//===== rAthena Documentation ================================ //= Status Change Documentation //===== By: ================================================== //= rAthena Dev Team //===== Last Updated: ======================================== //= 20151030 //===== Description: ========================================= //= List of all Status Changes and theirs val1, val2, val3, and //= val4 usage in source. Providing easier guide to use //= sc_start, sc_start2, and sc_start4 in scripting. //= NOTE: //= - If sc_start/2/4 values based on val1~val4 information, //= it's a wise decision to use flag SCSTART_LOADED(4). But, //= some SCs with iteration check maybe will fail to give //= iteration check if flag SCSTART_LOADED is given. //===== Format: ========================================= //= () //= desc: //= val1: //= val2: //= val3: //= val4: //============================================================ SC_STONE () desc: DEF -50%; if HP>25% lose 1% HP/5 sec; MDEF +25%; change element to Earth Lv 1; ignore Steal & Lex Aeterna; can't move/attack/pick item/use item/use skill/sit/logout val1: val2: Caster's object ID val3: Incubation time val4: Remaining tick SC_FREEZE () desc: DEF -50%; FLEE = 0; MDEF +25%; ignore Steal, Lex Aeterna, Storm Gust, Falling Ice Pillar; change element to Water Lv 1; can't move/attack/pick item/use item/sit/logout val1: SC_STUN () desc: FLEE = 0; can't move/attack/pick item/use item/use skill/sit/logout val1: SC_SLEEP () desc: FLEE = 0; enemy CRIT x2; can't move/attack/pick item/use item/use skill/sit/logout val1: SC_POISON () desc: DEF -25%; if HP>25% lose 1.5% + 2 HP/sec; SP Regeneration is disabled val1: Skill Level val2: Caster's object ID val3: val4: Remaining tick SC_CURSE () desc: ATK-25%; LUK = 0; Movement speed -300 val1: SC_SILENCE () desc: Can't use active skills val1: SC_CONFUSION () desc: Move randomly; Set DEF to (STR+(INT*50)) val1: SC_BLIND () desc: HIT -25%; FLEE -25%; Black out the outter part of the screen val1: SC_BLEEDING (SI_BLEEDING) desc: HP Regeneration is disabled; SP Regeneration is disabled; Lose HP overtime val1: Skill Level val2: Caster's object ID (for mob_log_damage) val3: val4: Remaining tick SC_DPOISON () desc: DEF -25%; if HP>25% lose 10/15% HP/sec val1: Skill Level val2: Caster's object ID (for mob_log_damage) val3: val4: Remaining tick SC_PROVOKE (SI_PROVOKE) desc: Decrease DEF by (5+(5*Skill Lv))%; Increase ATK by (2+(3*Skill lv))% val1: SC_ENDURE (SI_ENDURE) desc: Increase MDEF by (Skill Lv); Doesn't get flinched when attacked val1: SC_TWOHANDQUICKEN (SI_TWOHANDQUICKEN) desc: ASPD +30% val1: SC_CONCENTRATE (SI_CONCENTRATE) desc: Increase AGI by (2+Skill Lv)%; Increase DEX by (2+Skill Lv)%; Reveal hidden enemies in 3x3 area around caster val1: SC_HIDING (SI_HIDING) desc: Set OPTION_HIDE val1: SC_CLOAKING (SI_CLOAKING) desc: Set OPTION_CLOAK val1: SC_ENCPOISON (SI_ENCPOISON) desc: Change weapon element to ELE_POISON; Poisoning chance is (2.5+0.5%) val1: SC_POISONREACT (SI_POISONREACT) desc: Increase ATK by (100+30*Skill Lv))%; Counter physical attack with Envenoms skill val1: SC_QUAGMIRE (SI_QUAGMIRE) desc: Removes Increase AGI, Twhohand Quicken, Wind Walk, Adrenaline Rush, Attention Concentrate, Cart Boost, True Sight, Magnetic Field & Onehand Quicken skill effect; Movement Speed -50; Decrease AGI & DEX by (10*Skill Lv) but can't below 75% for players and 50% for mobs val1: SC_ANGELUS (SI_ANGELUS) desc: Increase DEF by (5*Skill Lv)% val1: SC_BLESSING (SI_BLESSING) desc: Increase STR, DEX & INT by (Skill Lv); Removes Stone and Curse status. If used on mobs will reduce their DEX and INT by 50% val1: SC_SIGNUMCRUCIS (SI_SIGNUMCRUCIS) desc: Decrease DEF of Undead and Demon mobs by (10+(4*Skill Lv))% on screen val1: SC_INCREASEAGI (SI_INCREASEAGI) desc: Increase AGI and walkspeed, AL_INCAGI effect val1: (hardcoded) SC_DECREASEAGI (SI_DECREASEAGI) desc: Decrease AGI and walkspeed, AL_DECAGI effect val1: (hardcoded) SC_SLOWPOISON (SI_SLOWPOISON) desc: Stop the HP reduction of SC_POISON val1: SC_IMPOSITIO (SI_IMPOSITIO) desc: Increase ATK by (5*Skill Lv) val1: SC_SUFFRAGIUM (SI_SUFFRAGIUM) desc: Cast time decreased by (15*Skill Lv)% val1: SC_ASPERSIO (SI_ASPERSIO) desc: Change weapon element to ELE_HOLY val1: SC_BENEDICTIO (SI_BENEDICTIO) desc: Change armor element to ELE_HOLY val1: SC_KYRIE (SI_KYRIE) desc: Remove SC_ASSUMPTIO skill effect; Block damage with a total of (MaxHP*(Skill Lv*2+10)/100) or ((Skill Lv/2)+5) times val1: SC_MAGNIFICAT (SI_MAGNIFICAT) desc: SP Regeneration speed x2 val1: SC_GLORIA (SI_GLORIA) desc: LUK +30 val1: SC_AETERNA (SI_AETERNA) desc: Damaged received x2 val1: SC_ADRENALINE (SI_ADRENALINE) desc: ASPD of Axe & Mace weapons x2 val1: SC_WEAPONPERFECTION (SI_WEAPONPERFECTION) desc: Ignore damage reduction to any monster size val1: SC_OVERTHRUST (SI_OVERTHRUST) desc: Increase ATK by (5*Skill Lv)%; Add a 0.1% of breaking the equipped weapon [except Axes, Maces & Unbreakable weapons] val1: SC_MAXIMIZEPOWER (SI_MAXIMIZEPOWER) desc: SP Regeneration is disabled; Damage dealt is always the max damage