p;
			p=strchr(p,',');
			if(p) *p++=0;
		}
		if(split[4]==NULL || j<5)
			continue;

		i=atoi(split[0]);
		if(i<0 || i>MAX_SKILL_DB)
			continue;

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

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

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

		memset(split2,0,sizeof(split2));
		for(j=0,p=split[4];j<MAX_SKILL_LEVEL && p;j++){
			split2[j]=p;
			p=strchr(p,':');
			if(p) *p++=0;
		}
		for(k=0;k<MAX_SKILL_LEVEL;k++)
			skill_db[i].upkeep_time2[k]=(split2[k])? atoi(split2[k]):atoi(split2[0]);
	}
	fclose(fp);
	printf("read db/skill_cast_db.txt done\n");

	/* 製造系スキルデータベース */
	memset(skill_produce_db,0,sizeof(skill_produce_db));
	for(m=0;m<2;m++){
		fp=fopen(filename[m],"r");
		if(fp==NULL){
			if(m>0)
				continue;
			printf("can't read %s\n",filename[m]);
			return 1;
		}
		k=0;
		while(fgets(line,1020,fp)){
			char *split[16];
			int x,y;
			if(line[0]=='/' && line[1]=='/')
				continue;
			memset(split,0,sizeof(split));
			for(j=0,p=line;j<13 && p;j++){
				split[j]=p;
				p=strchr(p,',');
				if(p) *p++=0;
			}
			if(split[0]==NULL)
				continue;
			i=atoi(split[0]);
			if(i<=0)
				continue;

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

			for(x=3,y=0;split[x] && split[x+1] && y<5;x+=2,y++){
				skill_produce_db[k].mat_id[y]=atoi(split[x]);
				skill_produce_db[k].mat_amount[y]=atoi(split[x+1]);
			}
			k++;
			if(k >= MAX_SKILL_PRODUCE_DB)
				break;
		}
		fclose(fp);
		printf("read %s done (count=%d)\n",filename[m],k);
	}

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

		skill_arrow_db[k].nameid=i;

		for(x=1,y=0;split[x] && split[x+1] && y<5;x+=2,y++){
			skill_arrow_db[k].cre_id[y]=atoi(split[x]);
			skill_arrow_db[k].cre_amount[y]=atoi(split[x+1]);
		}
		k++;
		if(k >= MAX_SKILL_ARROW_DB)
			break;
	}
	fclose(fp);
	printf("read db/create_arrow_db.txt done (count=%d)\n",k);

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

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

		k++;
		if(k >= MAX_SKILL_ABRA_DB)
			break;
	}
	fclose(fp);
	printf("read db/abra_db.txt done (count=%d)\n",k);

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

		i=atoi(split[0]);
		if(i<0 || i>MAX_SKILL_DB)
			continue;

		memset(split2,0,sizeof(split2));
		for(j=0,p=split[1];j<MAX_SKILL_LEVEL && p;j++){
			split2[j]=p;
			p=strchr(p,':');
			if(p) *p++=0;
		}
		for(k=0;k<MAX_SKILL_LEVEL;k++)
			skill_db[i].castnodex[k]=(split2[k])? atoi(split2[k]):atoi(split2[0]);
	}
	fclose(fp);
	printf("read db/skill_castnodex_db.txt done\n");

	return 0;
}

void skill_reload(void)
{
	/*

	<empty skill database>
	<?>

	*/

	do_init_skill();
}

/*==========================================
 * スキル関係初期化処理
 *------------------------------------------
 */
int do_init_skill(void)
{
	skill_readdb();

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

	return 0;
}