val1: SC_TRICKDEAD (SI_TRICKDEAD) desc: HP & SP Regeneration is disabled; Remove SC_DANCING val1: SC_LOUD (SI_LOUD) desc: STR +4 val1: SC_ENERGYCOAT (SI_ENERGYCOAT) desc: Reduce damage received according to current MaxSP % val1: SC_BROKENARMOR (SI_BROKENARMOR) desc: Shows SI_BROKENARMOR status if the armor is broken val1: SC_BROKENWEAPON (SC_BROKENWEAPON) desc: Shows SC_BROKENWEAPON status if the armor is broken val1: SC_HALLUCINATION (SI_HALLUCINATION) desc: The screen goes wavy and you see crazy numbers for all damage that is processed around you, but they are all fake. Even other players see those numbers at you. val1: SC_WEIGHT50 (SI_WEIGHT50) desc: Shows SI_WEIGHT50 status icon if Weight >= 50% val1: SC_WEIGHT90 (SI_WEIGHT90) desc: Shows SI_WEIGHT90 status icon if Weight >= 90% val1: SC_ASPDPOTION0 (SI_ASPDPOTION0) desc: Increase ASPD, won't be stacked with SC_ASPDPOTION1, SC_ASPDPOTION2, SC_ASPDPOTION3 val1: +ASPD (Renewal) val2: +% ASPD (Pre-Renewal) SC_ASPDPOTION1 (SI_ASPDPOTION1) desc: Increase ASPD, won't be stacked with SC_ASPDPOTION0, SC_ASPDPOTION2, SC_ASPDPOTION3 val1: +ASPD (Renewal) val2: +% ASPD (Pre-Renewal) SC_ASPDPOTION2 (SI_ASPDPOTION2) desc: Increase ASPD, won't be stacked with SC_ASPDPOTION0, SC_ASPDPOTION1, SC_ASPDPOTION3 val1: +ASPD (Renewal) val2: +% ASPD (Pre-Renewal) SC_ASPDPOTION3 (SI_ASPDPOTION3) desc: Increase ASPD, won't be stacked with SC_ASPDPOTION0, SC_ASPDPOTION1, SC_ASPDPOTION2 val1: + ASPD (Renewal) val2: +% ASPD (Pre-Renewal) SC_SPEEDUP0 (SI_MOVHASTE_HORSE) desc: Increase/change walkspeed rate. This effect won't be stacked with bonus bSpeedRate val1: +% Walkspeed SC_SPEEDUP1 (SI_SPEEDPOTION1) desc: Increase/change walkspeed rate. This effect won't be stacked with bonus bSpeedRate val1: +% Walkspeed SC_ATKPOTION (SI_PLUSATTACKPOWER) desc: Increase Atk val1: +Atk SC_MATKPOTION (SI_PLUSMAGICPOWER) desc: Increase MAtk val1: +MAtk SC_WEDDING () desc: Set Movement Speed to 100; Call clif_changelook; Set OPTION_WEDDING val1: SC_SLOWDOWN () desc: Reduce walkspeed rate val1: -% Walkspeed SC_ANKLE (SI_ANKLESNARE) desc: Set DEF to (AGI*50); Can't move val1: SC_KEEPING () desc: Set DEF to 90 val1: SC_BARRIER (SI_BARRIER) desc: Set DEF to 100 val1: SC_STRIPWEAPON (SI_STRIPWEAPON) desc: Unequip weapon; On mob ATK -25% val1: SC_STRIPSHIELD (SI_STRIPSHIELD) desc: Unequip shield; On mob DEF -15% val1: SC_STRIPARMOR (SI_STRIPARMOR) desc: Unequip armor; On mob VIT -40% val1: SC_STRIPHELM (SI_STRIPHELM) desc: Unequip helm; On mob INT -40% val1: SC_CP_WEAPON (SI_CP_WEAPON) desc: Protects equipped weapon from damage and strip skill val1: SC_CP_SHIELD (SI_CP_SHIELD) desc: Protects equipped shield from damage and strip skill val1: SC_CP_ARMOR (SI_CP_ARMOR) desc: Protects equipped armor from damage and strip skill val1: SC_CP_HELM (SI_CP_HELM) desc: Protects equipped helm from damage and strip skill val1: SC_AUTOGUARD (SI_AUTOGUARD) desc: Blocks short and long range physical attacks at a certain chance, and stops the caster for 0.3 seconds if it's activated val1: SC_REFLECTSHIELD (SI_REFLECTSHIELD) desc: Reflects (10+(3*Skill Lv))% of short ranged physical attack back to the attacker val1: SC_SPLASHER (SI_SPLASHER) desc: This skill will only work once the target's HP is 1/3 or less of its Max HP. When struck by this skill, the target will explode and damage other enemies in it's vicinity val1: SC_PROVIDENCE (SI_PROVIDENCE) desc: Increase party members' resistance to RC_Demon and Ele_Holy monsters val1: SC_DEFENDER (SI_DEFENDER) desc: Decrease (5+(15*Skill Lv))% damage taken from long range attack; Decrease (25+(5*Skill Lv)) ASPD val1: SC_MAGICROD (SI_MAGICROD) desc: Gain (Skill Lv*20)% of SP consumed by the skill used from enemy; Damage received becomes 0; Drain 20% of enemy's Max SP val1: SC_SPELLBREAKER () desc: Gain SP used by enemy to cast the spell, and interrupt the magic cast. At lv 5, gain 1% from enemy max hp. val1: SC_AUTOSPELL (SI_AUTOSPELL) desc: Auto cast several learned magic spells by using 2/3 of SP cost of the skill, but only when attacking with physical attacks. val1: SC_SIGHTTRASHER () desc: (not exist) val1: SC_AUTOBERSERK (SI_AUTOBERSERK) desc: If HP<25%, set SC_PROVOKE lv 10 on self val1: SC_SPEARQUICKEN (SI_SPEARQUICKEN) desc: When using spear, +ASPD (20+(1*Skill Lv))%, +CRIT (3+(10*Skill Lv)), +FLEE (2*Skill Lv) val1: SC_AUTOCOUNTER (SI_AUTOCOUNTER) desc: Hitrate +20%; If attacked by close range, automatically retaliate with crit*2 val1: SC_SIGHT () desc: Reveal hidden enemy on 3*3 range; Set OPTION_SIGHT val1: SC_SAFETYWALL () desc: Block short ranged attack; Set OPTION_RUWACH val1: SC_RUWACH () desc: Reveal hidden target and deal little damages if enemy is under SC_HIDING/SC_CLOAKING/SC_CAMOUFLAGE/SC_CLOAKINGEXCEED; Set OPTION_RUWACH val1: SC_EXTREMITYFIST (SI_EXTREMITYFIST) desc: Stop SP Regeneration by setting RGN_SP val1: SC_EXPLOSIONSPIRITS (SI_EXPLOSIONSPIRITS) desc: Stop SP Regeneration by setting RGN_SP; +Crit val1: SC_COMBO () desc: val1: SC_BLADESTOP_WAIT () desc: val1: SC_BLADESTOP (SI_BLADESTOP) desc: Stops player and target; Set OPT3_BLADESTOP val1: SC_FIREWEAPON (SI_FIREWEAPON) desc: Change weapon element to Fire element val1: SC_WATERWEAPON (SI_WATERWEAPON) desc: Change weapon element to Water element val1: SC_WINDWEAPON (SI_WINDWEAPON) desc: Change weapon element to Wind element val1: SC_EARTHWEAPON (SI_EARTHWEAPON) desc: Change weapon element to Earth element val1: SC_VOLCANO (SI_LANDENDOW) desc: +watk of ELE_FIRE user val1: SC_DELUGE (SI_LANDENDOW) desc: +Max HP of ELE_WATER user val1: SC_VIOLENTGALE (SI_LANDENDOW) desc: +FLEE of ELE_WIND user val1: SC_WATK_ELEMENT () desc: Adds a percent of damage as an element val1: SC_ARMOR () desc: Reduce damage received by 80 from long ranged weapon/misc attacks val1: SC_ARMOR_ELEMENT () desc: Adjust element resistance by percentage val1: Water resistance val2: Earth resistance val3: Fire resistance val4: Wind resistance SC_NOCHAT () desc: Can't chat, pick item, drop item val1: SC_BABY (SI_BABY) desc: val1: SC_AURABLADE (SI_AURABLADE) desc: Set OPT3_AURABLADE; Add damage by (20*Skill Lv) which ignore caster's accuracy rate/target's DEF val1: SC_PARRYING (SI_PARRYING) desc: Block using a 2H-Sword with chance (20+(3*Skill Lv))% val1: SC_CONCENTRATION (SI_CONCENTRATION) desc: Lv 1 Endurace effect; +WATK; +HIT; -DEF val1: val2: 5*val1; // Batk/Watk Increase val3: 10*val1; // Hit Increase val4: 5*val1; // Def reduction SC_TENSIONRELAX (SI_TENSIONRELAX) desc: Increase HP regeneration rate while sitting val1: val2: 12; // SP cost val3: tick/val4; val4: 10000; // Decrease at 10secs intervals. SC_BERSERK (SI_BERSERK) desc: Stop HP+SP Regen; Can't use skill; Can't chat; -FLEE; +Max HP; +Movement Speed; +ATK; Set OPT3_BERSERK; -5%HP per 10 second; Set DEF+MDEF to 0 val1: val2: HP Penalty (5% of Max HP) val3: Skill duration val4: Interval of HP Penalty SC_FURY () desc: val1: SC_GOSPEL (SI_GOSPEL) desc: Can't move; Gives a random status to party member and also enemy. val1: SC_ASSUMPTIO (RE: SI_ASSUMPTIO2. Pre-RE: SI_ASSUMPTIO) desc: HP_ASSUMPTIO's effect val1: Level (unused) SC_BASILICA () desc: Can't move; Can't use skill except the Basilica caster to cancel the basilica itself; Clear the skill area; Knockback enemy except Boss val1: SC_GUILDAURA () desc: val1: SC_MAGICPOWER (SI_MAGICPOWER) desc: +MATK by (Skill Lv*5)% for the next magic skill that is cast val1: SC_EDP (SI_EDP) desc: +WATK by (100+(Skill Lv*80)) val1: Skill Lv val2: Chance to Poison enemy (val1+2)% val3: Damage increased by (50*(val1+1)) SC_TRUESIGHT (SI_TRUESIGHT) desc: All stat +5; Damage +(2*Skill Lv)%; Crit +(Skill Lv); Hit +(3*Skill Lv)% val1: Skill Lv val2: Crit val3: Hit SC_WINDWALK (SI_WINDWALK) desc: +Flee; +Movement speed val1: Skill Lv val2: Flee SC_MELTDOWN (SI_MELTDOWN) desc: Breaks target's weapon and armor at a certain chance val1: Skill Lv val2: Chance to break weapon (100*Skill Lv) val3: Change to break armor (70*Skill Lv) SC_CARTBOOST (SI_CARTBOOST) desc: val1: SC_CHASEWALK (SI_CHASEWALK) desc: val1: SC_REJECTSWORD (SI_REJECTSWORD) desc: val1: SC_MARIONETTE (SI_MARIONETTE) desc: val1: SC_MARIONETTE2 (SI_MARIONETTE2) desc: val1: SC_CHANGEUNDEAD () desc: val1: SC_JOINTBEAT () desc: val1: SC_MINDBREAKER (SI_MINDBREAKER) desc: val1: SC_MEMORIZE (SI_MEMORIZE) desc: val1: SC_FOGWALL (SI_FOGWALL) desc: val1: SC_SPIDERWEB (SI_SPIDERWEB) desc: val1: SC_DEVOTION (SI_DEVOTION) desc: val1: SC_SACRIFICE () desc: val1: SC_STEELBODY () desc: val1: SC_ORCISH () desc: val1: SC_READYSTORM () desc: val1: SC_READYDOWN () desc: val1: SC_READYTURN () desc: val1: SC_READYCOUNTER () desc: val1: SC_DODGE () desc: val1: SC_RUN () desc: val1: SC_SHADOWWEAPON () desc: val1: SC_ADRENALINE2 () desc: val1: SC_GHOSTWEAPON () desc: val1: SC_KAIZEL () desc: val1: SC_KAAHI () desc: val1: SC_KAUPE () desc: val1: SC_ONEHAND () desc: val1: SC_PRESERVE () desc: val1: SC_BATTLEORDERS () desc: val1: SC_REGENERATION () desc: val1: SC_DOUBLECAST () desc: val1: SC_GRAVITATION () desc: val1: SC_MAXOVERTHRUST () desc: val1: SC_LONGING () desc: val1: SC_HERMODE () desc: val1: SC_SHRINK () desc: val1: SC_SIGHTBLASTER () desc: val1: SC_WINKCHARM () desc: val1: SC_CLOSECONFINE () desc: val1: SC_CLOSECONFINE2 () desc: val1: SC_DANCING () desc: val1: SC_ELEMENTALCHANGE (SI_ARMOR_PROPERTY) desc: Change armor element val1: Element level val2: Element (see doc/item_bonus.txt) SC_RICHMANKIM () desc: val1: SC_ETERNALCHAOS () desc: val1: SC_DRUMBATTLE () desc: val1: SC_NIBELUNGEN () desc: val1: SC_ROKISWEIL () desc: val1: SC_INTOABYSS () desc: val1: SC_SIEGFRIED () desc: val1: SC_WHISTLE () desc: val1: SC_ASSNCROS () desc: val1: SC_POEMBRAGI () desc: val1: SC_APPLEIDUN () desc: val1: SC_MODECHANGE () desc: val1: SC_HUMMING () desc: val1: SC_DONTFORGETME () desc: val1: SC_FORTUNE () desc: val1: SC_SERVICE4U () desc: val1: SC_STOP () desc: val1: SC_SPURT () desc: val1: SC_SPIRIT () desc: val1: SC_COMA () desc: Vanish HP to 1 and SP to 0 val1: Skill Level val2: If 1 means do not remove SP val3: Caster's object ID (for mob_log_damage) val4: SC_INTRAVISION () desc: val1: SC_INCALLSTATUS () desc: Increase all status val1: +AllStats SC_INCSTR () desc: Increase STR val1: + STR SC_INCAGI () desc: Increase AGI val1: + AGI SC_INCVIT () desc: Incrase VIT val1: + VIT SC_INCINT () desc: Increase INT val1: + INT SC_INCDEX () desc: Increase DEX val1: + DEX SC_INCLUK () desc: Increase LUK val1: + Luk SC_INCHIT () desc: Increase Hit val1: + Hit SC_INCHITRATE () desc: Incrase Hit val1: +% Hit SC_INCFLEE () desc: Increase Flee val1: + Flee SC_INCFLEERATE () desc: Incrase Flee val1: +% Flee SC_INCMHPRATE () desc: Increase MaxHP val1: +% MaxHP SC_INCMSPRATE () desc: Incrase Max SP val1: +% MaxSP SC_INCATKRATE () desc: Increase Base Attack val1: +% Atk SC_INCMATKRATE () desc: Increase MATK val1: +% Matk SC_INCDEFRATE () desc: Increase Defense val1: +% Def SC_STRFOOD (SI_STRFOOD) desc: Increase STR (cannot be stacked with SC_FOOD_STR_CASH, ignored if value is lower) val1: +STR SC_AGIFOOD (SI_AGIFOOD) desc: Increase AGI (cannot be stacked with SC_FOOD_AGI_CASH, ignored if value is lower) val1: +AGI SC_VITFOOD (SI_VITFOOD) desc: Increase VIT (cannot be stacked with SC_FOOD_VIT_CASH, ignored if value is lower) val1: +VIT SC_INTFOOD (SI_FOODINT) desc: Increase INT (cannot be stacked with SC_FOOD_INT_CASH, ignored if value is lower) val1: +INT SC_DEXFOOD (SI_DEXFOOD) desc: Increase DEX (cannot be stacked with SC_FOOD_DEX_CASH, ignored if value is lower) val1: +DEX SC_LUKFOOD (SI_LUKFOOD) desc: Increase LUK (cannot be stacked with SC_FOOD_LUK_CASH, ignored if value is lower) val1: +LUK SC_HITFOOD (SI_HITFOOD) desc: Increase HIT (food-type effect) val1: +Hit SC_FLEEFOOD (SI_FLEEFOOD) desc: Increase FLEE (food-type effect) val1: +Flee SC_BATKFOOD (SI_BATKFOOD) desc: Increase Base Attack (food-type effect) val1: +BaseAttack SC_WATKFOOD (SI_WATKFOOD) desc: Increase Weapon Attack (food-type effect) val1: +WeaponAttack SC_MATKFOOD (SI_MATKFOOD) desc: Increase Magic Attack (food-type effect) val1: +MagicAttack SC_SCRESIST () desc: val1: SC_XMAS () desc: val1: SC_WARM () desc: val1: SC_SUN_COMFORT () desc: val1: SC_MOON_COMFORT () desc: val1: SC_STAR_COMFORT () desc: val1: SC_FUSION () desc: val1: SC_SKILLRATE_UP () desc: val1: SC_SKE () desc: val1: SC_KAITE () desc: val1: SC_SWOO () desc: val1: SC_SKA () desc: val1: SC_EARTHSCROLL () desc: val1: SC_MIRACLE () desc: val1: SC_MADNESSCANCEL () desc: val1: SC_ADJUSTMENT () desc: val1: SC_INCREASING (SI_ACCURACY) desc: Increase some statuses (hit, dex, agi), GS_INCREASING effect val1: (hardocded) SC_GATLINGFEVER () desc: val1: SC_TATAMIGAESHI () desc: val1: SC_UTSUSEMI () desc: val1: SC_BUNSINJYUTSU () desc: val1: SC_KAENSIN () desc: val1: SC_SUITON () desc: val1: SC_NEN () desc: val1: SC_KNOWLEDGE () desc: val1: SC_SMA () desc: val1: SC_FLING () desc: val1: SC_AVOID () desc: val1: SC_CHANGE () desc: val1: SC_BLOODLUST () desc: val1: SC_FLEET () desc: val1: SC_SPEED () desc: val1: SC_DEFENCE () desc: Increase Defense, HAMI_DEFENCE effect val1: (none) val2: + Def(Pre-renewal) or VIT (Renewal) SC_INCASPDRATE () desc: Increase ASPD val1: +% ASPD SC_INCFLEE2 (SI_PLUSAVOIDVALUE) desc: Increase perfect flee val1: + Flee2 SC_JAILED () desc: val1: SC_ENCHANTARMS () desc: val1: SC_MAGICALATTACK () desc: val1: SC_ARMORCHANGE () desc: val1: SC_CRITICALWOUND () desc: val1: SC_MAGICMIRROR () desc: val1: SC_SLOWCAST () desc: val1: SC_SUMMER () desc: val1: SC_EXPBOOST (SI_EXPBOOST) desc: Increase EXP rate val1: +% EXP SC_ITEMBOOST (SI_ITEMBOOST) desc: Increase Drop rate val1: +% Drop SC_BOSSMAPINFO (SI_BOSSMAPINFO) desc: val1: SC_LIFEINSURANCE (SI_LIFEINSURANCE) desc: Remove death pleanlties val1: SC_INCCRI (SI_INCCRI) desc: Increase critical value val1: + Critical (100% = 1000) SC_INCDEF () /* NOT AVAILABLE YET */ desc: val1: SC_INCBASEATK () /* NOT AVAILABLE YET */ desc: val1: SC_FASTCAST () /* NOT AVAILABLE YET */ desc: val1: SC_MDEF_RATE (SI_MDEF_RATE) desc: Increase MDef by % val1: +% Mdef SC_HPREGEN () /* NOT AVAILABLE YET */ desc: val1: SC_INCHEALRATE (SI_INCHEALRATE) desc: Increase Heal power val1: +% Heal SC_PNEUMA () desc: val1: SC_AUTOTRADE () desc: val1: SC_KSPROTECTED () desc: val1: SC_ARMOR_RESIST () desc: Adjust element resistance by percentage val1: Water resistance val2: Earth resistance val3: Fire resistance val4: Wind resistance SC_SPCOST_RATE (SI_ATKER_BLOOD) desc: Reduce SP cost val1: +% Rate SC_COMMONSC_RESIST (SI_TARGET_BLOOD) desc: Increase resistance of status changes, only againts SC_STONE, SC_FREEZE, SC_STUN, SC_SLEEP, SC_POISON, SC_CURSE, SC_SILENCE, SC_CONFUSION, SC_BLIND, SC_BLEEDING, and SC_DPOISON val1: +% Resistance SC_SEVENWIND () desc: val1: SC_DEF_RATE (SI_DEF_RATE) desc: Increase Def by % val1: +% Def SC_SPREGEN () /* NOT AVAILABLE YET */ desc: val1: SC_WALKSPEED () desc: val1: SC_MERC_FLEEUP () desc: val1: SC_MERC_ATKUP () desc: val1: SC_MERC_HPUP () desc: val1: SC_MERC_SPUP () desc: val1: SC_MERC_HITUP () desc: val1: SC_MERC_QUICKEN () desc: val1: SC_REBIRTH () desc: val1: SC_SKILLCASTRATE () /* NOT AVAILABLE YET */ desc: val1: SC_DEFRATIOATK () /* NOT AVAILABLE YET */ desc: val1: SC_HPDRAIN () /* NOT AVAILABLE YET */ desc: val1: SC_SKILLATKBONUS () /* NOT AVAILABLE YET */ desc: val1: SC_ITEMSCRIPT () desc: Timer script from other item script val1: Item ID val2: Status Icon SC_S_LIFEPOTION (SI_S_LIFEPOTION) desc: Increase HP each interval val1: if < 0 will be percentage. If > 0 is fixed HP heal value val2: Interval per seconds SC_L_LIFEPOTION (SI_L_LIFEPOTION) desc: Increase HP each interval val1: if < 0 will be percentage. If > 0 is fixed HP heal value val2: Interval per seconds SC_JEXPBOOST () desc: val1: SC_IGNOREDEF () /* NOT AVAILABLE YET */ desc: val1: SC_HELLPOWER () desc: val1: SC_INVINCIBLE () desc: val1: SC_INVINCIBLEOFF () desc: val1: SC_MANU_ATK (SI_MANU_ATK) desc: Increase Weapon Damage rate to Manuk monsters val1: +% Damage val2: (hardcoded to 1 mark as Manuk group bonus) SC_MANU_DEF (SI_MANU_DEF) desc: Increase Defense rate against Manuk monsters val1: +% Defense val2: (hardcoded to 1 mark as Manuk group bonus) SC_SPL_ATK (SI_SPL_ATK) desc: Increase Weapon Damage rate to Splendide Monster val1: +% Damage val2: (hardcoded to 1 mark as Splendide group bonus) SC_SPL_DEF (SI_SPL_DEF) desc: Increase Defense rate against Splendide Monster val1: +% Defense val2: (hardcoded to 1 mark as Splendide group bonus) SC_MANU_MATK (SI_MANU_MATK) desc: Increase Magic Damage rate to Manuk monsters val1: +% Magic damage val2: (hardcoded to 1 mark as Manuk group bonus) SC_SPL_MATK (SI_SPL_MATK) desc: Increase Magic Damage to Splendide Monster val1: +% Damage val2: (hardcoded to 1 mark as Splendide group bonus) SC_FOOD_STR_CASH (SI_FOOD_STR_CASH) desc: Increase STR (cannot be stacked with SC_STRFOOD, ignored if value is lower) val1: +STR SC_FOOD_AGI_CASH (SI_FOOD_AGI_CASH) desc: Increase AGI (cannot be stacked with SC_AGIFOOD, ignored if value is lower) val1: +AGI SC_FOOD_VIT_CASH (SI_FOOD_VIT_CASH) desc: Increase VIT (cannot be stacked with SC_VITFOOD, ignored if value is lower) val1: +VIT SC_FOOD_DEX_CASH (SI_FOOD_DEX_CASH) desc: Increase DEX (cannot be stacked with SC_DEXFOOD, ignored if value is lower) val1: +DEX SC_FOOD_INT_CASH (SI_FOOD_INT_CASH) desc: Increase INT (cannot be stacked with SC_INTFOOD, ignored if value is lower) val1: +INT SC_FOOD_LUK_CASH (SI_FOOD_LUK_CASH) desc: Increase LUK (cannot be stacked with SC_LUKFOOD, ignored if value is lower) val1: +LUK SC_FEAR () desc: Cause SC_ANKLE for 2 seconds, Hit/Flee -20%, remove blind, immune to blind val1: SC_BURNING (SI_BURNT) desc: MDEF -25%; Deals fixed (1000 + 3%*MaxHP) damage every 3 seconds; Damage can not be reduced val1: Skill Level val2: 1000 val3: Caster's object ID (for mob_log_damage) val4: Remaining tick SC_FREEZING () desc: val1: SC_ENCHANTBLADE () desc: val1: SC_DEATHBOUND () desc: val1: SC_MILLENNIUMSHIELD () desc: val1: SC_CRUSHSTRIKE () desc: val1: SC_REFRESH () desc: val1: SC_REUSE_REFRESH () desc: val1: SC_GIANTGROWTH () desc: val1: SC_STONEHARDSKIN () desc: val1: SC_VITALITYACTIVATION () desc: val1: SC_STORMBLAST () desc: val1: SC_FIGHTINGSPIRIT () desc: val1: SC_ABUNDANCE () desc: val1: SC_ADORAMUS () desc: val1: SC_EPICLESIS () desc: val1: SC_ORATIO () desc: val1: SC_LAUDAAGNUS () desc: val1: SC_LAUDARAMUS () desc: val1: SC_RENOVATIO () desc: val1: SC_EXPIATIO () desc: val1: SC_DUPLELIGHT () desc: val1: SC_SECRAMENT () desc: val1: SC_WHITEIMPRISON () desc: val1: SC_MARSHOFABYSS () desc: val1: SC_RECOGNIZEDSPELL () desc: val1: SC_STASIS () desc: val1: SC_SPHERE_1 () desc: val1: SC_SPHERE_2 () desc: val1: SC_SPHERE_3 () desc: val1: SC_SPHERE_4 () desc: val1: SC_SPHERE_5 () desc: val1: SC_READING_SB () desc: val1: SC_FREEZE_SP () desc: val1: SC_FEARBREEZE () desc: val1: SC_ELECTRICSHOCKER () desc: val1: SC_WUGDASH () desc: val1: SC_BITE () desc: val1: SC_CAMOUFLAGE () desc: val1: SC_ACCELERATION () desc: val1: SC_HOVERING () desc: val1: SC_SHAPESHIFT () desc: val1: SC_INFRAREDSCAN () desc: val1: SC_ANALYZE () desc: val1: SC_MAGNETICFIELD () desc: val1: SC_NEUTRALBARRIER () desc: val1: SC_NEUTRALBARRIER_MASTER () desc: val1: SC_STEALTHFIELD () desc: val1: SC_STEALTHFIELD_MASTER () desc: val1: SC_OVERHEAT () desc: val1: SC_OVERHEAT_LIMITPOINT () desc: val1: SC_VENOMIMPRESS () desc: val1: SC_POISONINGWEAPON (SI_POISONINGWEAPON) desc: Coat the user's equipped weapon with a new poison temporarily, which grants a chance of leaving the target infected with the current poison while physically attacking. val1: GC_WEAPONRESEARCH Skill Level val2: Poison Type val3: Success Rate val4: Caster's object ID (for mob_log_damage) SC_WEAPONBLOCKING () desc: val1: SC_CLOAKINGEXCEED () desc: val1: SC_HALLUCINATIONWALK () desc: val1: SC_HALLUCINATIONWALK_POSTDELAY () desc: val1: SC_ROLLINGCUTTER () desc: val1: SC_TOXIN (SI_TOXIN) desc: Inflict damage, which causes the affected entity to flinch every 10 seconds; This will interrupt the skill casting, even if protected against it val1: GC_WEAPONRESEARCH Skill Level val2: Caster's object ID val3: val4: Remaining tick SC_PARALYSE (SI_PARALYSE) desc: Decrease both ASPD and Flee Rate by 10% and halve Movement Speed, which does not stack with Decrease AGI, Quagmire, Marsh Of Abyss or Freezing status val1: GC_WEAPONRESEARCH Skill Level val2: val3: val4: Tick SC_VENOMBLEED (SI_VENOMBLEED) desc: Decrease Max HP by 15% val1: GC_WEAPONRESEARCH Skill Level val2: val3: val4: Tick SC_MAGICMUSHROOM (SI_MAGICMUSHROOM) desc: Force the affected entity to use /heh emote, to randomly use skills and drain 3% of Max HP every 4 seconds val1: GC_WEAPONRESEARCH Skill Level val2: Caster's object ID val3: val4: Remaining tick SC_DEATHHURT (SI_DEATHHURT) desc: Drop the healing effectiveness by 20%; This effect stacks with Critical Wounds val1: GC_WEAPONRESEARCH Skill Level val2: val3: val4: Tick SC_PYREXIA (SI_PYREXIA) desc: Cause Blind and Hallucination statuses; If the affected entity takes damage while under the effects of this poison, it will remain in flinching motion, which will interrupt the skill casting val1: GC_WEAPONRESEARCH Skill Level val2: val3: val4: Remaining tick SC_OBLIVIONCURSE (SI_OBLIVIONCURSE) desc: Force the affected entity to use /? emote, block SP Recovery and cause Oblivion status; There is a chance (100% - (Target INT * 0.8)%) of being inflicted, with a minimum of 5% val1: GC_WEAPONRESEARCH Skill Level val2: val3: val4: Tick SC_LEECHESEND (SI_LEECHESEND) desc: Drain (Target VIT * (SkillLv - 3)) + (Target HP / 100) HP each second val1: GC_WEAPONRESEARCH Skill Level val2: Caster's object ID val3: val4: Remaining tick SC_REFLECTDAMAGE () desc: val1: SC_FORCEOFVANGUARD () desc: val1: SC_SHIELDSPELL_DEF () desc: val1: SC_SHIELDSPELL_MDEF () desc: val1: SC_SHIELDSPELL_REF () desc: val1: SC_EXEEDBREAK () desc: val1: SC_PRESTIGE () desc: val1: SC_BANDING () desc: val1: SC_BANDING_DEFENCE () desc: val1: SC_EARTHDRIVE () desc: val1: SC_INSPIRATION () desc: val1: SC_SPELLFIST () desc: val1: SC_CRYSTALIZE () desc: val1: SC_STRIKING () desc: val1: SC_WARMER () desc: val1: SC_VACUUM_EXTREME () desc: val1: SC_PROPERTYWALK () desc: val1: SC_SWINGDANCE () desc: val1: SC_SYMPHONYOFLOVER () desc: val1: SC_MOONLITSERENADE () desc: val1: SC_RUSHWINDMILL () desc: val1: SC_ECHOSONG () desc: val1: SC_HARMONIZE () desc: val1: SC_VOICEOFSIREN () desc: val1: SC_DEEPSLEEP () desc: val1: SC_SIRCLEOFNATURE () desc: val1: SC_GLOOMYDAY () desc: val1: SC_GLOOMYDAY_SK () desc: val1: SC_SONGOFMANA () desc: val1: SC_DANCEWITHWUG () desc: val1: SC_SATURDAYNIGHTFEVER () desc: val1: SC_LERADSDEW () desc: val1: SC_MELODYOFSINK () desc: val1: SC_BEYONDOFWARCRY () desc: val1: SC_UNLIMITEDHUMMINGVOICE () desc: val1: SC_SITDOWN_FORCE () desc: val1: SC_NETHERWORLD () desc: val1: SC_CRESCENTELBOW () desc: val1: SC_CURSEDCIRCLE_ATKER () desc: val1: SC_CURSEDCIRCLE_TARGET () desc: val1: SC_LIGHTNINGWALK () desc: val1: SC_RAISINGDRAGON () desc: val1: SC_GT_ENERGYGAIN () desc: val1: SC_GT_CHANGE () desc: val1: SC_GT_REVITALIZE () desc: val1: SC_GN_CARTBOOST () desc: val1: SC_THORNSTRAP () desc: val1: SC_BLOODSUCKER () desc: val1: SC_SMOKEPOWDER () desc: val1: SC_TEARGAS () desc: val1: SC_MANDRAGORA () desc: val1: SC_STOMACHACHE (SI_STOMACHACHE) desc: Reduce all stats val1: -AllStats SC_MYSTERIOUS_POWDER (SI_MYSTERIOUS_POWDER) desc: Reduce Max HP rate val1: ReduceValue (don't use - sign to reduce) SC_MELON_BOMB (SI_MELON_BOMB) desc: Reduce ASPD and move speed val1: ReduceValue (don't use - sign to reduce) SC_BANANA_BOMB (SI_BANANA_BOMB) desc: Reduce LUK rate val1: ReduceValue (don't use - sign to reduce) SC_BANANA_BOMB_SITDOWN (SI_BANANA_BOMB_SITDOWN_POSTDELAY) desc: Force player to sit val1: SC_SAVAGE_STEAK (SI_SAVAGE_STEAK) desc: Increase STR val1: +STR SC_COCKTAIL_WARG_BLOOD (SI_COCKTAIL_WARG_BLOOD) desc: Increase INT val1: +INT SC_MINOR_BBQ (SI_MINOR_BBQ) desc: Increase VIT val1: +VIT SC_SIROMA_ICE_TEA (SI_SIROMA_ICE_TEA) desc: Increase DEX val1: +DEX SC_DROCERA_HERB_STEAMED (SI_DROCERA_HERB_STEAMED) desc: Increase AGI val1: +AGI SC_PUTTI_TAILS_NOODLES (SI_PUTTI_TAILS_NOODLES) desc: Increase LUK val1: +LUK SC_BOOST500 (SI_BOOST500) desc: Increase ASPD rate val1: +% Aspd SC_FULL_SWING_K (SI_FULL_SWING_K) desc: Increase Base Atk val1: +BaseAtk SC_MANA_PLUS (SI_MANA_PLUS) desc: Increase MAtk val1: +Matk SC_MUSTLE_M (SI_MUSTLE_M) desc: Increase Max HP rate val1: +% MaxHP SC_LIFE_FORCE_F (SI_LIFE_FORCE_F) desc: Increase Max SP rate val1: +% MaxSP SC_EXTRACT_WHITE_POTION_Z (SI_EXTRACT_WHITE_POTION_Z) desc: Increase HP regen rate val1: +% HP regen SC_VITATA_500 (SI_VITATA_500) desc: Increase SP Regen rate & Max SP rate val1: +% SP regen val2: +% MaxSP SC_EXTRACT_SALAMINE_JUICE (SI_EXTRACT_SALAMINE_JUICE) desc: Increase ASP rate val1: +% ASPD SC__REPRODUCE () desc: val1: SC__AUTOSHADOWSPELL () desc: val1: SC__SHADOWFORM () desc: val1: SC__BODYPAINT () desc: val1: SC__INVISIBILITY () desc: val1: SC__DEADLYINFECT () desc: val1: SC__ENERVATION () desc: val1: SC__GROOMY () desc: val1: SC__IGNORANCE () desc: val1: SC__LAZINESS () desc: val1: SC__UNLUCKY () desc: val1: SC__WEAKNESS () desc: val1: SC__STRIPACCESSORY () desc: val1: SC__MANHOLE () desc: val1: SC__BLOODYLUST () desc: val1: SC_CIRCLE_OF_FIRE () desc: val1: SC_CIRCLE_OF_FIRE_OPTION () desc: val1: SC_FIRE_CLOAK () desc: val1: SC_FIRE_CLOAK_OPTION () desc: val1: SC_WATER_SCREEN () desc: val1: SC_WATER_SCREEN_OPTION () desc: val1: SC_WATER_DROP () desc: val1: SC_WATER_DROP_OPTION () desc: val1: SC_WATER_BARRIER () desc: val1: SC_WIND_STEP () desc: val1: SC_WIND_STEP_OPTION () desc: val1: SC_WIND_CURTAIN () desc: val1: SC_WIND_CURTAIN_OPTION () desc: val1: SC_ZEPHYR () desc: val1: SC_SOLID_SKIN () desc: val1: SC_SOLID_SKIN_OPTION () desc: val1: SC_STONE_SHIELD () desc: val1: SC_STONE_SHIELD_OPTION () desc: val1: SC_POWER_OF_GAIA () desc: val1: SC_PYROTECHNIC () desc: val1: SC_PYROTECHNIC_OPTION () desc: val1: SC_HEATER () desc: val1: SC_HEATER_OPTION () desc: val1: SC_TROPIC () desc: val1: SC_TROPIC_OPTION () desc: val1: SC_AQUAPLAY () desc: val1: SC_AQUAPLAY_OPTION () desc: val1: SC_COOLER () desc: val1: SC_COOLER_OPTION () desc: val1: SC_CHILLY_AIR () desc: val1: SC_CHILLY_AIR_OPTION () desc: val1: SC_GUST () desc: val1: SC_GUST_OPTION () desc: val1: SC_BLAST () desc: val1: SC_BLAST_OPTION () desc: val1: SC_WILD_STORM () desc: val1: SC_WILD_STORM_OPTION () desc: val1: SC_PETROLOGY () desc: val1: SC_PETROLOGY_OPTION () desc: val1: SC_CURSED_SOIL () desc: val1: SC_CURSED_SOIL_OPTION () desc: val1: SC_UPHEAVAL () desc: val1: SC_UPHEAVAL_OPTION () desc: val1: SC_TIDAL_WEAPON () desc: val1: SC_TIDAL_WEAPON_OPTION () desc: val1: SC_ROCK_CRUSHER () desc: val1: SC_ROCK_CRUSHER_ATK () desc: val1: SC_LEADERSHIP () desc: val1: SC_GLORYWOUNDS () desc: val1: SC_SOULCOLD () desc: val1: SC_HAWKEYES () desc: val1: SC_ODINS_POWER () desc: val1: SC_RAID () desc: val1: SC_FIRE_INSIGNIA () desc: val1: SC_WATER_INSIGNIA () desc: val1: SC_WIND_INSIGNIA () desc: val1: SC_EARTH_INSIGNIA () desc: val1: SC_PUSH_CART () desc: val1: SC_SPELLBOOK1 () desc: val1: SC_SPELLBOOK2 () desc: val1: SC_SPELLBOOK3 () desc: val1: SC_SPELLBOOK4 () desc: val1: SC_SPELLBOOK5 () desc: val1: SC_SPELLBOOK6 () desc: val1: SC_MAXSPELLBOOK () desc: val1: SC_INCMHP () desc: Increase Max HP val1: + Max HP SC_INCMSP () desc: Incrase Max SP val1: + MaxSP SC_PARTYFLEE () desc: val1: SC_MEIKYOUSISUI () desc: val1: SC_JYUMONJIKIRI () desc: val1: SC_KYOUGAKU () desc: val1: SC_IZAYOI () desc: val1: SC_ZENKAI () desc: val1: SC_KAGEHUMI () desc: val1: SC_KYOMU () desc: val1: SC_KAGEMUSYA () desc: val1: SC_ZANGETSU () desc: val1: SC_GENSOU () desc: val1: SC_AKAITSUKI () desc: val1: SC_STYLE_CHANGE () desc: Eleanor's mode val1: SC_TINDER_BREAKER (SI_TINDER_BREAKER_POSTDELAY) desc: val1: SC_TINDER_BREAKER2 (SI_TINDER_BREAKER) desc: Tinder Breaker after-effect, just like Close Confine val1: SC_CBC (SI_CBC) desc: Drain HP & SP each iteration (default is each 1 sec) val1: val2: val3: %SP drain SC_EQC (SI_EQC) desc: val1: val2: -% Def val3: -%MaxHP val4: SC_GOLDENE_FERSE (SI_GOLDENE_FERSE) desc: val1: val2: +% Flee val3: +% ASPD val4: % Chance to convert attack as Holy element SC_ANGRIFFS_MODUS (SI_ANGRIFFS_MODUS) desc: Drain 100 HP & 20 SP each iteration (default is each 1 sec) val1: Level. Usage for +MaxHP rate (5 * level) val2: +ATK val3: -Flee SC_OVERED_BOOST (SI_OVERED_BOOST) desc: When status ended, reduce 50% HP for player and increase 50 the Homunculus's hunger val1: val2: Fixed Flee value val3: Fixed ASPD value val4: -% Def SC_LIGHT_OF_REGENE (SI_LIGHT_OF_REGENE) desc: val1: val2: % of HP recovery on death SC_ASH (SI_VOLCANIC_ASH) desc: Increase damage to Fire element enemy (ratio +150%), reduce Hit, Def, Atk & Flee. val1: -% Hit val2: -% Def val4: -Atk & Flee SC_GRANITIC_ARMOR (SI_GRANITIC_ARMOR) desc: Reduce the inflicted damage, when status ended deals another damage to self val1: val2: -%Damage val3: Damage taken on status end SC_MAGMA_FLOW (SI_MAGMA_FLOW) desc: val1: val2: Rate to cast Magma Flow (deals damage) to target while attacking SC_PYROCLASTIC (SI_PYROCLASTIC) desc: val1: val2: +ATK val3: % Rate to cast Hammer Fall SC_PARALYSIS (SI_NEEDLE_OF_PARALYZE) desc: val1: val2: -Def val3: +% CastTime SC_PAIN_KILLER (SI_PAIN_KILLER) desc: Reduce damage for certain value, reduce ASPD rate, inflict Endure if has active SC_PARALYSIS val1: val2: -% ASPD val3: -Damage SC_HANBOK () desc: Visual effect. Hanbok costume! val1: SC_DEFSET () desc: Vellum Weapon bonus. Set Def value val1: Def fixed value SC_MDEFSET () desc: Vellum Weapon bonus. Set MDef value val1: MDef fixed value SC_DARKCROW (SI_DARKCROW) desc: Increase short/melee damage rate val1: val2: +% Damage SC_FULL_THROTTLE (SI_FULL_THROTTLE) desc: Increase walk speed, increase allstats, full HP once activated val1: Level, also used as Rebound level when this sc ended val2: -SP each iteration val3: +% Allstats SC_REBOUND (SI_REBOUND) desc: Full Throttle after-effect. Reduce walk speed val1: SC_UNLIMIT (SI_UNLIMIT) desc: Increase attak rate & set Def/MDef to 1, val1: val2: +% Attack SC_KINGS_GRACE (SI_KINGS_GRACE) desc: Add Max HP & heal each iteration (default 1 seconds) val1: val2: +HP heal SC_TELEKINESIS_INTENSE () desc: Increase SP cost & damage of Ghost skill, reduce casttime val1: val2: +% SP Cost val3: +Damage ratio val4: -CastTime SC_OFFERTORIUM (SI_OFFERTORIUM) desc: val1: val2: +Heal Power val3: +SP Cost SC_FRIGG_SONG (SI_FRIGG_SONG) desc: Add Max HP & heal each iteration (default 1 seconds) val1: val2: +% MaxHP val3: +HP heal SC_MONSTER_TRANSFORM () desc: Monster Transformation. (DO NOT USE THIS DIRECTLY, use script 'transform') val1: Monster ID SC_ANGEL_PROTECT () desc: val1: SC_ILLUSIONDOPING (SI_ILLUSIONDOPING) desc: val1: val2: -Hit SC_FLASHCOMBO () desc: val1: val2: +ATK (isn't shown in status window) SC_MOONSTAR (SI_MOONSTAR) desc: Visual effect val1: SC_SUPER_STAR (SI_SUPER_STAR) desc: Visual effect val1: SC_HEAT_BARREL () desc: (Rebellion) Reduce fixed cast time, add ASPD rate, & reduce flee val1: val2: -Fixed Casttime val3: +% ASPD val4: -Flee SC_HEAT_BARREL_AFTER (SI_HEAT_BARREL_AFTER) desc: (Rebellion) Heat Barrel after-effect, can't do anything in this effect (like Extremity Fist after-effect) val1: SC_P_ALTER (SI_P_ALTER) desc: Increase attack ratio & def againts Undead monster val1: val2: +ATK ratio val3: +Def SC_E_CHAIN (SI_E_CHAIN) desc: (Rebellion) Has chance to trigger Chain Action for any weapon val1: val2: Coins used for succes rate. (5*val) SC_C_MARKER (SI_C_MARKER) desc: (Rebellion) Crimson Marker effect, also sends the target location to the caster val1: val2: val3: -Flee SC_ANTI_M_BLAST (SI_ANTI_M_BLAST) desc: (Rebellion) Anti-Material effect, reduce resistance of Neutral attack val1: Level for duration look up val2: Reduction ratio SC_B_TRAP (SI_B_TRAP) desc: (Rebellion) Bind Trap effect, waiting for Flicker being used val1: val2: val3: -Walk Speed (Unstackable penalty) SC_H_MINE (SI_H_MINE) desc: (Rebellion) Howling Mine effect, waiting for Flicker being used val1: SC_QD_SHOT_READY (SI_E_QD_SHOT_READY) desc: (Rebellion) Combo stance to cast Quick Draw Shot val1: SC_MTF_ASPD (SI_MTF_ASPD) desc: Increase ASP and Hit val1: +ASPD val2: +Hit SC_MTF_ASPD2 (SI_MTF_ASPD2) desc: Increase ASP and Hit val1: +ASPD val2: +Hit SC_MTF_RANGEATK (SI_MTF_RANGEATK) desc: Increase Long-ranged damage while attacking val1: +% Damage (not be shown in status window) SC_MTF_RANGEATK2 (SI_MTF_RANGEATK2) desc: Increase Long-ranged damage while attacking val1: +% Damage (not be shown in status window) SC_MTF_MATK (SI_MTF_MATK) desc: Increase MATK damage while attacking val1: +% MATK SC_MTF_MATK2 (SI_MTF_MATK2) desc: Increase MATK damage while attacking val1: + MATK SC_MTF_MLEATKED (SI_MTF_MLEATKED) desc: Has chance to cast Endure to self while attacked val1: Endure Level val2: Rate to cast val3: Neutral element resistance SC_MTF_CRIDAMAGE (SI_MTF_CRIDAMAGE) desc: Bonus critical rate of monster transformation val1: +% Critical SC_OKTOBERFEST () desc: Costume val1: SC_STRANGELIGHTS (SI_STRANGELIGHTS) desc: val1: SC_DECORATION_OF_MUSIC (SI_DECORATION_OF_MUSIC) desc: val1: SC_QUEST_BUFF1 (SI_QUEST_BUFF1) desc: val1: +ATK & +MATK SC_QUEST_BUFF2 (SI_QUEST_BUFF2) desc: val1: +ATK & +MATK SC_QUEST_BUFF3 (SI_QUEST_BUFF3) desc: val1: +ATK & +MATK SC_ALL_RIDING (SI_ALL_RIDING) desc: val1: SC_TEARGAS_SOB () desc: 2nd Teargas effect, do /sob expression each 3 seconds val1: SC__FEINTBOMB () desc: val1: val2: -1 SP each second SC__CHAOS () desc: val1: SC_ELEMENTAL_SHIELD () desc: Block magic attack val1: SC_CHASEWALK2 (SI_CHASEWALK2) desc: 2nd effect of Chasewalk val1: +STR SC_GVG_GIANT (SI_GVG_GIANT) desc: Instantly consumes HP/SP, increases Physical/Magic damage on player enemies by n%. val1: Amount of HP that are instantly consumed val2: Amount of SP that are instantly consumed val3: Increases % Physical damage val4: Increases % Magical damage SC_GVG_GOLEM (SI_GVG_GOLEM) desc: Instantly consumes HP/SP, decreases n% damage received from other adventurers. val1: Amount of HP that are instantly consumed val2: Amount of SP that are instantly consumed val3: Decreases % damage received of physical attack val4: Decreases % damage received of magical attack SC_GVG_STUN (SI_GVG_STUN) desc: Instantly consumes HP/SP, immunizes you against Stun. val1: Amount of HP that are instantly consumed val2: Amount of SP that are instantly consumed SC_GVG_STONE (SI_GVG_STONE) desc: Instantly consumes HP/SP, immunizes you against Petrification. val1: Amount of HP that are instantly consumed val2: Amount of SP that are instantly consumed SC_GVG_FREEZ (SI_GVG_FREEZ) desc: Instantly consumes HP/SP, immunizes you against Frost. val1: Amount of HP that are instantly consumed val2: Amount of SP that are instantly consumed SC_GVG_SLEEP (SI_GVG_SLEEP) desc: Instantly consumes HP/SP, immunizes you against Sleep. val1: Amount of HP that are instantly consumed val2: Amount of SP that are instantly consumed SC_GVG_CURSE (SI_GVG_CURSE) desc: Instantly consumes HP/SP, immunizes you against Curse. val1: Amount of HP that are instantly consumed val2: Amount of SP that are instantly consumed SC_GVG_SILENCE (SI_GVG_SILENCE) desc: Instantly consumes HP/SP, immunizes you against Silence. val1: Amount of HP that are instantly consumed val2: Amount of SP that are instantly consumed SC_GVG_BLIND (SI_GVG_BLIND) desc: Instantly consumes HP/SP, immunizes you against Blind. val1: Amount of HP that are instantly consumed val2: Amount of SP that are instantly consumed SC_EXTREMITYFIST2 () desc: val1: